// Start is called before the first frame update //void Start() //{ //} //// Update is called once per frame //void Update() //{ //} private void Start() //was awake { rbody = GetComponent <Rigidbody2D>(); currentSpeed = baseMovementSpeed; isoRenderer = GetComponentInChildren <IsometricCharacterRenderer>(); audio = GetComponent <AudioSource>(); stepTimer = stepDelay; PlayerHudManager phm = FindObjectOfType <InGameUIManager>().playerHudImages[playerNumber].GetComponent <PlayerHudManager>(); dodgeCooldownImg = phm.dodgeImgCooldown; }
private void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } PopulateHuds(); }
// Start is called before the first frame update void Start() { pNum = gameObject.GetComponent <IsometricPlayerMovementController>().playerNumber; anim = GetComponentInChildren <Animator>(); audio = GetComponent <AudioSource>(); //FindObjectOfType<InGameUIManager>().SetUI(pNum, 0, basicCooldown, moveCooldown, ultCooldown); //change that number to fit character FindObjectOfType <InGameUIManager>().SetCharacterHud(pNum, 0); PlayerHudManager phm = FindObjectOfType <InGameUIManager>().playerHudImages[pNum].GetComponent <PlayerHudManager>(); basicCooldown = phm.basicCooldown; moveCooldown = phm.moveCooldown; ultCooldown = phm.ultCooldown; SetStats(); }
// Start is called before the first frame update void Start() { pNum = gameObject.GetComponent <IsometricPlayerMovementController>().playerNumber; anim = GetComponentInChildren <Animator>(); audio = GetComponent <AudioSource>(); FindObjectOfType <InGameUIManager>().SetCharacterHud(pNum, 2); //number is freak type PlayerHudManager phm = FindObjectOfType <InGameUIManager>().playerHudImages[pNum].GetComponent <PlayerHudManager>(); basicCooldown = phm.basicCooldown; moveCooldown = phm.moveCooldown; ultCooldown = phm.ultCooldown; SetStats(); }
// Start is called before the first frame update void Start() { audio = GetComponent <AudioSource>(); myClass.myHealth = characterStats.health; pNumIdentifierImg.sprite = playerNumberSprites[gameObject.GetComponent <IsometricPlayerMovementController>().playerNumber]; //FindObjectOfType<InGameUIManager>().SetCommonUI(gameObject.GetComponent<IsometricPlayerMovementController>().playerNumber, dodgeCooldown, health, brinkHealth, redHeart, purpleHeart); playerNum = gameObject.GetComponent <IsometricPlayerMovementController>().playerNumber; PlayerHudManager phm = FindObjectOfType <InGameUIManager>().playerHudImages[gameObject.GetComponent <IsometricPlayerMovementController>().playerNumber].GetComponent <PlayerHudManager>(); health = phm.health; brinkHealth = phm.brinkHealth; redHeart = phm.redHeart; purpleHeart = phm.purpleHeart; brinkImg = phm.brinkImg; brinkSld = phm.brinkSld; }
private void Awake() { //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); HudAnimator = gameObject.GetComponent <Animator>(); }
public override void Executed(string[] args) { string commands = ""; foreach (var cmd in RegisteredCommands) { if (cmd.Syntax != "" && cmd.Description != "") { commands += $"{CommandColor}{cmd.Syntax}[].....{cmd.Description}\n"; } } PlayerHudManager.AddChat(PlayerController.LocalPlayer, $"-------------------- {AvailableCommandsColor}Available Commands []--------------------\n" + commands + $"-------------------- {AvailableCommandsColor}Available Commands []--------------------" ); //Send chat to player base.Executed(args); }
public override void Executed(string[] args) { string commands = ""; foreach (var cmd in RegisteredCommands) { if (cmd.Syntax != "" && cmd.Description != "") { commands += $"{CommandColor}{cmd.Syntax}[].....{cmd.Description}\n"; } } PlayerHudManager.AddChat(PlayerController.LocalPlayer, $"-------------------- {AvailableCommandsColor}Available Commands []--------------------\n" + commands + $"-------------------- {AvailableCommandsColor}Available Commands []--------------------" ); //Send chat to player //PlayerHudManager.AddChat(PlayerController.LocalPlayer, "If you would like to change the GameMode or GameMode options, use the laptop in the lobby."); base.Executed(args); }
public override void Executed(string[] args) { if (CheepsAmongUsMod.IsDecidingClient) { if (CheepsAmongUsMod.CurrentGame.GameState == GameStateEnum.Started) { PlayerHudManager.AddChat(PlayerController.LocalPlayer, $"{Functions.ColorRed}The game options cannot be changed when the game has already started." ); //Send chat to player } else { try { switch (args[1].ToLower()) { case "commontasks": { var value = int.Parse(args[2]); GameOptions.CommonTasks = value; break; } case "confirmejects": { var value = bool.Parse(args[2]); GameOptions.ConfirmEjects = value; break; } case "crewmatevision": { var value = float.Parse(args[2]); GameOptions.CrewmateVision = value; break; } case "discussiontime": { var value = int.Parse(args[2]); GameOptions.DiscussionTime = value; break; } case "emergencycooldown": { var value = int.Parse(args[2]); GameOptions.EmergencyCooldown = value; break; } case "emergencymeetings": { var value = int.Parse(args[2]); GameOptions.EmergencyMeetings = value; break; } case "impostorcount": { var value = int.Parse(args[2]); GameOptions.ImpostorCount = value; break; } case "impostorvision": { var value = float.Parse(args[2]); GameOptions.ImpostorVision = value; break; } case "killcooldown": { var value = float.Parse(args[2]); GameOptions.KillCooldown = value; break; } case "killdistance": { try { var val = (KillDistance)Enum.Parse(typeof(KillDistance), args[2], true); GameOptions.KillDistance = val; } catch { PlayerHudManager.AddChat(PlayerController.LocalPlayer, $"{Functions.ColorRed}Syntax[]: {Functions.ColorPurple}{CommandStr} KillDistance <{NumEnumVals(typeof(KillDistance), " | ")}>" ); //Send syntax to player return; } break; } case "longtasks": { var value = int.Parse(args[2]); GameOptions.LongTasks = (byte)value; break; } case "map": { try { var val = (MapType)Enum.Parse(typeof(MapType), args[2], true); GameOptions.Map = val; } catch { PlayerHudManager.AddChat(PlayerController.LocalPlayer, $"{Functions.ColorRed}Syntax[]: {Functions.ColorPurple}{CommandStr} Map <{NumEnumVals(typeof(MapType), " | ")}>" ); //Send syntax to player return; } break; } case "maxplayers": { var value = int.Parse(args[2]); GameOptions.MaxPlayers = value; break; } case "playerspeed": { var value = float.Parse(args[2]); GameOptions.PlayerSpeed = value; break; } case "shorttasks": { var value = int.Parse(args[2]); GameOptions.ShortTasks = value; break; } case "taskbarupdates": { try { var val = (TaskBarUpdates)Enum.Parse(typeof(TaskBarUpdates), args[2], true); GameOptions.TaskBarUpdates = val; } catch { PlayerHudManager.AddChat(PlayerController.LocalPlayer, $"{Functions.ColorRed}Syntax[]: {Functions.ColorPurple}{CommandStr} TaskBarUpdates <{NumEnumVals(typeof(TaskBarUpdates), " | ")}>" ); //Send syntax to player return; } break; } case "votingtime": { var value = int.Parse(args[2]); GameOptions.VotingTime = value; break; } } GameOptions.RpcSyncSettings(); PlayerHudManager.AddChat(PlayerController.LocalPlayer, $"{Functions.ColorLime}Game Options have been updated." ); //Send chat to player } catch { string options = "CommonTasks | ConfirmEjects | CrewmateVision | DiscussionTime | EmergencyCooldown | " + "EmergencyMeetings | ImpostorCount | ImpostorVision | KillCooldown | KillDistance | " + "LongTasks | Map | MaxPlayers | PlayerSpeed | ShortTasks | TaskBarUpdates | VotingTime"; PlayerHudManager.AddChat(PlayerController.LocalPlayer, $"{Functions.ColorRed}Syntax[]: {Functions.ColorPurple}{CommandStr} <{options}> <Value>" ); //Send syntax to player } } } else { PlayerHudManager.AddChat(PlayerController.LocalPlayer, $"{Functions.ColorRed}Sorry, but only {Functions.ColorCyan}{CheepsAmongUsMod.DecidingClient.PlayerData.PlayerName} " + $"{Functions.ColorRed}can change the game options." ); //Send chat to player } }
// Use this for initialization void Awake() { currentInstance = this; }