// Use this for initialization void Start() { cvar_watcher = FindObjectOfType <Server_watcher>();//Need to register on all end cuz its required by timescale if (!isLocalPlayer) { return; } msg_watcher = FindObjectOfType <Message_board_watcher>(); obRB = GetComponent <Rigidbody2D>(); interpolator = GetComponent <Interpolator_generic>(); GetComponent <SpriteRenderer>().enabled = true; mainCam = Camera.main; main_camera = mainCam.transform; Destroy(main_camera.GetComponent <Fisheye>()); Destroy(main_camera.GetComponent <ColorCorrectionCurves>()); Destroy(main_camera.GetComponent <BlurOptimized>()); Destroy(main_camera.GetComponent <ContrastStretch>()); Destroy(main_camera.GetComponent <NoiseAndGrain>()); Destroy(main_camera.GetComponent <VignetteAndChromaticAberration>()); //debug_info = GameObject.Find("Debug_log").GetComponent<Text>(); cam3D = GameObject.Find("Background3D_Camera").transform; Destroy(GameObject.Find("Darkness")); Destroy(GameObject.Find("Fade_view")); characters = FindObjectsOfType <Body_generic>(); StartCoroutine(fetch_characters()); }
// Use this for initialization void Start() { cvar_watcher = Server_watcher.Singleton; msg_watcher = cvar_watcher.GetComponent <Message_board_watcher>(); if (!isLocalPlayer) { state_update = Update_inGame; return; } cvar_watcher.local_player = this; GUI = Instantiate(GUI_template).GetComponent <GUI_manager>(); GUI.cvar_watcher = cvar_watcher; GUI_template = null; if (character_type == Body_generic.Character_type.Observer) { GUI.observer_healthbar.gameObject.SetActive(true); GetComponent <Observer_controller>().health_bar = GUI.observer_healthbar; GetComponent <Observer_controller>().debug_info = GUI.debug_info; } else { GetComponent <Player_controller>().debug_info = GUI.debug_info; } cvar_watcher.onClientReady.Add(GUI.OnClientReady); state_update = Update_waitingReady; }
// Use this for initialization void Start() { cvar_watcher = FindObjectOfType <Server_watcher>(); equip = GetComponent <Equipable_generic>(); gameObject.tag = "pickup_gun"; if (bullet != null && bullet.tag == "bullet_flame") { GameObject blt = Instantiate(bullet, Vector2.zero, Quaternion.identity); blt.GetComponent <Fluid_generic>().PS.transform.parent = transform; blt.GetComponent <Fluid_generic>().PS.transform.position = fire_point.position; blt.GetComponent <Fluid_generic>().PS.transform.rotation = Quaternion.Euler(0, 0, transform.rotation.z - blt.GetComponent <Fluid_generic>().PS.shape.arc / 2); blt.GetComponent <Fluid_generic>().PS.transform.localScale = new Vector3(1, 1, 1); bullet = blt.GetComponent <Fluid_generic>().PS.gameObject; blt.GetComponent <Fluid_generic>().local = GetComponent <Equipable_generic>().isServer; blt.GetComponent <Fluid_generic>().DmgParticle_start_dmg *= thermal; blt.GetComponent <Fluid_generic>().DmgParticle_end_dmg *= thermal; } if (isSemiAuto) { modes.Add(FireMode.Semi_auto); } if (isFullyAuto) { modes.Add(FireMode.Fully_auto); } for (int i = 0; i < modes.Count; i++) { if (modes[i] == firemode) { firemode_index = i; break; } } }
// Use this for initialization void Start() { cvar_watcher = FindObjectOfType <Server_watcher>(); Darkness = GameObject.Find("Darkness"); fade_view = GameObject.Find("Fade_view"); if (!cvar_watcher.losVision) { Destroy(Darkness); Destroy(fade_view); Destroy(this); return; } fade_view_left = fade_view.transform.Find("Fade_view_leaf_left"); fade_view_right = fade_view.transform.Find("Fade_view_leaf_right"); controller = GetComponent <Player_controller>(); if (!controller.isLocalPlayer) { Destroy(this); return; } body = GetComponent <Body_generic>(); viewMesh = new Mesh(); viewMesh.name = "View Mesh"; viewMeshFilter.mesh = viewMesh; sprite_orient = GetComponent <Player_controller>().sprite_orient; fade_view.transform.localScale = new Vector2(body.viewRadius, body.viewRadius); fade_view_left.localRotation = Quaternion.Euler(0, 0, body.viewAngle / 2); fade_view_right.localRotation = Quaternion.Euler(0, 0, -body.viewAngle / 2); //StartCoroutine("FindTargetsWithDelay", 0.2f); }
// Use this for initialization void Start() { cvar_watcher = Server_watcher.Singleton; cvar_watcher.add_entity(gameObject); if (targetname != "") { name = targetname; } }
// Use this for initialization void Start() { cvar_watcher = FindObjectOfType <Server_watcher>(); cvar_watcher.onClientReady.Add(OnClientReady); cart = new List <byte>(); s_cart = new List <byte>(); //SubPurchase_load(); }
/*Unity functions*/ //Initialization void Start() { Singleton = this; message_watcher = GetComponent <Message_board_watcher>(); lobbyManager = FindObjectOfType <Prototype.NetworkLobby.LobbyManager>(); onClientReady = new List <Action>(); lobbyManager.cvar_watcher = this; DontDestroyOnLoad(gameObject); }
void Start() { cvar_watcher = Server_watcher.Singleton; if (cvar_watcher.local_player == null) { cvar_watcher.onClientReady.Add(OnClientReady); return; } examine_collision(); }
public void CmdNameChanged(string name) { Server_watcher cvar_watcher = Server_watcher.Singleton; if (cvar_watcher != null && playerName != name && playerName != "") { cvar_watcher.sv_sendMessage(gameObject, "Player '" + playerName + "' has changed the name to '" + name + "'", true); } playerName = name; }
public void CmdCharacterChange() { Server_watcher cvar_watcher = Server_watcher.Singleton; if (cvar_watcher == null) { return; } character_idx++; if (character_idx >= CONSTANTS.map_characters[cvar_watcher.map].Length) { character_idx = 0; } playerCharacter = CONSTANTS.map_characters[cvar_watcher.map][character_idx]; }
// Use this for initialization void Start() { if (schemeType == scheme_type.Sprite) { sprite = GetComponent <SpriteRenderer>(); } else if (schemeType == scheme_type.Light) { lt = GetComponent <Light>(); } if (serverAccurateSpawnTime) { cvar_watcher = Server_watcher.Singleton; } }
// Use this for initialization void Start() { //Server need this link to assign purchased weapons body = GetComponent <Body_generic>(); cvar_watcher = FindObjectOfType <Server_watcher>(); main_camera = Camera.main; controller = GetComponent <Player_controller>(); if (!GetComponent <Player_controller>().isLocalPlayer) { enabled = false; return; } else//Continues as local player { if (cvar_watcher.map_type == CONSTANTS.MAP_TYPE.PVP) { //Menu menu = Instantiate(menu_prefab).GetComponent <Menu_watcher>(); menu.body = body; menu.buffer_inventory_size = body.inventory_size; if (body.isBot()) { menu.robot_menu.SetActive(true); menu.robot_submenu[controller.character_subtype].SetActive(true); menu.human_menu.SetActive(false); menu.zombie_menu.SetActive(false); menu.purchase_buttons = menu.purchase_buttons_robot; menu.upgrade_buttons = menu.upgrade_buttons_robot; menu.purchasables = cvar_watcher.purchases_robot; } else if (body.isHuman()) { menu.robot_menu.SetActive(false); menu.human_menu.SetActive(true); menu.human_submenu[controller.character_subtype].SetActive(true); menu.zombie_menu.SetActive(false); menu.purchase_buttons = menu.purchase_buttons_human; menu.upgrade_buttons = menu.upgrade_buttons_human; menu.purchasables = cvar_watcher.purchases_human; } else if (body.isZombie()) { menu.robot_menu.SetActive(false); menu.human_menu.SetActive(false); menu.zombie_menu.SetActive(true); menu.zombie_submenu[controller.character_subtype].SetActive(true); menu.purchase_buttons = menu.purchase_buttons_human; menu.upgrade_buttons = menu.upgrade_buttons_zombie; menu.purchasables = cvar_watcher.purchases_zombie; } menu.purchase_buttons_robot = null; menu.purchase_buttons_human = null; } cursor = Instantiate(cursor); cursor_anim = cursor.GetComponent <Animator>(); cursor_l = cursor.transform.Find("cursor_l"); cursor_r = cursor.transform.Find("cursor_r"); cursor_u = cursor.transform.Find("cursor_u"); cursor_d = cursor.transform.Find("cursor_d"); cursor_marker_sw = cursor.transform.Find("hit_marker_sw"); cursor_marker_se = cursor.transform.Find("hit_marker_se"); cursor_marker_nw = cursor.transform.Find("hit_marker_nw"); cursor_marker_ne = cursor.transform.Find("hit_marker_ne"); } GetComponent <Body_generic>().OnDamaged = damaged_screen; //HUD set-up //HUD_camera = Instantiate(HUD_camera, Vector2.zero, Quaternion.identity); //HUD_generic hud_generic = HUD_camera.GetComponent<HUD_generic>(); //HUD_camera.transform.parent = main_camera.transform; //HUD_camera.transform.position = main_camera.transform.position; HUD = Instantiate(HUD); HUD_generic hud_generic = HUD.GetComponent <HUD_generic>(); ammo_field = hud_generic.AmmoField; icon_field = hud_generic.ItemIcon; icon_field_anim = icon_field.GetComponent <Animator>(); overlay = hud_generic.Overlay; //ammo_field.GetComponent<MeshRenderer>().sortingLayerName = "HUD"; //Disable unwanted screen filters if (body.character_type == Body_generic.Character_type.Robot) { //Destroy(main_camera.GetComponent<ColorCorrectionCurves>()); Destroy(main_camera.GetComponent <BlurOptimized>()); //Destroy(main_camera.GetComponent<ContrastStretch>()); } else if (body.character_type == Body_generic.Character_type.Human) { Destroy(main_camera.GetComponent <NoiseAndGrain>()); Destroy(main_camera.GetComponent <VignetteAndChromaticAberration>()); } else if (body.character_type == Body_generic.Character_type.Zombie) { Destroy(main_camera.GetComponent <NoiseAndGrain>()); Destroy(main_camera.GetComponent <VignetteAndChromaticAberration>()); } }
private void Start() { cvar_watcher = FindObjectOfType <Server_watcher>(); cvar_watcher.comp_spawnPoint_manager.addSpawnPointRobot(this); }
//Load cvar to text board public void Load_cvar() { Prototype.NetworkLobby.LobbyManager lobby_manager = FindObjectOfType <Prototype.NetworkLobby.LobbyManager>(); cvar_watcher = lobby_manager.cvar_watcher; if (cvar_watcher != null) { if (cvar_watcher.isServer) { //Turn on cvar inputs Selectable[] cvar_selects = lobby_manager.Cvar_list_panel.GetComponentsInChildren <Selectable>(); for (int i = 0; i < cvar_selects.Length; i++) { cvar_selects[i].interactable = true; } } else { //Turn on cvar inputs Selectable[] cvar_selects = lobby_manager.Cvar_list_panel.GetComponentsInChildren <Selectable>(); for (int i = 0; i < cvar_selects.Length; i++) { cvar_selects[i].interactable = false; } } } Text_human_limit.text = cvar_watcher.team_num_human.ToString(); Text_robot_limit.text = cvar_watcher.team_num_robot.ToString(); Text_zombie_limit.text = cvar_watcher.team_num_zombie.ToString(); Text_respawn_time.text = cvar_watcher.respawn_time.ToString(); Text_human_respawns.text = cvar_watcher.tickets_human.ToString(); Text_robot_respawns.text = cvar_watcher.tickets_robot.ToString(); Text_zombie_respawns.text = cvar_watcher.tickets_zombie.ToString(); Text_max_skill_death.text = cvar_watcher.maxSkillSpentPerDeath.ToString(); Text_start_money.text = cvar_watcher.insurance_money.ToString(); if (cvar_watcher.allyBulletPassThru) { Text_friendlyfire.text = "Off"; } else { Text_friendlyfire.text = "On"; } if (cvar_watcher.losVision) { Text_los.text = "On"; } else { Text_los.text = "Off"; } if (cvar_watcher.team_transparent) { Text_teamtransparent.text = "Off"; } else { Text_teamtransparent.text = "On"; } }
// Use this for initialization void Start() { cvar_watcher = GetComponent <Server_watcher>(); }
void Awake() { //Register to cvar watcher on awake, onstart has a low chance to glitch the gun cvar_watcher = FindObjectOfType <Server_watcher>(); sound_watcher = FindObjectOfType <Sound_watcher>(); }
// Use this for initialization void Start() { cvar_watcher = FindObjectOfType <Server_watcher>(); if (race == Body_generic.Character_type.Human) { cvar_watcher.team_human = this; } else if (race == Body_generic.Character_type.Robot) { cvar_watcher.team_robot = this; } else if (race == Body_generic.Character_type.Zombie) { cvar_watcher.team_zombie = this; } //set text if (text_counter != null) { text_counter.text = respawns_token.ToString(); } cvar_watcher.onClientReady.Add(OnClientReady); /* * //Find the player entity and register them to corresponding teams; If this fail to find players, players are going to find the team * //Let player/observer know of this entity, and making them check if this team members are spawn-ready * Player_controller[] players = FindObjectsOfType<Player_controller>(); * Debug.LogError("player number: "+players.Length); * for (int i = 0; i < players.Length; i++) * { * //Debug.LogError("found player: " + players[i].gameObject.name + " and his type: " + players[i].GetComponent<Body_generic>().character_type); * if (players[i].GetComponent<Body_generic>().character_type == race) * { * players[i].GetComponent<Body_generic>().team = this; * //Debug.LogError("player ready: "+ players[i].gameObject.name); * //body_ready++; * } * } */ //Server operations, spawn npc and assign team if (isServer) { alive = cvar_watcher.get_joined_character(race); if (alive <= 0) { enabled = false; } respawns_token = cvar_watcher.get_init_tickets(race); //Spawn npcs int number_to_spawn = alive - cvar_watcher.get_joined_player(race); //body_to_getReady = alive; //Rpc_tell_client_number(alive); for (int i = 0; i < number_to_spawn; i++) { int ran = UnityEngine.Random.Range(0, character.Length); GameObject npc = Instantiate(character[ran], transform.position, transform.rotation); //Debug.LogError("spawn: "+character[ran]); NetworkServer.Spawn(npc); Body_generic body_npc = npc.GetComponent <Body_generic>(); body_npc.cvar_watcher = cvar_watcher;//Needs to initialize on server side npc.GetComponent <Body_generic>().bodyRB = npc.GetComponent <Rigidbody2D>(); body_npc.OnRespawn = npc.GetComponent <AI_generic>().shopping; npc.GetComponent <AI_generic>().set_ai_condition(AI_generic.AI_condition.AGGRESSIVE); body_npc.team = this; //Make sure the upgrades are ready before shopping; if (body_npc.isHuman()) { body_npc.upgrades = cvar_watcher.upgrades_human; } else if (body_npc.isBot()) { body_npc.upgrades = cvar_watcher.upgrades_robot; } else if (body_npc.isZombie()) { body_npc.upgrades = cvar_watcher.upgrades_zombie; } npc.GetComponent <AI_generic>().body = body_npc; npc.GetComponent <AI_generic>().shopping(); //npc.GetComponent<AI_generic>().freeze_movement = true;//waiting for the preround to end npc.GetComponent <Body_generic>().character_cond = Body_generic.Character_condition.FROZEN; } } /* * if (isServer) * { * int percent = 100 / weapon.Length; * for (int i = 0; i < spawners.Length; i++) * { * spawners[i].spawn_limit = team_limit; * for(int j = 0; j < weapon.Length; j++) * { * spawners[i].equip_template.Add(new KeyValuePair<GameObject, int>(weapon[j], percent)); * } * spawners[i].npc_template.Add(new KeyValuePair<GameObject, int>(character, 100)); * } * } */ }