public void StartGame() { ClearSpace(); Time.timeScale = 1.0f; UpdateScore(); UpdateAmmo(); StartCoroutine("SpawnWaves"); isPause = false; player.Activate(); //CloseMenu (); }
// Update is called once per frame void Update() { // Disable/enable input loop if (!manager.IsPaused && controllable) { float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical"); float mouseX = Input.GetAxis("Mouse X"); float mouseY = Input.GetAxis("Mouse Y"); player.HorizontalValue = horizontal; player.VerticalValue = vertical; // Jump if (Input.GetButtonDown("Jump")) { player.Jump(); } // Rotate on X if (mouseX != 0.0f) { player.RotateY = mouseX; } // Rotate on Y if (mouseY != 0.0f) { player.RotateX = mouseY; } // If player has gun. allow use of gun if (hasGun) { // Shoot projectile if (Input.GetButtonDown("Fire1")) { gun.Shoot(); } // Teleport to projectile if (Input.GetButtonDown("Fire2")) { Vector3 targetPosition = new Vector3(); if (gun.GetTeleportTarget(out targetPosition)) { player.Teleport(targetPosition); } } } // Activate IInteractive objects if (Input.GetButtonDown("Activate")) { player.Activate(); } } }
private void StartGame() { foreach (EnemyController e in enemyControllers) { if (e == null) { continue; } Destroy(e.gameObject); } enemyControllers = new List <EnemyController>(); waveManager.Reset(); playerController.Activate(true); cameraManager.Activate(true); waveManager.Activate(true); }
private void PlayState() { _gameSession.Play(); _pathController.Play(); _playerActivationTask = new WaitTask(this, _settings.ActivationTime, () => _player.Activate(true)); _playerActivationTask.Start(); NavigationManager.Instance.OpenScreen <PlayPage>(); }
public void Play() { if (costs.total > 100) { return; } gameObject.SetActive(false); GameObject player = PlayerController.GetObject(); CharacterState state = player.GetComponent <CharacterState>(); state.character = character; PlayerController.Activate(); InputController.Activate(); EnemiesController.CreateEnemy(); }
public void SwitchController(bool switchToMoSix) { _playerController = GetComponent <PlayerController>(); _cursorController = GetComponent <CursorController>(); if (switchToMoSix) { _playerController.Deactivate(); _cursorController.Activate(); } else { _playerController.Activate(); _cursorController.Deactivate(); } }
public void SetLocalPlayer(int id) { switch (id) { case 0: localPlayer = players[0].GetComponent <MageController>(); Debug.Log("Activating Mage local player"); client.SendMessageToServer("CoordinatePlayerId" + "/" + id, true); if (playerFaceImage != null) { playerFaceImage.color = new Color32(255, 255, 255, 255); playerFaceImage.sprite = decisionFaces["2Mage"].GetComponent <SpriteRenderer>().sprite; } break; case 1: Debug.Log("Activating Warrior local player"); localPlayer = players[1].GetComponent <WarriorController>(); client.SendMessageToServer("CoordinatePlayerId" + "/" + id, true); if (playerFaceImage != null) { playerFaceImage.color = new Color32(255, 255, 255, 255); playerFaceImage.sprite = decisionFaces["2Warrior"].GetComponent <SpriteRenderer>().sprite; } break; case 2: Debug.Log("Activating Engineer local player"); localPlayer = players[2].GetComponent <EngineerController>(); client.SendMessageToServer("CoordinatePlayerId" + "/" + id, true); if (playerFaceImage != null) { playerFaceImage.color = new Color32(255, 255, 255, 255); playerFaceImage.sprite = decisionFaces["2Engineer"].GetComponent <SpriteRenderer>().sprite; } break; } localPlayer.Activate(id); Camera.main.GetComponent <CameraController>().SetTarget(localPlayer.gameObject); }
// Update is called once per frame void Update() { if (_controller.Active && _controller.CanControl) { if (Input.GetMouseButtonDown(0)) { if (GetClickedObject()) { _controller.DisablePhysics(); StopAllCoroutines(); StartCoroutine("MoveToAbsorber"); } } if (Input.GetAxisRaw("Dash") > 0.0f) { StopAllCoroutines(); ExitAbsorber(); _controller.EnablePhysics(); _controller.Activate(); } } }
public void SetLocalPlayer(int id) { switch (id) { case 0: localPlayer = players[0].GetComponent <MageController>(); Debug.Log("Activating Mage local player"); break; case 1: Debug.Log("Activating Warrior local player"); localPlayer = players[1].GetComponent <WarriorController>(); break; case 2: Debug.Log("Activating Engineer local player"); localPlayer = players[2].GetComponent <EngineerController>(); break; } localPlayer.Activate(id); Camera.main.GetComponent <CameraController>().SetTarget(localPlayer.gameObject); }
private IEnumerator StartGame() { _startCountdownText.text = "3"; yield return(new WaitForSeconds(1.0f)); _startCountdownText.text = "2"; yield return(new WaitForSeconds(1.0f)); _startCountdownText.text = "1"; yield return(new WaitForSeconds(1.0f)); _startCountdownText.text = "Start!"; _hintText.text = $"Build the {_type}!"; _playerController.Activate(); _gameStarted = true; yield return(new WaitForSeconds(1.0f)); _startCountdownText.text = ""; yield return(new WaitForSeconds(5.0f)); _hintText.text = ""; }
void StartGame() { player.Activate(); enemyController.Activate(); CameraManager.ActiveCamera("TPSView"); }
void CutsceneInteraction(float hor, float vert, bool inter1, bool inter2) { if (changeDiag) { foreach (GameObject portrait in portraits) { portrait.SetActive(false); } if (failDiag) { portraits[currDiag.failportraits[diagIndex]].SetActive(true); textMesh.text = currDiag.faildiags[diagIndex]; changeDiag = false; } else { portraits[currDiag.portraits[diagIndex]].SetActive(true); textMesh.text = currDiag.diags[diagIndex]; changeDiag = false; } } if (checkItem) { if (selectedItem == currDiag.item) { Debug.Log("Right Item"); menuPanel.SetActive(false); checkItem = false; changeDiag = true; diagIndex++; } else { if (inter2) { Debug.Log("Wrong Item"); menuPanel.SetActive(false); failDiag = true; changeDiag = true; diagIndex = 0; checkItem = false; } } return; } if (inter1) { diagIndex++; if (failDiag) { if (diagIndex > currDiag.faildiags.Count - 1) { Debug.Log("FAILED"); Deactivate(); plyr.Activate(); transform.position = GameObject.Find(plyr.nextSpawn).transform.position; } else { changeDiag = true; } return; } if (!checkItem && !failDiag && currDiag.type == 1 && diagIndex == currDiag.itemTestDiag) { checkItem = true; loadMenu(); mode = 1; } if (diagIndex > currDiag.diags.Count - 1) { Deactivate(); var enemy = currDiag.gameObject.GetComponent <PlayerDetection>(); if (enemy != null) { enemy.pacify = true; plyr.respawn = false; } plyr.Activate(); } else { changeDiag = true; } } }