예제 #1
0
 void InstantiateWeapon(GameObject obj, Data_ItemFile data)
 {
     if (obj)
     {
         GameObject    go   = Instantiate(obj);
         Player_Weapon weap = go.GetComponent <Player_Weapon>();
         if (data.droped)
         {
             go.transform.position = data.pos;
             go.transform.rotation = data.rotate;
         }
         else
         {
             if (data.owner != -1)
             {
                 Player_AnimateControl controll = Data_ListPlayerOnScene.GetPlayerControll(data.owner);
                 if (controll)
                 {
                     weap.TakeWeapon(controll.rightHand, controll);
                 }
             }
         }
         weap.index = data.index;
         Data_ListPlayerOnScene.WriteNewItem(weap, data.index);
     }
     else
     {
         Debug.Log("mobel not found!");
     }
 }
예제 #2
0
 protected Non_PLayer(NPC_Names npName, NPC_Class npClass, int npHealth, Player_Weapon npWeapon)
 {
     _name   = npName;
     _class  = npClass;
     _health = npHealth;
     _weapon = npWeapon;
 }
예제 #3
0
 public void DropWeapon()
 {
     if (weapon)
     {
         weapon.Drop();
         weapon = null;
     }
 }
예제 #4
0
 // Use this for initialization
 void Start()
 {
     // set owned
     m_Owner = transform.parent.GetComponent <Player_Weapon>();
     if (m_Owner == null)
     {
         Debug.LogError("This weaponcollisionmanager has no weapon attached!");
     }
 }
예제 #5
0
    public override void OnInspectorGUI()
    {
        Player_Weapon pw = (Player_Weapon)target;

        base.OnInspectorGUI();

        if (GUILayout.Button("Set position in model", GUILayout.Width(150), GUILayout.Height(20)))
        {
            pw.SetModelPoint();
        }
    }
예제 #6
0
파일: Player.cs 프로젝트: TamaHobbit/DMV
    void Start()
    {
        m_NetworkPackagesList = new ArrayList();
        rigidbody = GetComponent<Rigidbody>();
        Direction = Vector3.zero;

        m_CurrentState = PlayerState.movement;
        m_CurrentStateStartTime = 0;

        // Load Player Weapon
        if (Prefab_PlayerWeapon == null)
            Debug.LogWarning("Player: " + Photonplayer.name + " does not have a weapon assigned!");
        GameObject playerWeaponObject = (GameObject) Instantiate(Prefab_PlayerWeapon , transform.position, transform.rotation);
        m_Weapon = playerWeaponObject.GetComponent<Player_Weapon>();
        playerWeaponObject.transform.SetParent(this.transform);
    }
        public static Non_PLayer Generate_NPC()
        {
            Non_PLayer npc = null;

            Array     values     = Enum.GetValues(typeof(NPC_Names));
            Random    random     = new Random();
            NPC_Names randomName =
                (NPC_Names)values.GetValue(random.Next(values.Length));

            Array     rValues     = Enum.GetValues(typeof(NPC_Class));
            Random    cRandom     = new Random();
            NPC_Class randomClass =
                (NPC_Class)rValues.GetValue(cRandom.Next(rValues.Length));

            Array         wValues      = Enum.GetValues(typeof(Player_Weapon));
            Random        wRandom      = new Random();
            Player_Weapon randomWeapon =
                (Player_Weapon)wValues.GetValue(wRandom.Next(wValues.Length));

            switch (randomClass)
            {
            case NPC_Class.Egnor:
                npc = new Egnor(randomName, randomWeapon);
                break;

            case NPC_Class.Erstine:
                npc = new Erstine(randomName, randomWeapon);
                break;

            case NPC_Class.Tyrania:
                npc = new Erstine(randomName, randomWeapon);
                break;

            default:
                Text_Buffer.Add("No Player Detected...");
                break;
            }

            return(npc);
        }
예제 #8
0
        void Start()
        {
            rigidbody = GetComponent <Rigidbody>();
            Direction = Vector3.zero;

            m_CurrentState          = PlayerState.movement;
            m_CurrentStateStartTime = 0;

            // Update player color
            GetComponentInChildren <Renderer>().material.color = PlayerColor;

            // Load Player Weapon
            if (Prefab_PlayerWeapon == null)
            {
                Debug.LogWarning("PlayerController: " + Photonplayer.name + " does not have a weapon assigned!");
            }

            GameObject playerWeaponObject = (GameObject)Instantiate(Prefab_PlayerWeapon, transform.position, transform.rotation);

            m_Weapon = playerWeaponObject.GetComponent <Player_Weapon>();
            playerWeaponObject.transform.SetParent(this.transform);
        }
예제 #9
0
        void Start()
        {
         
            rigidbody = GetComponent<Rigidbody>();
            Direction = Vector3.zero;

            m_CurrentState = PlayerState.movement;
            m_CurrentStateStartTime = 0;

            // Update player color
            GetComponentInChildren<Renderer>().material.color = PlayerColor;

            // Load Player Weapon
            if (Prefab_PlayerWeapon == null)
                Debug.LogWarning("PlayerController: " + Photonplayer.name + " does not have a weapon assigned!");

            GameObject playerWeaponObject = (GameObject)Instantiate(Prefab_PlayerWeapon, transform.position, transform.rotation);
            m_Weapon = playerWeaponObject.GetComponent<Player_Weapon>();
            playerWeaponObject.transform.SetParent(this.transform);
        }
 public Erstine(NPC_Names _name, Player_Weapon eWeapon)
     : base(_name, NPC_Class.Erstine, 250, eWeapon)
 {
     this._X_Position = 0;
     this._Y_Position = 1;
 }
예제 #11
0
 public Egnor(NPC_Names _name, Player_Weapon eWeapon)
     : base(_name, NPC_Class.Egnor, 150, eWeapon)
 {
     this._X_Position = 0;
     this._Y_Position = 1;
 }
        public static Player GeneratePlayer()
        {
            Player p = null;

            string n       = string.Empty;
            bool   correct = false;

            Text_Buffer.Add("\nPlease enter your name: ");
            Text_Buffer.prompt();
            n = Console.ReadLine();

            while (!correct)
            {
                string newName;
                Text_Buffer.Add("\nIf " + n + " is correct, press < enter >\n\n\tIf it's not, please re-enter your name now:");
                Text_Buffer.prompt();
                newName = Console.ReadLine();
                if (newName == string.Empty)
                {
                    Text_Buffer.Add("\nWhat a good, strong name, " + n + "!");
                    correct = true;
                }
                else
                {
                    n = newName;
                }
            }

            Player_Class pc = 0;

            Text_Buffer.Add("\nThere are 3 races in this game.");
            Text_Buffer.Add("\tThey are:");
            Text_Buffer.Add("\n\t1.  Rankari");
            Text_Buffer.Add("\t2.  Nobellus");
            Text_Buffer.Add("\t3.  Ginoba");
            Text_Buffer.Add("\nPlease choose one: ");
            Text_Buffer.prompt();
            string t = Console.ReadLine();

            correct = false;
            int i = 0;

            while (!correct)
            {
                if (t == "1" || t == "2" || t == "3")
                {
                    i       = int.Parse(t);
                    correct = true;
                }
                else
                {
                    Console.WriteLine("That is not a valid choice. Try again...");
                    t = Console.ReadLine();
                }
            }

            switch (i)
            {
            case 1:
                pc      = Player_Class.Rankari;
                correct = true;
                break;

            case 2:
                pc      = Player_Class.Nobellus;
                correct = true;
                break;

            case 3:
                pc      = Player_Class.Ginoba;
                correct = true;
                break;

            default:
                Text_Buffer.Add("No race selected!");
                pc = Player_Class.INCOGNITO;
                Text_Buffer.print();
                break;
            }

            Player_Weapon pw = 0;

            Text_Buffer.Add("\nThere are 4 weapons in this game.");
            Text_Buffer.Add("\tThey are:");
            Text_Buffer.Add("\n\t1.  Knife");
            Text_Buffer.Add("\t2.  Sword");
            Text_Buffer.Add("\t3.  Axe");
            Text_Buffer.Add("\t4.  Warhammer");
            Text_Buffer.Add("\nPlease choose one: ");
            Text_Buffer.prompt();
            string s = Console.ReadLine();


            correct = false;
            int j = 0;

            while (!correct)
            {
                if (s == "1" || s == "2" || s == "3" || s == "4")
                {
                    j       = int.Parse(s);
                    correct = true;
                }
                else
                {
                    Console.WriteLine("That is not a valid choice. Try again...");
                    s = Console.ReadLine();
                }
            }

            switch (j)
            {
            case 1:
                pw = Player_Weapon.Knife;
                break;

            case 2:
                pw = Player_Weapon.Sword;
                break;

            case 3:
                pw = Player_Weapon.Axe;
                break;

            case 4:
                pw = Player_Weapon.WarHammer;
                break;

            default:
                Text_Buffer.Add("No weapon selected!");
                Text_Buffer.print();
                break;
            }

            switch (pc)
            {
            case Player_Class.Rankari:
                p = new Rankari(n, pw);
                break;

            case Player_Class.Nobellus:
                p = new Nobellus(n, pw);
                break;

            case Player_Class.Ginoba:
                p = new Ginoba(n, pw);
                break;

            default:
                Text_Buffer.Add("No Player Detected...");
                break;
            }
            return(p);
        }
 public Tyrania(NPC_Names _name, Player_Weapon tWeapon)
     : base(_name, NPC_Class.Tyrania, 400, tWeapon)
 {
     this._X_Position = 0;
     this._Y_Position = 1;
 }
예제 #14
0
 public Rankari(string rName, Player_Weapon rWeapon)
     : base(rName, Player_Class.Rankari, 300, rWeapon)
 {
 }
예제 #15
0
 public Ginoba(string gName, Player_Weapon gWeapon)
     : base(gName, Player_Class.Ginoba, 200, gWeapon)
 {
 }
예제 #16
0
 public void TakeWeapon(Player_Weapon weap)
 {
     weapon = weap;
 }
예제 #17
0
 public Nobellus(string nName, Player_Weapon nWeapon)
     : base(nName, Player_Class.Nobellus, 400, nWeapon)
 {
 }
예제 #18
0
 // Use this for initialization
 void Start () {
     // set owned
     m_Owner = transform.parent.GetComponent<Player_Weapon>();
     if (m_Owner == null)
         Debug.LogError("This weaponcollisionmanager has no weapon attached!");
 }
예제 #19
0
 // Use this for initialization
 void Start () {
     // set owned
     m_Owner = transform.parent.GetComponent<Player_Weapon>();
     if (m_Owner == null)
         Debug.LogError("This ");
 }