void Start() { m_PlayerStance = GetComponent <PlayerStance>(); AetherInput.GetPlayerActions().UseSkill.performed += UseSkillAt; AetherInput.GetPlayerActions().SwitchSkills.performed += SwitchSkills; m_ItemSkillSlots = new Queue <SkillItem>(); }
void Start() { m_PlayerMovement = GetComponent <PlayerMovement>(); m_PlayerStance = GetComponent <PlayerStance>(); m_PlayerCombatHandler = GetComponent <PlayerCombatHandler>(); m_SkillHandler = GetComponent <SkillHandler>(); }
public void ChangeStance(PlayerStanceType typeStance) { switch (typeStance) { case PlayerStanceType.STANCE_NONE: this.stance = stances[typeStance]; currentStats = baseStats; ChangeSwordParticles(typeStance); ChangeEmissives(typeStance); break; case PlayerStanceType.STANCE_BLUE: if (greyAbilityEnabled) { this.stance = stances[typeStance]; currentStats = baseStats * blueStats; ChangeSwordParticles(typeStance); ChangeEmissives(typeStance); } break; case PlayerStanceType.STANCE_RED: if (redAbilityEnabled) { this.stance = stances[typeStance]; currentStats = baseStats * redStats; ChangeSwordParticles(typeStance); ChangeEmissives(typeStance); } break; } uiManager.UpdatePlayerStance(stance); }
protected override void UpdateElement(IReadOnlyList <Any> responses) { InGame = responses[0].Unpack <PlayerInGameResult>().Result; Civilization = responses[2].Unpack <GoalResult>().Result; Score = responses[4].Unpack <GoalResult>().Result; Age = responses[6].Unpack <GoalResult>().Result; CivilianPopulation = responses[8].Unpack <GoalResult>().Result; MilitaryPopulation = responses[10].Unpack <GoalResult>().Result; WoodAmount = responses[12].Unpack <GoalResult>().Result; FoodAmount = responses[14].Unpack <GoalResult>().Result; GoldAmount = responses[16].Unpack <GoalResult>().Result; StoneAmount = responses[18].Unpack <GoalResult>().Result; if (responses[19].Unpack <StanceTowardResult>().Result) { Stance = PlayerStance.ALLY; } else if (responses[20].Unpack <StanceTowardResult>().Result) { Stance = PlayerStance.ENEMY; } else if (responses[21].Unpack <StanceTowardResult>().Result) { Stance = PlayerStance.NEUTRAL; } }
void Start() { AetherInput.GetPlayerActions().Jump.performed += JumpInputCallback; AetherInput.GetPlayerActions().Dodge.performed += DodgeInputCallback; m_CharacterController = GetComponent <CharacterController>(); m_PlayerStance = GetComponent <PlayerStance>(); m_PlayerCombatHandler = GetComponent <PlayerCombatHandler>(); }
internal static void InternalOnStanceChanged(PlayerStance stance) { UnturnedPlayerEvents instance = stance.GetComponent <UnturnedPlayerEvents>(); UnturnedPlayer rp = UnturnedPlayer.FromPlayer(stance.player); OnPlayerUpdateStance.TryInvoke(rp, (byte)stance.stance); instance.OnUpdateStance.TryInvoke(rp, (byte)stance.stance); }
internal static void InternalOnStanceChanged(PlayerStance stance) { BasePlayerEvents instance = stance.GetComponent <BasePlayerEvents>(); BasePlayer rp = stance.player.ToBasePlayer(); OnPlayerUpdateStance.TryInvoke(rp, (byte)stance.stance); instance.OnUpdateStance.TryInvoke(rp, (byte)stance.stance); }
public void ChangeStance() { if (Stance == PlayerStance.Crouch) { Stance = PlayerStance.Up; Velocity = 5; } else { Stance = PlayerStance.Crouch; Velocity = 2; } }
internal void ChangeStance(PlayerStance newStance, FrameTime frameTime) { this._currentStance.ExitStance(frameTime); this._currentStance = this._stances[(int)newStance]; if (newStance == PlayerStance.Jumping && this._jumpAudioPlayer.AudioClip != null) { this._jumpAudioPlayer.Stop(); this._jumpAudioPlayer.Play(); } this._currentStance.EnterStance(frameTime); }
private void Start() { m_Player = GetComponent <Player>(); m_PlayerNetworkObject = m_Player.networkObject; m_PlayerMovement = GetComponent <PlayerMovement>(); m_PlayerAnimation = GetComponent <PlayerAnimation>(); m_HealthHandler = GetComponent <HealthHandler>(); m_SkillHandler = GetComponent <SkillHandler>(); m_PlayerStance = GetComponent <PlayerStance>(); m_PlayerCombatHandler = GetComponent <PlayerCombatHandler>(); m_PlayerAnimationLookat = GetComponentInChildren <PlayerAnimationLookat>(); // Make sure animator exists Debug.Assert(m_Animator != null, "Animator should not be null"); }
private void PlayerStateChanged(PlayerStance value) { if (value == PlayerStance.Crouch) { originalPosition = transform.localPosition; thirdPersonPosition.Value -= crouchPositionOffset; Vector3 crouchPosition = transform.localPosition - crouchPositionOffset; NewMoveCameraCoroutine(crouchPosition); } else { thirdPersonPosition.Value = thirdPersonPosition.OriginalValue; NewMoveCameraCoroutine(originalPosition); } }
public virtual void SetPlayerStance(PlayerStance newStance) { if (newStance != myPlayerStance) { myPlayerStance = newStance; switch (myPlayerStance) { case PlayerStance.Standing: myMovement.Stand(this); break; case PlayerStance.Crouching: myMovement.Crouch(this); break; case PlayerStance.Prone: break; } } }
public void UpdatePlayerStance(PlayerStance playerStance) { stanceImage.enabled = true; switch (playerStance.type) { case (PlayerStanceType.STANCE_BLUE): stanceImage.sprite = stance1Sprite; break; case (PlayerStanceType.STANCE_RED): stanceImage.sprite = stance2Sprite; break; default: stanceImage.sprite = stance0Sprite; stanceImage.enabled = false; break; } }
void UpdateCamPos() { if (!isAiming && cam.enabled) { if (inFP) { camPositions = fpsPositions; } else { camPositions = tpsPositions; } if (player.getProne()) { transform.SetParent(camPositions [2]); playerStance = PlayerStance.Prone; } else if (player.getCrouch()) { transform.SetParent(camPositions [1]); playerStance = PlayerStance.Crouching; } else { transform.SetParent(camPositions [0]); playerStance = PlayerStance.Standing; } //check for change in player stance, if so move cam if (playerStance != lastStance) { camMoving = true; lastStance = playerStance; } } }
// Use this for initialization //IDEA FOR FP AIMING. attach camera to gameobject near weapon sights, on toggle, detach back to normal. void Start() { helmetSlot = GameObject.FindGameObjectWithTag("HelmetSlot"); player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); player.transform.GetComponent <Animator> ().enabled = true; player.enabled = true; inventory = player.gameObject.GetComponent <Inventory> (); weaponManager = player.GetComponent <WeaponManager> (); weaponManager.SniperScope.SetActive(false); weaponManager.Crosshair.SetActive(true); anim = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>().anim; cam = Camera.main; settings = GameObject.Find("Settings"); if (settings) { AudioListener.volume = settings.GetComponent <Settings> ().masterVol; } aimCam = GameObject.Find("AimingCam").GetComponent <Camera>(); aimCam.enabled = false; aimCam.gameObject.GetComponent <AudioListener> ().enabled = false; fpsactioncam = GameObject.Find("fpsactioncam").GetComponent <Camera> (); fpsactioncam.enabled = false; fpsactioncam.gameObject.GetComponent <AudioListener> ().enabled = false; inFP = true; fpsPositions = new Transform[6]; tpsPositions = new Transform[6]; SetFPSCamPos(); SetTPSCamPos(); animSpeed = 10.0f; camMoving = false; playerStance = PlayerStance.Standing; lastStance = PlayerStance.Standing; camMode = CamMode.mainCam; }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space)) { if (Cursor.lockState == CursorLockMode.Locked) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } else Cursor.lockState = CursorLockMode.Locked; } if (Input.GetMouseButton(0)) { _curMousePosition += new Vector3(Input.GetAxis("Mouse X")*targetDistanceMultiplier, 0, Input.GetAxis("Mouse Y")*targetDistanceMultiplier); playerTarget.position = transform.position + GetCurrentCameraRotation()*_curMousePosition; currentStance = PlayerStance.Standing; } if (Input.GetMouseButtonUp(0)) { _rigidbody.angularVelocity = Vector3.zero; _rigidbody.velocity = Vector3.zero; Vector3 targetEndpoint = transform.position + GetCurrentCameraRotation() * _curMousePosition; playerTarget.position = targetEndpoint; //_rigidbody.AddForce(Quaternion.Euler(0, 45f, 0) * _curMousePosition.normalized * moveSpeed, ForceMode.VelocityChange); var offsetThisFrame = Quaternion.Euler(0, 135f, 0) * _curMousePosition; _rigidbody.AddTorque(offsetThisFrame * rotationSpeed, ForceMode.VelocityChange); /* { if (movementTween != null) { movementTween.Complete(); } movementTween = transform.DOMove(targetEndpoint, (_curMousePosition).magnitude / moveSpeed, false) //.SetEase(Ease.InOutQuad); .SetEase(Ease.Linear); } */ //_curMousePosition *= 0.95f; currentStance = PlayerStance.Crouched; _curMousePosition = Vector3.zero; } if (_rigidbody.velocity.magnitude < 0.2f) { _rigidbody.angularVelocity *= 0.9f; } }
private void Awake() { m_PlayerStance = PlayerManager.Instance.GetLocalPlayer().GetComponent <PlayerStance>(); }
//Stance public void UpdatePlayerStance(PlayerStance playerStance) { uiPlayerStance.UpdatePlayerStance(playerStance); }
public PlayerState(PlayerStance stance, Vector2 position, Vector2 velocity) { this.Stance = stance; this.Position = position; this.Velocity = velocity; }
void Start() { playerMovement = new PlayerMovement(this); playerStance = new PlayerStance(this); playerCamera = new PlayerCamera(this); }
// Start is called before the first frame update void Start() { m_PlayerStance = GetComponent <PlayerStance>(); AetherInput.GetPlayerActions().Fire.performed += AttackInputCallback; AetherInput.GetPlayerActions().Sheathe.performed += SheatheInputCallback; }
public void SetPlayerStance(PlayerStance p_stance) { m_currentStance = p_stance; }
void Start() { //Hide cursor Cursor.visible = false; anim = GetComponent <Animator>(); // Stats setup stances = new Dictionary <PlayerStanceType, PlayerStance>(); stances.Add(PlayerStanceType.STANCE_NONE, new PlayerStance(PlayerStanceType.STANCE_NONE, new PlayerPassiveStatsRelative(1, 1, 1, 1))); stances.Add(PlayerStanceType.STANCE_BLUE, new PlayerStance(PlayerStanceType.STANCE_BLUE, new PlayerPassiveStatsRelative(1, 0.66f, 1.33f, 40))); stances.Add(PlayerStanceType.STANCE_RED, new PlayerStance(PlayerStanceType.STANCE_RED, new PlayerPassiveStatsRelative(1.5f, 1, 0.85f, 30))); ChangeStance(PlayerStanceType.STANCE_NONE); playerAttacks = new Dictionary <string, Attack>(); //Light attacks playerAttacks.Add("L1", new Attack("L1", 10)); playerAttacks.Add("L2", new Attack("L2", 15)); playerAttacks.Add("L3", new Attack("L3", 20)); //Heavy attacks playerAttacks.Add("H1", new Attack("H1", 25)); playerAttacks.Add("H2", new Attack("H2", 30)); playerAttacks.Add("H3", new Attack("H3", 35)); //Special Attacks playerAttacks.Add("Red", new Attack("Red", 30)); playerAttacks.Add("Blue", new Attack("Blue", 40)); //Camera Shake Default Stats defaultCameraShakeStats.duration = 0.2f; defaultCameraShakeStats.magnitude = 0.5f; defaultCameraShakeStats.xMultiplier = 1.0f; defaultCameraShakeStats.yMultiplier = 1.0f; stance = stances[PlayerStanceType.STANCE_NONE]; initialMaxHP = maxHP; currentHP = maxHP; initialMaxEnergy = maxEnergy; currentEnergy = maxEnergy; canDodge = true; camRigT = GameObject.FindGameObjectWithTag("MainCamera").transform; camT = camRigT.GetComponentInChildren <Camera>().transform; camShake = camRigT.GetComponent <CameraShake>(); controllerEvents = camRigT.GetComponent <ControllerEvents>(); rigidBody = GetComponent <Rigidbody>(); DisableSwordEmitter(); DisableShieldEmitter(); uiManager.UpdateMaxHealth(initialMaxHP); uiManager.UpdateHealth(currentHP); uiManager.UpdateEnergyCapacity(initialMaxEnergy); uiManager.UpdateEnergy(currentEnergy); uiManager.UpdatePlayerStance(stance); // Dialogs Invoke("DialogMove", 1); Invoke("DialogRotate", 4.5f); }