public Player(Player_Status opera) { base.enh = new Enhance_Player(opera); base.nch = new Choice_Player(opera); base.sh = new Scheme_Player(opera); base.sel = new Select_Player(opera); }
public void receive(Player_Status player, int ID) { this.player = player; this.ID = ID; GetComponent <Image>().sprite = player.hand[ID].image; transform.GetChild(0).GetComponent <Text>().text = "魔力 " + player.hand[ID].pass_force; }
// Use this for initialization void Start () { rbd2D = GetComponent<Rigidbody2D> (); anim = GetComponent<Animator> (); aL = (Arrow_Launch)FindObjectOfType (typeof(Arrow_Launch)); directEnemy = (Enemy_Controller)FindObjectOfType (typeof(Enemy_Controller)); pStatus = (Player_Status)FindObjectOfType (typeof(Player_Status)); }
public Scheme_Select(List <Scheme> available, Battle next, Player_Status player) { selection = new Selection_Scheme_create(this, available); this.next = next; battle = this; this.player = player; }
public void init(Player_Status player, two_flag finish, int num) { this.player = player; strength = player.HP; this.finish = finish; this.num = num; }
public void init(Player_Status player) { this.player = player; GameObject.Find("name").GetComponent <Text>().text = player.Name; GameObject.Find("morale_val").GetComponent <Text>().text = player.Morale.ToString(); GameObject.Find("base_val").GetComponent <Text>().text = player.Force_Base.ToString(); }
public void deletePlayerStatus(Player_Status player_status) { using (Player_statusRepository player_statusRepository = new Player_statusRepository("DefaultConnection")) { player_statusRepository.deletePlayerStatus(player_status); } }
//Finally we pass the player and room information in the player_status. Adding the playerStatus (external call) //83: gettting 5 levels for a specific room (room_levels table). The first one is set true. // We create a playerStatus for one person when is on a room. Every player_status on every room_level. He is assigned to all all the room_levels (98) //The first is starting point true and the rest is created for the player based on the room_levels. //Iterating over 5 times and the the room_level index is passed in the objects and the first element (level 1->unlocked) for a player is set to true because of the starting point. public void CreatePlayerStatusForARoom(Player player, Room room) { using (Player_statusRepository player_statusRepository = new Player_statusRepository("DefaultConnection")) { List <Room_levels> room_levels = Room_LevelsLogic.getRoomLevels(room.ID); for (int i = 0; i < room_levels.Count(); i++) { Room_levels room_level = room_levels[i]; Player_Status player_status = new Player_Status(); if (i == 0) { player_status.IsUnlocked = true; } player_status.Player = player; player_status.Room_levels = room_level; addPlayerStatus(player_status); } } }
// Start is called before the first frame update void Start() { GameController.Instance.currentLevel = currentLevel; playerAnimator = this.GetComponent <Animator>(); playerRb = this.GetComponent <Rigidbody2D>(); player_Status = Player_Status.Active; }
public True_Game(Player_Status me) { finish = false; elapsed = 0; total_damage = 0; player = me; }
public Awakening_Sousou(Player_Status me, int add) { finish = false; elapsed = 0; player = me; add_force = add; }
public Enemy(Player_Status opera, Scheme scheme, int level) { base.enh = new Enhance_Enemy(opera); base.nch = new Choice_Enemy(opera, level); base.sh = new Scheme_Enemy(opera, scheme); sel = new Select_Enemy(opera); }
// Use this for initialization void Start () { playerHealth = 100; playerStatus = gameObject.GetComponent<Player_Status>(); OnHealthChanged += HealthChangeListener; }
/// <summary> /// 経験値取得時のログ /// </summary> /// <param name="player_status">プレイヤーのステータス</param> /// <param name="enemy">倒された敵</param> /// <param name="Exp">その敵が倒されたことによって得られる経験値</param> public static void Get_Experience_Point(Player_Status player_status, GameObject enemy, int Exp) { var enemy_status = enemy.GetComponent <Enemy_Status>(); log.Value += (enemy_status.name + "をたおした。\n"); log.Value += (player_status.name + "は" + enemy_status.experience_point + "ポイントの経験値をえた。" + "\n"); }
private void Awake() { playerStatus = GetComponent <Player_Status>(); inputManager = GetComponent <Player_InputManager>(); inputManager.OnUlt += CallRiptire; playerCamera = Camera.main; }
void Attack() { // if (attacking_time > 0) // return; player_status = Player_Status.Attack; attacking_time = attack_time_limit; AudioPlay("attack"); }
void Start() { player = Player_Manager.Instance.player; player_script = Player_Manager.Instance.player_script; player_action = Player_Manager.Instance.player_action; player_status = Player_Manager.Instance.player_status; map_layer = Dungeon_Manager.Instance.map_layer_2D; damage_calculation = new Damage_Calculation(); }
public create_Scheme_stage(two_flag animation, string name, string disc, Player_Status player) { Panel = UnityEngine.Object.Instantiate((GameObject)Resources.Load("scheme/stage/scheme_textpanel"), new Vector2(-1030, -220), Quaternion.identity); Character = UnityEngine.Object.Instantiate((GameObject)Resources.Load("scheme/stage/Scheme_player"), new Vector2(-850, 0), Quaternion.identity); Panel.GetComponent <scheme_player>().init(animation, "text"); Panel.GetComponent <scheme_player>().receive_name(name, disc); Character.GetComponent <scheme_player>().init(animation, "img"); Character.GetComponent <scheme_player>().receive_image(player.information); }
public Enhance_Scheme(Player_Status player, List <Judge> judge, int add, string disc, string name, int morale) { this.player = player; this.judge = judge; this.add = add; this.mol = morale; this.name = name; this.discr = disc; }
public Select_Button_create(Vector3 v, Player_Status player) { this.player = player; button[0] = UnityEngine.Object.Instantiate((GameObject)Resources.Load("Selection/Selection"), v, Quaternion.identity); button[1] = UnityEngine.Object.Instantiate((GameObject)Resources.Load("Selection/Selection"), new Vector3(v.x - 80, v.y - 130), Quaternion.identity); button[2] = UnityEngine.Object.Instantiate((GameObject)Resources.Load("Selection/Selection"), new Vector3(v.x + 80, v.y - 130), Quaternion.identity); notif(); Off(); }
void Start() { player = Player_Manager.Instance.player_script; key_observer = Game.Instance.key_observer; enemy_action = new Enemy_Action(); player_status = Player_Manager.Instance.player_status; map_layer = Dungeon_Manager.Instance.map_layer_2D; player.player_mode = ePlayer_Mode.Nomal_Mode; }
void Awake() { player = GameObject.Find("Player"); player_script = player.GetComponent <Player>(); player_move = gameObject.AddComponent <Player_Move>(); player_status = new Player_Status(); player_status.Initialize(); player_action = gameObject.AddComponent <Player_Action>(); action_stair = gameObject.AddComponent <Action_On_Stair>(); }
public void Initialize() { game_manager = GameManager.Instance; enemy_manager = Enemy_Manager.Instance; player = Player_Manager.Instance.player_script; player_status = Player_Manager.Instance.player_status; enemy_status = new Enemy_Status(); map_layer = Dungeon_Manager.Instance.map_layer_2D; damage_calculation = Game.Instance.damage_calculation; }
void AttackCheck() { attacking_time -= Time.deltaTime; if (attacking_time <= 0) { // attacking_time = 0; player_status = Player_Status.Moving; attack_CDtime = attack_CDtime_limit; } }
//Adding a player_status if it is not already in the table. //player_status room_levels (id of it) //Finding a player_status by searching the player and player's room_levels. If the player is not already in the table, we add it. public void addPlayerStatus(Player_Status player_status) { using (Player_statusRepository player_statusRepository = new Player_statusRepository("DefaultConnection")) { if (findPlayerStatus(player_status.Player, player_status.Room_levels) == null) { player_statusRepository.addPlayerStatus(player_status); } } }
/// <summary> /// 現在の状態に合った行動をする 毎ループ呼び出す ここでゲームオーバー判定を行う /// </summary> public void Run_Action() { // プレイヤーのステータス関係のクラス 死亡判定に使用 Player_Status player_status = Player_Manager.Instance.player_status; Debug.Log(player.player_state); Debug.Log(player.player_mode); Debug.Log(player.direction); Debug.Log("player_feet = " + player.Feet); switch (player.player_state) { case ePlayer_State.Move: player_move.Action_Move(); break; case ePlayer_State.Attack: player_attack.Action_Attack(); break; case ePlayer_State.On_Stair: action_stair.Action_Stair(); break; case ePlayer_State.Decide_Command: var decide_dungeon = new Decide_Dungeon(); decide_dungeon.In_Decide(); break; case ePlayer_State.Battle_Menu: Action_Battle_Menu(); break; case ePlayer_State.Game_Over: SceneManager.LoadScene("Result"); Enemy_Manager.Instance.enemies.Clear(); break; } if (player.Feet == Define_Value.ENTRANCE_LAYER_NUMBER) { player_status.Where_Floor((int)player.position.x, (int)player.position.y); } // プレイヤーが生きていたら死亡判定をする if (player.Exist == true) { // 体力が 0 以下ならゲームオーバー処理に切り替える if (player.player_state != ePlayer_State.Game_Over && player_status.Is_Dead(player_status.hit_point.Value)) { Set_Action(ePlayer_State.Game_Over); } } }
private void OnWilt() { if (GhostPath.Count < 1) { GhostPath.Add(Vector3.zero); GhostRotation.Add(Vector3.zero); InteractionState.Add(false); } status = Player_Status.wilting; AC.SetTrigger("OnWilt"); }
/** * defines collison of bullet * @pre bullet must be fired * @post if it collides with enemy,damage is dealt * @param collison is a Collider2D object * @return void **/ private void OnTriggerEnter2D(Collider2D collision) { Player_Status player = collision.GetComponent <Player_Status>(); if (player != null) { Debug.Log("TEST 10: ENEMY SHOT PLAYER PASSED"); player.TakeDmg(damage); } Destroy(gameObject); }
public void Kill() { if (isInteracting) { onInteractEnd?.Invoke(); } isActive = false; isInteracting = false; status = Player_Status.dead; AC.SetTrigger("OnWilt"); }
public void Animate() { isActive = true; isInteracting = false; //gameObject.SetActive(true); maxIndex = (int)(duration * (1 / Time.fixedDeltaTime)); finalAction = GhostPath[GhostPath.Count - 1]; finalAction.y = 0; // Prevent ghost from jumping up forever //finalRotation = GhostRotation[GhostRotation.Count - 1]; status = Player_Status.spawning; AC.SetTrigger("OnSpawn"); }
public Change_fatgue_injury_Scheme(Player_Status me, List <Judge> judge, string name, string disc, int morale, int force, int add_fatigue, int add_injury) { /*me変数は、必殺技の対象となるキャラクタ*/ hand = judge; this.add_force = force; this.name = name; this.disc = disc; this.mol = morale; this.hand = judge; this.fatigue = add_fatigue; this.injury = add_injury; player = me; }
public void init(Player_Status player, Hero hero) { force = player.Force_Base; Name = player.Name; disc = player.disc; player.init(); GetComponent <Image>().sprite = player.image; GameObject.Find("option_character").GetComponent <Image>().sprite = GetComponent <Image>().sprite; GameObject.Find("status").GetComponent <Text>().text = force.ToString(); GameObject.Find("name").GetComponent <Text>().text = Name; GameObject.Find("discription").GetComponent <Text>().text = disc; this.hero = hero; }
private void OnSpawn() { Debug.Log("PS::Player spawned at " + spawnCoord); AC.SetBool("isMoving", false); PC.FreezePlayer(); transform.position = spawnCoord; transform.rotation = Quaternion.Euler(spawnRot); ResetGhosts(); AnimateGhosts(); AC.SetTrigger("OnSpawn"); status = Player_Status.spawning; sproutingEvent.Post(gameObject); }
private void OnTriggerEnter2D(Collider2D other) { //吃宝石加分数 if (other.gameObject.tag == "Gem") { GameController.Instance.score += 10; Destroy(other.gameObject); } //吃宝箱道具 if (other.gameObject.tag == "Box") { other.gameObject.GetComponent <Animator>().SetTrigger("Open"); it = Instantiate(item, other.transform.position, other.transform.rotation); Destroy(other.gameObject, 0.5f); } //吃道具,获得攻击技能 if (other.gameObject.tag == "Item") { this.canAttack = true; Debug.Log(canAttack); Destroy(it, 1f); } if (other.gameObject.tag == "StairCase") { canClimb = true; Debug.Log("canClimb:" + canClimb); playerRb.gravityScale = 0; } if (other.gameObject.tag == "Enemy") { if (GameController.Instance.playerHealth >= 0 && this.player_Status == Player_Status.Active) { StartCoroutine(Die()); } else if (GameController.Instance.playerHealth < 0 && this.player_Status == Player_Status.Die) { StopCoroutine(Die()); GameController.Instance.game_Status = Game_Status.GameOver; GameController.Instance.LoadScene("GameOver"); } player_Status = Player_Status.Die; } if (other.gameObject.tag == "Transporter") { LevelManager.Instance.currentlevel++; GameController.Instance.LoadScene("SelectLevel"); } }
void GlidingHandle() { GetComponent<Rigidbody2D>().velocity = Vector2.zero; GetComponent<Rigidbody2D>().AddForce (transform.up*glidingForce); player_status = Player_Status.Gliding_Jump; AudioPlay("glide2"); }
void OnCollisionEnter2D(Collision2D coll) { if(player_status == Player_Status.Jump || player_status == Player_Status.Jump2 || player_status == Player_Status.Gliding ){ if (coll.gameObject.tag == "Floor") { player_status = Player_Status.Moving; // anim.SetBool("Sheep_fail", false); } } if (coll.gameObject.tag == "Needle") { player_status = Player_Status.Dead; } if (coll.gameObject.tag == "Enemy" && player_status != Player_Status.Attack) { player_status = Player_Status.Dead; } if (coll.gameObject.tag == "Goal") { player_status = Player_Status.Pass; } }
void Jump() { if (player_status == Player_Status.Jump) { GetComponent<Rigidbody2D>().velocity = Vector2.zero; player_status = Player_Status.Jump2; AudioPlay("jump2"); } else{ player_status = Player_Status.Jump; AudioPlay("jump1"); } GetComponent<Rigidbody2D>().AddForce (transform.up*jumpForce); }
// Use this for initialization void Start() { status = GetComponent<Player_Status>(); actualState = status.getState(); }
// Use this for initialization void Start() { currentState = State.preStart; GameObject player = GameObject.FindGameObjectWithTag("Player"); playerMotor = player.GetComponent<CharacterMotor>(); playerStatus = player.GetComponent<Player_Status>(); inkubatorEnemyControllers = GameObject.FindObjectsOfType<InkubatorEnemy_TransparencyController>(); }
void Start() { player_status = Player_Status.Moving; player_name = gameObject.name; anim = gameObject.GetComponent<Animator>(); Physics2D.gravity = new Vector3(0, -9.8f, 0); }
void Glide() { GetComponent<Rigidbody2D>().AddForce (transform.up*glideJumpForce); player_status = Player_Status.Gliding; AudioPlay("glide1"); }
void Awake() { player_status = Player_Status.Moving; }
void GlidingJumpCheck() { if (GetComponent<Rigidbody2D>().velocity.y < 0) player_status = Player_Status.Gliding; }
void FixedUpdate() { switch (player_name) { case "Hero1": break; case "Hero2": break; case "Hero3": if(attack_CDtime > 0) attack_CDtime -= Time.deltaTime; break; case "Hero4": break; case "Hero5": break; default: break; } switch(player_status){ case Player_Status.Dead: //gooku Application.LoadLevel(Application.loadedLevel); GameManger.game_status = GameManger.Game_Status.Over; AudioPlay("fail"); player_status = Player_Status.Over; Destroy(GetComponent<Rigidbody2D>()); break; case Player_Status.Over: break; case Player_Status.Pass: Physics2D.gravity = new Vector3(0, -9.8f, 0); GameManger.game_status = GameManger.Game_Status.Pass; break; case Player_Status.Attack: //gooku PlayerFunction (); Movement (); break; default: //gooku PlayerFunction (); Movement (); break; } }