private void EnemyBullet_Player(JIBulletProperty enemyBullet, PlayerProperty player) { if (!player.m_god) { player.GetComponentInChildren <PlayerTakeDamage> ().PlayerDeath(); } if (enemyBullet.Type == JIBulletType.Normal) { BulletPool.Instance.ReleaseGameObject(enemyBullet.gameObject); } else { Destroy(enemyBullet.gameObject); } }
private void OnEnable() { _player = GetComponent <PlayerProperty>(); _playerShotter = GetComponent <PlayerShot>(); _rig2D = GetComponent <Rigidbody2D>(); _trigger = new GameObject("Aim Detecter").AddComponent <CircleCollider2D>(); _trigger.transform.parent = transform; _trigger.transform.position = transform.position; _trigger.radius = _player.DetectRadius; _trigger.gameObject.layer = LayerMask.NameToLayer("Background"); _trigger.isTrigger = true; _detecter = _trigger.gameObject.AddComponent <Detecter>(); _playerShotter.enabled = false; }
public PlayerProperty finPlayerByState(bool state, List <PlayerProperty> list) { if (list == null) { return(player); } foreach (PlayerProperty pl in list) { if (pl.IsPlaying == state) { player = pl; break; } } return(player); }
public void DetailsTest() { PlayerProperty v = new PlayerProperty(); using (var context = new DataContext(_seed, DBTypeEnum.Memory)) { v.TypeId = 80; v.Level = 98; v.Value = 7; context.Set <PlayerProperty>().Add(v); context.SaveChanges(); } PartialViewResult rv = (PartialViewResult)_controller.Details(v.ID.ToString()); Assert.IsInstanceOfType(rv.Model, typeof(IBaseCRUDVM <TopBasePoco>)); Assert.AreEqual(v.ID, (rv.Model as IBaseCRUDVM <TopBasePoco>).Entity.GetID()); }
// Start is called before the first frame update void Start() { if (isLocalPlayer) { localPlayer = this; UIMgr.instance.PlayerPropertyInstance = this; CameraLocation(); } else { anotherPlayer = this; } playerAmination.UpdateAnimatin(true); healthyUI = UIMgr.instance.CreatHealthyUI().GetComponent <HealthyUI>(); healthyUI.Init(transform, 100, 100); GameMgr.instance.AddFristUpdateEventListener(UpdateHealthy); }
private void Start() { _property = GetComponent <PlayerProperty>(); _spriteRender = _property.m_spriteReference; switch (_property.m_playerState) { case PlayerProperty.PlayerStateType.White: _spriteRender.sprite = m_whiteSprite; break; case PlayerProperty.PlayerStateType.Black: _spriteRender.sprite = m_blackSprite; break; } }
public void Remove(int seq) { GameObject gameObject = Get(seq); if (gameObject != null) { LetMeKnowABrickManIsBeingRemoved(gameObject); Camera[] componentsInChildren = gameObject.GetComponentsInChildren <Camera>(); if (componentsInChildren != null) { for (int i = 0; i < componentsInChildren.Length; i++) { if (null != componentsInChildren[i]) { componentsInChildren[i].enabled = false; if (null != componentsInChildren[i].targetTexture) { freeOverlayQ.Enqueue(componentsInChildren[i].targetTexture); } } } } TPController component = gameObject.GetComponent <TPController>(); if (component != null) { component.destroyCongratulation(); } PlayerProperty componentInChildren = gameObject.GetComponentInChildren <PlayerProperty>(); if (null != componentInChildren) { freeInvisiblePositionQ.Enqueue(componentInChildren.InvisiblePosition); } InvincibleArmor component2 = gameObject.GetComponent <InvincibleArmor>(); if (null != component2) { component2.Destroy(); } Object.Destroy(gameObject); dicBrickMan.Remove(seq); } if (dicDescriptor.ContainsKey(seq)) { dicDescriptor.Remove(seq); } }
public PlayerProperty finPlayerByName(string pName) { PlayerProperty ppl = null; if (gamePlayers == null) { return(ppl); } foreach (PlayerProperty pl in gamePlayers) { if (pl.PlayerName == pName) { ppl = pl; break; } } return(ppl); }
protected virtual void Start() { player = GameManager.GetInstance().GetPlayer().GetComponent <PlayerProperty>(); if (!isGoods) { return; } var hint = gameObject.AddComponent <TriggerDisplay>(); hint.content = "购买"; priceText = Resources.Load <GameObject>("Prefabs/UI/PriceDisplay"); if (TryGetComponent <Rigidbody2D>(out var rb)) { rb.bodyType = RigidbodyType2D.Static; } priceTextInstance = Instantiate(priceText, transform.position, Quaternion.identity); value = priceTextInstance.GetComponentInChildren <Text>(); }
public void EditTest() { PlayerProperty v = new PlayerProperty(); using (var context = new DataContext(_seed, DBTypeEnum.Memory)) { v.TypeId = 80; v.Level = 98; v.Value = 7; context.Set <PlayerProperty>().Add(v); context.SaveChanges(); } PartialViewResult rv = (PartialViewResult)_controller.Edit(v.ID.ToString()); Assert.IsInstanceOfType(rv.Model, typeof(PlayerPropertyVM)); PlayerPropertyVM vm = rv.Model as PlayerPropertyVM; v = new PlayerProperty(); v.ID = vm.Entity.ID; v.TypeId = 35; v.Level = 62; v.Value = 93; vm.Entity = v; vm.FC = new Dictionary <string, object>(); vm.FC.Add("Entity.TypeId", ""); vm.FC.Add("Entity.Level", ""); vm.FC.Add("Entity.Value", ""); _controller.Edit(vm); using (var context = new DataContext(_seed, DBTypeEnum.Memory)) { var data = context.Set <PlayerProperty>().FirstOrDefault(); Assert.AreEqual(data.TypeId, 35); Assert.AreEqual(data.Level, 62); Assert.AreEqual(data.Value, 93); Assert.AreEqual(data.UpdateBy, "user"); Assert.IsTrue(DateTime.Now.Subtract(data.UpdateTime.Value).Seconds < 10); } }
public override bool ExcuteAction(PlayerProperty playerProperty) { CurrentTimeFrame++; if (CurrentTimeFrame == (m_actionTimeFrame / 2)) { var playerChangeStateComponent = playerProperty.GetComponent <PlayerChangeState>(); if (playerChangeStateComponent == null) { Debug.LogError("Can not change state because the PlayerChangeState component is not add to player!"); return(false); } playerChangeStateComponent.ChangeState(); } return(CurrentTimeFrame > m_actionTimeFrame); }
//KnockBack 부분 수정 IEnumerator KnockBack(PlayerProperty playerProperty) { enemyProperty.BeAttacked = true; if (transform.localScale.x < 0) { transform.Translate(Vector3.left * enemyProperty.KnockBackDist); } else { transform.Translate(Vector3.right * enemyProperty.KnockBackDist); } yield return(new WaitForSeconds(0.3f)); enemyProperty.BeAttacked = false; if (!enemyProperty.IsDead) { Animation(1); } }
public GameObject GetNextPlayer(GameObject obj, bool excludingMe, bool friendlyOnly) { PlayerProperty component = obj.GetComponent <PlayerProperty>(); if (null != component) { BrickManDesc[] array = ToPlayingDescArray(friendlyOnly); if (array != null && array.Length > 0) { bool flag = false; List <BrickManDesc> list = new List <BrickManDesc>(); List <BrickManDesc> list2 = new List <BrickManDesc>(); for (int i = 0; i < array.Length; i++) { if (array[i].Seq == component.Desc.Seq) { flag = true; } else if (flag) { list2.Add(array[i]); } else { list.Add(array[i]); } } if (list2.Count > 0) { return(Get(list2[0].Seq)); } if (list.Count > 0) { return(Get(list[0].Seq)); } } } if (excludingMe) { return(null); } return(obj); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { playerproperty = other.gameObject.GetComponent <PlayerProperty>(); if (playerproperty != null) { audio.Play(); playerproperty.addPoint(1); playerhud.updatePoint(); meshrender.enabled = false; meshcollider.enabled = false; } else { return; } } }
//override PlayerImpact adding knockback on top of damaging player. protected override void PlayerImpact(PlayerMovement player) { IEnumerator KnockbackTimer() { PlayerProperty playerproperty = player.GetComponent <PlayerProperty>(); PlayerMovement playermovement = player.GetComponent <PlayerMovement>(); playermovement.velocity = playermovement.transform.forward * -(PushForce); playermovement.velocity.y = (2); playerproperty.isHurt = true; yield return(new WaitForSeconds(.5f)); playermovement.velocity = Vector3.zero; playermovement.velocity.y = 0; playerproperty.isHurt = false; } StartCoroutine(KnockbackTimer()); }
private void OnGUI() { if (!GlobalVars.Instance.hideEnemyForcesNickname && MyInfoManager.Instance.isGuiOn && !MyInfoManager.Instance.IsSpectator) { GUISkin skin = GUI.skin; GUI.skin = GUISkinFinder.Instance.GetGUISkin(); GUI.depth = (int)guiDepth; GUI.enabled = !DialogManager.Instance.IsModal; GameObject[] array = BrickManManager.Instance.ToGameObjectArray(); for (int i = 0; i < array.Length; i++) { Vector3 position = array[i].transform.position; position.y += 2f; Vector3 position2 = array[i].transform.position; position2.y += 1f; PlayerProperty component = array[i].GetComponent <PlayerProperty>(); if (null != component && component.IsHostile() && !component.Desc.IsHidePlayer) { bool flag = false; if (enemy != null && enemy.Seq == component.Desc.Seq) { flag = true; } if (!flag && IsVisible(position2, component.Desc.Seq)) { flag = true; } if (flag) { Vector3 vector = cam.WorldToViewportPoint(position); if (vector.z > 0f && 0f < vector.x && vector.x < 1f && 0f < vector.y && vector.y < 1f) { Vector3 sp = cam.WorldToScreenPoint(position); LabelUtil.TextOut(sp, component.Desc.Nickname, "Label", Color.red, Color.black, TextAnchor.LowerCenter); } } } } GUI.enabled = true; GUI.skin = skin; } }
private void Update() { if (target != null) { PlayerProperty component = target.GetComponent <PlayerProperty>(); if (custom_inputs.Instance.GetButtonDown("K_JUMP") || null == component || component.Desc.IsHidePlayer) { target = BrickManManager.Instance.GetNextPlayer(target, excludingMe: false, LookFriendlyOnly()); if (null == target) { base.transform.parent = null; } else { base.transform.parent = target.transform; } } } if (!MyInfoManager.Instance.IsGM || !Screen.lockCursor || Input.GetKeyDown(KeyCode.F4)) { } VerifyLocalController(); VerifySpectatorController(); if (curMode != MyInfoManager.Instance.ControlMode) { curMode = MyInfoManager.Instance.ControlMode; ModeChange(); } VerifyTarget(); deltaTime += Time.deltaTime; if (deltaTime > 0.2f) { deltaTime = 0f; P2PManager.Instance.SendPEER_SPECTATOR(); if (MyInfoManager.Instance.ControlMode == MyInfoManager.CONTROL_MODE.SPECTATOR_MODE) { GM_COMMAND_LOGER.SendLog(GM_COMMAND_LOGER.GM_COMMAND_LOG.CAMERA_SPECTATOR_USE); } } }
private void OnTriggerStay(Collider other) { if (other.gameObject.tag == "Player") { playerproperty = other.gameObject.GetComponent <PlayerProperty>(); if (playerproperty != null && playerproperty._CurrentHealth < playerproperty.MaxHealth) { audio.Play(); playerproperty.Heal(5); playerhud.updateHealthSlider(); meshrender.enabled = false; meshcollider.enabled = false; particle.Stop(); light.enabled = false; Debug.Log(playerproperty._CurrentHealth); } else { return; } } }
public static void CheckBoxmen(Vector3 boomPos, int boomDamage, float boomRadius, int weaponBy, float rigidity) { HitPart[] array = CheckBoxmen(boomPos, boomRadius, includeFriendly: false); for (int i = 0; i < array.Length; i++) { PlayerProperty[] allComponents = Recursively.GetAllComponents <PlayerProperty>(array[i].transform, includeInactive: false); if (allComponents.Length == 1) { allComponents[0].Desc.accumDamaged += Mathf.FloorToInt(array[i].damageFactor * CalcPowFrom(boomPos, array[i].transform.position, boomDamage, boomRadius)); } } GameObject[] array2 = BrickManManager.Instance.ToGameObjectArray(); for (int j = 0; j < array2.Length; j++) { PlayerProperty component = array2[j].GetComponent <PlayerProperty>(); if (null != component && component.Desc.accumDamaged > 0) { P2PManager.Instance.SendPEER_BOMBED(MyInfoManager.Instance.Seq, component.Desc.Seq, component.Desc.accumDamaged, rigidity, weaponBy); component.Desc.accumDamaged = 0; } } }
private void CheckBoxmen(Vector3 boomPos) { HitPart[] array = ExplosionUtil.CheckBoxmen(boomPos, Radius, includeFriendly: false); for (int i = 0; i < array.Length; i++) { PlayerProperty[] allComponents = Recursively.GetAllComponents <PlayerProperty>(array[i].transform, includeInactive: false); if (allComponents.Length == 1) { int num = Mathf.FloorToInt(array[i].damageFactor * CalcPowFrom(boomPos, array[i].transform.position)); if (num > 0) { WeaponFunction component = GetComponent <WeaponFunction>(); if (null == component) { Debug.LogError("wpnFunc == null"); } TWeapon tWeapon = (TWeapon)GetComponent <Weapon>().tItem; if (tWeapon == null) { Debug.LogError("wpn == null"); } Item usingEquipByCode = MyInfoManager.Instance.GetUsingEquipByCode(tWeapon.code); num = GlobalVars.Instance.applyDurabilityDamage(usingEquipByCode?.Durability ?? (-1), tWeapon.durabilityMax, num); allComponents[0].Desc.accumDamaged += num; } } } GameObject[] array2 = BrickManManager.Instance.ToGameObjectArray(); for (int j = 0; j < array2.Length; j++) { PlayerProperty component2 = array2[j].GetComponent <PlayerProperty>(); if (null != component2 && component2.Desc.accumDamaged > 0) { P2PManager.Instance.SendPEER_BOMBED(MyInfoManager.Instance.Seq, component2.Desc.Seq, component2.Desc.accumDamaged, Rigidity, (int)weaponBy); component2.Desc.accumDamaged = 0; realExplosion = true; } } }
public static HitPart[] CheckBoxmen(Vector3 position, float radius, bool includeFriendly) { List <HitPart> list = new List <HitPart>(); int layerMask = (1 << LayerMask.NameToLayer("Chunk")) | (1 << LayerMask.NameToLayer("Brick")) | (1 << LayerMask.NameToLayer("Me")) | (1 << LayerMask.NameToLayer("BoxMan")) | (1 << LayerMask.NameToLayer("InvincibleArmor")) | (1 << LayerMask.NameToLayer("Bomb")) | (1 << LayerMask.NameToLayer("InstalledBomb")); GameObject[] array = BrickManManager.Instance.ToGameObjectArray(); for (int i = 0; i < array.Length; i++) { PlayerProperty component = array[i].GetComponent <PlayerProperty>(); if (null != component && (includeFriendly || component.Desc.IsHostile()) && Vector3.Distance(position, array[i].transform.position) < radius) { HitPart[] componentsInChildren = array[i].GetComponentsInChildren <HitPart>(); for (int j = 0; j < componentsInChildren.Length; j++) { if (Physics.Linecast(position, componentsInChildren[j].transform.position, out RaycastHit hitInfo, layerMask) && hitInfo.transform.gameObject == componentsInChildren[j].transform.gameObject) { list.Add(componentsInChildren[j]); } } } } return(list.ToArray()); }
void Awake() { playerProperty = GetComponent <PlayerProperty>(); playerBehaviour = GetComponent <PlayerBehaviour>(); playerProperty.Attackable = true; playerProperty.IsDead = false; tempIdx = 0; /* 임시 오브젝트 풀링 코드, 추후에는 해당 클래스의 이펙트 풀을 읽어와 동적으로 * 생성하는 방향으로 구현해야 할 것. */ SlashObjectPool = GameObject.Find("SlashEffect"); SlashEffectsPool = GameObject.Find("SlashSubEffectPool"); SlashEffects = new Transform[SlashObjectPool.transform.childCount]; SlashSubEffects = new Transform[SlashObjectPool.transform.childCount]; for (int i = 0; i < SlashObjectPool.transform.childCount; i++) { SlashEffects[i] = SlashObjectPool.transform.GetChild(i); SlashSubEffects[i] = SlashEffectsPool.transform.GetChild(i); } Init(); }
private void RaiseCollisionEvent(Collider2D other) { EnemyProperty enemy = other.transform.GetComponent <EnemyProperty> (); if (enemy != null) { EventManager.Instance.Raise(new BulletAttackEvent( _bullet, new JIColliderUnit(enemy))); return; } PlayerProperty player = other.transform.parent?.GetComponent <PlayerProperty> (); if (player != null) { EventManager.Instance.Raise(new BulletAttackEvent( _bullet, new JIColliderUnit(player))); return; } JIBulletProperty bullet = other.transform.parent?.GetComponent <JIBulletProperty> (); if (bullet != null) { if (bullet.IsPlayerBullet) { EventManager.Instance.Raise(new BulletAttackEvent( _bullet, new JIColliderUnit(bullet, JIColliderUnitType.PlayerBullet))); } else { EventManager.Instance.Raise(new BulletAttackEvent( _bullet, new JIColliderUnit(bullet, JIColliderUnitType.EnemyBullet))); } return; } }
public void Init(PlayerProperty pp, Transform tf) { playerProperty = pp; transform_ = tf; playerProperty.Attackable = true; playerProperty.IsDead = false; tempIdx = 0; SkillImage = Resources.Load <Sprite>("SkillImage/" + GetType().Name.Substring(0, GetType().Name.Length - 5)); GameObject.Find("SkillButton").transform.GetChild(0).GetComponent <Image>().overrideSprite = SkillImage; /* 임시 오브젝트 풀링 코드, 추후에는 해당 클래스의 이펙트 풀을 읽어와 동적으로 * 생성하는 방향으로 구현해야 할 것. */ SlashObjectPool = GameObject.Find("SlashEffect"); SlashEffectsPool = GameObject.Find("SlashSubEffectPool"); SlashEffects = new Transform[SlashObjectPool.transform.childCount]; SlashSubEffects = new Transform[SlashObjectPool.transform.childCount]; for (int i = 0; i < SlashObjectPool.transform.childCount; i++) { SlashEffects[i] = SlashObjectPool.transform.GetChild(i); SlashSubEffects[i] = SlashEffectsPool.transform.GetChild(i); } }
public virtual bool RollBackAction(PlayerProperty playerProperty) { return(false); }
// Return true if the action is done public virtual bool ExcuteAction(PlayerProperty playerProperty) { return(false); }
private void OnEnable() { _player = GetComponent <PlayerProperty> (); }
void CmdKeyUp(PlayerProperty playerProperty, KeyCode key) { playerProperty.EventCenterInstance.EventTrigger("keyUp", key); playerProperty.EventCenterInstance.EventTrigger("key" + key + "Up"); RpcKeyUp(key); }
set => SetValue(PlayerProperty, value);
/// <summary> /// This function is called when the object becomes enabled and active. /// </summary> private void OnEnable() { _player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerProperty> (); }