void Start() { // PlayerPrefs.DeleteKey("tutorial"); this.slowJump = true; // Se o tutorial ja estiver completo if (SaveSystem.loadString("tutorial") == "tutorial") { jump = GameObject.Find("JumpTutorial"); Destroy(jump); Destroy(prefabsJump.GetComponent <ActiveJumpDinoTutorial>()); Destroy(gameObject); } else { // Get Components touch = GameObject.Find("DirTouch").GetComponent <TouchRight>(); touchLeft = GameObject.Find("EsqTouch").GetComponent <TouchLeft>(); jump = GameObject.Find("JumpTutorial"); jump.SetActive(false); } }
// Use this for initialization void Start() { //hierarchyObjects = GameObject.FindGameObjectWithTag("Respawn"); if (isServer || isLocalPlayer) { if (isLocalPlayer) { // Inform the local player about his new character var localSingleton = LocalPlayerController.Singleton; // if (localSingleton != null) { localSingleton.SetActor(this); CmdInitialize(prefabName); wantsAuthority = false; } } //this part is for object sharing //******************************* // actually both want the list of distributed items GameObject[] obs = GameObject.FindGameObjectsWithTag("shared"); sharedObjects = new List <NetworkIdentity>(); foreach (GameObject o in obs) { sharedObjects.Add(o.GetComponent <NetworkIdentity>()); // NetworkServer.Spawn(o); } if (isServer) { // find objects that can be manipulated // TIPP : you can use a specific tag for all GO's that can be manipulated by players } if (isLocalPlayer) { // find objects that can be manipulated // assign this Actor to the localActor field of the AuthorityManager component of each shared object if (obs == null) { obs = GameObject.FindGameObjectsWithTag("shared"); } { foreach (GameObject o in obs) { o.GetComponent <AuthorityManager>().AssignActor(this); } } var timerObj = GameObject.FindGameObjectWithTag("Timer"); timerText = timerObj.GetComponentInChildren <Text>(); timer = timerObj.GetComponentInChildren <Timer>(); pointsText = GameObject.FindGameObjectWithTag("Points").GetComponentInChildren <Text>(); } //******************************* } else { // Initialize on startup Initialize(prefabName); } playerTag = GameObject.FindGameObjectWithTag("Player"); // include inactive children, as the capsule hands are only set active // if Leap rexognizes your hands tr = playerTag.GetComponentInChildren <TouchRight>(true); tl = playerTag.GetComponentInChildren <TouchLeft>(true); //createObjects = gameObject.GetComponentInChildren<CreateManipObj>(); }
/* Lorsqu'on appuie à DROITE de l'écran, le joueur peut : * - si un ennemi est là TIRER * - si aucun ennemi n'est là SAUTER | VOLER */ private void PlayerActionRight(TouchRight touch) { if (!activateTouch) return; // Si un ennemi est présent, on ne peut sauter qu'à gauche de l'écran if (LevelManager.levelManager.GetEnemyEnCours () != null) return; if (!IsFlying ()) JumpController (); else { if (wantToFly) return; wantToFly = true; flyingTouchId = touch.rightId; flyingTouchPosition = touch.rightTouchPosition; } }
private void ShootController(TouchRight touch) { if (currentWeaponFireRate == 0 || !isMachineGun) { // On attend une frame pour que WeaponRotation.cs ait le temps de se mettre en place Invoke ("Shoot", TimeManager.deltaTime); } else { wantToShoot = true; shootingId = touch.rightId; } }
void Start() { this.interfaceJumba = GetComponent <InterfaceJumba>(); right = GameObject.Find("DirTouch").GetComponent <TouchRight>(); left = GameObject.Find("EsqTouch").GetComponent <TouchLeft>(); }