void Start() { hero = GameObject.Find("Player"); animIntervalBody_Up_Shoot = 1 / animSpeedBody_Up_Shoot; animIntervalBody_Up_Idle = 1 / animSpeedBody_Up_Idle; animIntervalBody_Hor_Shoot = 1 / animSpeedBody_Hor_Shoot; animIntervalBody_Hor_Throw = 1 / animSpeedBody_Hor_Throw; animIntervalBody_Hor_Atk = 1 / animSpeedBody_Hor_Atk; animIntervalBody_Hor_Idle = 1 / animSpeedBody_Hor_Idle; animIntervalLeg_Idle = 1 / animSpeedLeg_Idle; animIntervalLeg_Walk = 1 / animSpeedLeg_Walk; animLengthBody_Up_Shoot = spBody_Up_Shoot.Length; animLengthBody_Up_Idle = spBody_Up_Idle.Length; animLengthBody_Hor_Shoot = spBody_Hor_Shoot.Length; animLengthBody_Hor_Throw = spBody_Hor_Throw.Length; animLengthBody_Hor_Atk = spBody_Hor_Atk.Length; animLengthBody_Hor_Idle = spBody_Hor_Idle.Length; animLengthLeg_Idle = spLeg_Idle.Length; animLengthLeg_Walk = spLeg_Walk.Length; shoot = hero.GetComponent <shoot>(); playMove = hero.GetComponent <PlayerMove>(); }
public void Click() { if (nivmejora < MAXMEJORA) { coste *= 2; nivmejora++; presionable.interactable = false; shoot disparotorreta = torreta.GetComponent <shoot>(); cooldownimage.fillAmount = 1; incooldown = true; if (poder == "id") { disparotorreta.Dano += 15; } else if (poder == "aoe") { disparotorreta.Rangoaoe++; } else { disparotorreta.Fuerza += 5; } } }
void Awake() { if (shoot.Shoot == null) { shoot.Shoot = this; } }
// Use this for initialization void Start() { myMovement = this.GetComponent <movement>(); myShoot = this.GetComponentInChildren <shoot>(); Players = GameObject.Find("Players").transform; Projectiles = GameObject.Find("Projectiles").transform; }
// Start is called before the first frame update void Start() { shoo = GameObject.Find("shoot").GetComponent <shoot>(); my_cursor = GameObject.Find("Cursor").GetComponent <cursor>(); My_aniT = GetComponent <Animator>(); rd = GetComponent <Rigidbody2D>(); firstrand = Random.Range(0f, 5f); }
// Start is called before the first frame update void Start() { My_aniT = GetComponent <Animator>(); shoo = GameObject.Find("shoot").GetComponent <shoot>(); ig = GameObject.Find("inGameManager").GetComponent <InGame>(); atk = killrange.GetComponent <attackrange>(); r2d = GetComponent <Rigidbody2D>(); }
public async Task <ActionResult> DeleteConfirmed(int id) { shoot shoot = await db.shoots.FindAsync(id); db.shoots.Remove(shoot); await db.SaveChangesAsync(); return(RedirectToAction("Index")); }
float m_moveSpeed = 7.0f; //速度 public static shoot Create(Vector3 pos, Vector3 angle) //创建子弹实例 { GameObject prefab = Resources.Load <GameObject>("fire"); //读取子弹prefab GameObject shootSprite = (GameObject)Instantiate(prefab, pos, Quaternion.Euler(angle)); //创建子弹sprite实例 shoot f = shootSprite.AddComponent <shoot>(); Destroy(shootSprite, 2.0f); return(f); }
public override ability clone() { shoot ret = new shoot(); ability.copy(this, ret); ret.actionPointsCost = this.actionPointsCost; ret.bonusActionPointsCost = this.bonusActionPointsCost; return(ret); }
void InstantateNewWeapon(Weapon weapon) { Destroy(spawned); spawned = Instantiate(weapon.prefab, initialPos); damage = weapon.damage; shScri = GameObject.FindObjectOfType <shoot>(); gm.shScriGM = shScri; }
public async Task <ActionResult> Edit([Bind(Include = "pkid,msisdn,entrydate,fkcompetition,score,C_month,compavg,C_year,yearlytop4score,monthlybestscore")] shoot shoot) { if (ModelState.IsValid) { db.Entry(shoot).State = EntityState.Modified; await db.SaveChangesAsync(); return(RedirectToAction("Index")); } ViewBag.fkcompetition = new SelectList(db.competitions, "pkid", "description", shoot.fkcompetition); return(View(shoot)); }
public async Task <ActionResult> Create([Bind(Include = "pkid,msisdn,entrydate,fkcompetition,score,C_month,compavg,C_year,yearlytop4score,monthlybestscore")] shoot shoot) { decimal?top4score = 0; decimal?avgscore = 0; decimal monthbest = 0; if (ModelState.IsValid) { //First add entry db.shoots.Add(shoot); await db.SaveChangesAsync(); //get teh object to update var shootObject = (from c in db.shoots where c.pkid == shoot.pkid select c).FirstOrDefault(); //Before we can save the user we need to calc the avg score var res = (from c in db.shoots where c.msisdn == shoot.msisdn && c.fkcompetition == shoot.fkcompetition && c.C_year == shoot.C_year select c); if (res.Count() > 0) { //get the top 4 skores decimal scores = res.OrderByDescending(c => c.score).Take(4).Sum(c => c.score) ?? 1; decimal avg = res.OrderByDescending(c => c.score).Sum(c => c.score) ?? 1; var topmonthscores = (res.Where(c => c.C_month == shoot.entrydate.Value.Month). OrderByDescending(c => c.score).Take(1).Select(c => c.score)).FirstOrDefault(); monthbest = topmonthscores ?? 0; top4score = Convert.ToDecimal(scores / 4); avgscore = avg / res.Count(); } else { shoot.monthlybestscore = shoot.score; shoot.compavg = (double)shoot.score; } shoot.yearlytop4score = top4score; shoot.compavg = (double)avgscore; shoot.monthlybestscore = monthbest; //Update shoot shootObject.yearlytop4score = top4score; db.SaveChanges(); return(RedirectToAction("Index")); } ViewBag.fkcompetition = new SelectList(db.competitions, "pkid", "description", shoot.fkcompetition); return(View(shoot)); }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Pared") { GameObject torreta = GameObject.Find("Torreta"); shoot fuerzatorreta = torreta.GetComponent<shoot>(); ContactPoint2D hit = collision.GetContact(0); rb.velocity= Vector2.Reflect(rb.velocity, hit.normal); } }
private void Start() { sound = GetComponent <AudioSource>(); controller = GetComponent <CharacterController>(); gun = GetComponentInChildren <shoot>(); if (GameManager.Instance.playerInstance == null) { // set self as main player GameManager.Instance.playerInstance = gameObject; GameManager.Instance.SetHealthBar(currentHealth, maxHealth); DontDestroyOnLoad(GameManager.Instance.playerInstance); } }
// Update is called once per frame void Update() { if (!isLocalPlayer) { return; } if (myShoot == null) { myShoot = this.GetComponent <shoot>(); if (myShoot == null) { Debug.Log("myShoot in controlls is null!"); return; } } if (myMovement == null) { myMovement = this.GetComponent <movement>(); if (myMovement == null) { Debug.Log("myMovement in controlls is null!"); return; } } if (Input.GetAxis("Horizontal") > 0) { myMovement.right(); } else if (Input.GetAxis("Horizontal") < 0) { myMovement.left(); } if (Input.GetAxis("Vertical") > 0) { myMovement.forward(); } else if (Input.GetAxis("Vertical") < 0) { myMovement.backward(); } if (Input.GetButtonDown("Fire1")) { //Debug.Log("Peng Peng"); myShoot.CmdFire(); } }
// GET: shoots/Details/5 public async Task <ActionResult> Details(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } shoot shoot = await db.shoots.FindAsync(id); if (shoot == null) { return(HttpNotFound()); } return(View(shoot)); }
// GET: shoots/Edit/5 public async Task <ActionResult> Edit(int?id) { if (id == null) { return(new HttpStatusCodeResult(HttpStatusCode.BadRequest)); } shoot shoot = await db.shoots.FindAsync(id); if (shoot == null) { return(HttpNotFound()); } ViewBag.fkcompetition = new SelectList(db.competitions, "pkid", "description", shoot.fkcompetition); return(View(shoot)); }
void Start() { deadScreen.loadAd(); Physics2D.IgnoreLayerCollision(11, 12); Physics2D.IgnoreLayerCollision(12, 12); #if Computer sleft.enabled = false; sright.enabled = false; sshoot.enabled = false; sgrenade.enabled = false; sswitch.enabled = false; rsup.enabled = false; #endif #if Andriod cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); shot = GetComponent <shoot>(); throwGrenade = GetComponent <ThrowGrenade>(); sleft.transform.position = pw3(new Vector3(mleft.x, mleft.y, 2)); sright.transform.position = pw3(new Vector3(mright.x, mright.y, 2)); sgrenade.transform.position = pw3(new Vector3(mgrenade.x, mgrenade.y, 2)); sshoot.transform.position = pw3(new Vector3(mshoot.x, mshoot.y, 2)); sswitch.transform.position = pw3(new Vector3(mswitch.x, mswitch.y, 2)); sup.transform.position = pw3(new Vector3(mup.x, mup.y, 2)); sleft.transform.localScale = getScale(new Vector2(mleft.width, mleft.height)); sright.transform.localScale = getScale(new Vector2(mright.width, mright.height)); sgrenade.transform.localScale = getScale(new Vector2(mgrenade.width, mgrenade.height)); sshoot.transform.localScale = getScale(new Vector2(mshoot.width, mshoot.height)); sswitch.transform.localScale = getScale(new Vector2(mswitch.width, mswitch.height)); sup.transform.localScale = getScale(new Vector2(mup.width, mup.height)); rleft = new box(mleft); rright = new box(mright); rgrenade = new box(mgrenade); rshoot = new box(mshoot); rswitch = new box(mswitch); rup = new box(mup); #endif }
void Start() { Jet = GameObject.Find("Jet"); Jet.SetActive(false); groundLayMask = LayerMask.GetMask("Ground"); bloodProgressbar = (GameObject.Find("blood")).GetComponent<UISlider>(); bloodProgressbarColor = (GameObject.Find("Foreground")).GetComponent<UIWidget>(); overWindow = GameObject.Find("gameOverWindow"); result = GameObject.Find("GameResult"); overWindow.SetActive(false); gameObject.SetActive(false); GameObject btnJump = GameObject.Find("btnJump"); UIEventListener.Get(btnJump).onPress = btnJumpPress; GameObject btnShoot = GameObject.Find("btnShoot"); UIEventListener.Get(btnShoot).onPress = btnShootPress; GameObject btnThrow = GameObject.Find("btnThrow"); UIEventListener.Get(btnThrow).onPress = btnThrowPress; shoot = gameObject.GetComponent<shoot>(); }
IEnumerator doubleDamage() { GameObject player = GameObject.FindGameObjectWithTag("Player"); shoot s = player.GetComponent <shoot>(); foreach (Gun g in s.guns) { GameObject bullet = (GameObject)g.bullet; bullet.GetComponent <Bullet>().bulletDamage *= 2; bullet.GetComponent <SpriteRenderer>().color = new Color(1, 0, 0); } yield return(new WaitForSeconds(time)); foreach (Gun g in s.guns) { GameObject bullet = (GameObject)g.bullet; bullet.GetComponent <Bullet>().bulletDamage /= 2; bullet.GetComponent <SpriteRenderer>().color = new Color(1, 1, 1); } Destroy(gameObject); }
void Start() { Jet = GameObject.Find("Jet"); Jet.SetActive(false); groundLayMask = LayerMask.GetMask("Ground"); bloodProgressbar = (GameObject.Find("blood")).GetComponent <UISlider>(); bloodProgressbarColor = (GameObject.Find("Foreground")).GetComponent <UIWidget>(); overWindow = GameObject.Find("gameOverWindow"); result = GameObject.Find("GameResult"); overWindow.SetActive(false); gameObject.SetActive(false); GameObject btnJump = GameObject.Find("btnJump"); UIEventListener.Get(btnJump).onPress = btnJumpPress; GameObject btnShoot = GameObject.Find("btnShoot"); UIEventListener.Get(btnShoot).onPress = btnShootPress; GameObject btnThrow = GameObject.Find("btnThrow"); UIEventListener.Get(btnThrow).onPress = btnThrowPress; shoot = gameObject.GetComponent <shoot>(); }
// Update is called once per frame void Update() { shoo = GameObject.Find("shoot").GetComponent <shoot>(); outAmmo = shoo.outAm; if (Input.GetKey(KeyCode.UpArrow)) { r2d.AddForce(Vector2.up * Speed * Time.deltaTime); My_aniT.SetTrigger("up"); } if (Input.GetKey(KeyCode.DownArrow)) { r2d.AddForce(Vector2.down * Speed * Time.deltaTime); My_aniT.SetTrigger("down"); } if (Input.GetKey(KeyCode.RightArrow)) { r2d.AddForce(Vector2.right * Speed * Time.deltaTime); this.transform.eulerAngles = new Vector3(this.transform.rotation.x, 0, this.transform.rotation.z); My_aniT.SetTrigger("right"); } if (Input.GetKey(KeyCode.LeftArrow)) { r2d.AddForce(Vector2.left * Speed * Time.deltaTime); this.transform.eulerAngles = new Vector3(this.transform.rotation.x, 180, this.transform.rotation.z); My_aniT.SetTrigger("right"); } if (Input.GetKeyUp(KeyCode.W)) { My_aniT.ResetTrigger("up"); } if (Input.GetKeyUp(KeyCode.S)) { My_aniT.ResetTrigger("down"); } if (Input.GetKeyUp(KeyCode.D)) { My_aniT.ResetTrigger("right"); } if (Input.GetKeyUp(KeyCode.A)) { My_aniT.ResetTrigger("right"); } if (this.transform.position.x <= -8.57f) { this.transform.position = new Vector3(-8.57f, this.transform.position.y); } if (this.transform.position.x >= 8.61f) { this.transform.position = new Vector3(8.61f, this.transform.position.y); } if (this.transform.position.y <= -5.15f) { this.transform.position = new Vector3(this.transform.position.x, -5.15f); } if (this.transform.position.y >= 1.61f) { this.transform.position = new Vector3(this.transform.position.x, 1.61f); } if (Input.GetKeyDown(KeyCode.RightShift)) { Instantiate(N, Instantiate_Position.transform.position, Instantiate_Position.transform.rotation); FindObjectOfType <bgmanager>().Play("小弟砍"); atk.kill = true; } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Return)) { _actualRit += _ritForInput; } _actualRit -= _ritMinusPerSecond * Time.deltaTime; //Debug.LogWarning(_actualRit); shoot gc = (shoot)gameObject.GetComponent("shoot"); guiManager gm = (guiManager)Camera.mainCamera.GetComponent("guiManager"); playerController pc = (playerController)gameObject.GetComponent("playerController"); if (_actualRit < 20 && _actualRit > 6) { //print("1"); gm.changeStatus(1); gc.disparo(disparos[0].factorCrecimiento, disparos[0].maxSize, disparos[0].coolDown); pc.setSpeed(2); } else if (_actualRit < 40 && _actualRit > 21) { //print("2"); gm.changeStatus(2); gc.disparo(disparos[1].factorCrecimiento, disparos[1].maxSize, disparos[1].coolDown); pc.setSpeed(3); } else if (_actualRit < 55 && _actualRit > 41) { gm.changeStatus(3); gc.disparo(disparos[2].factorCrecimiento, disparos[2].maxSize, disparos[2].coolDown); //print("3"); pc.setSpeed(4); } else if (_actualRit < 70 && _actualRit > 56) { gm.changeStatus(4); gc.disparo(disparos[3].factorCrecimiento, disparos[3].maxSize, disparos[3].coolDown); pc.setSpeed(5); //print("4"); } else if (_actualRit < 85 && _actualRit > 71) { gm.changeStatus(5); gc.disparo(disparos[4].factorCrecimiento, disparos[4].maxSize, disparos[4].coolDown); pc.setSpeed(6); //print("5"); } // muere por pocas pulsaciones if (_actualRit < _minRit) { //Aqui tb cargo lo de perder if (!_cheater) { Application.LoadLevel(3); } } // muerte por muchas pulsaciones if (_actualRit > _maxRit) { if (!_cheater) { Application.LoadLevel(3); } //Aqui tb cargo lo de perder } if (_inmune) { //print("Inmune = " + _inmune); _timeStamp += Time.deltaTime; if (_timeStamp > 0.25) { print("me han dao"); ++_numParpadeos; _timeStamp = 0; gameObject.GetComponentInChildren <SkinnedMeshRenderer>().enabled = !gameObject.GetComponentInChildren <SkinnedMeshRenderer>().enabled; } if (_numParpadeos > _parpadeosTotal) { _numParpadeos = 0; _inmune = false; } } }
// Start is called before the first frame update void Start() { imagen = GetComponent <Image>(); cooldown = GameObject.Find("Torreta").GetComponent <shoot>(); }
void Start() { hero = GameObject.Find("Player"); animIntervalBody_Up_Shoot = 1 / animSpeedBody_Up_Shoot; animIntervalBody_Up_Idle = 1 / animSpeedBody_Up_Idle; animIntervalBody_Hor_Shoot = 1 / animSpeedBody_Hor_Shoot; animIntervalBody_Hor_Throw = 1 / animSpeedBody_Hor_Throw; animIntervalBody_Hor_Atk = 1 / animSpeedBody_Hor_Atk; animIntervalBody_Hor_Idle = 1 / animSpeedBody_Hor_Idle; animIntervalLeg_Idle = 1 / animSpeedLeg_Idle; animIntervalLeg_Walk = 1 / animSpeedLeg_Walk; animLengthBody_Up_Shoot = spBody_Up_Shoot.Length; animLengthBody_Up_Idle = spBody_Up_Idle.Length; animLengthBody_Hor_Shoot = spBody_Hor_Shoot.Length; animLengthBody_Hor_Throw = spBody_Hor_Throw.Length; animLengthBody_Hor_Atk = spBody_Hor_Atk.Length; animLengthBody_Hor_Idle = spBody_Hor_Idle.Length; animLengthLeg_Idle = spLeg_Idle.Length; animLengthLeg_Walk = spLeg_Walk.Length; shoot = hero.GetComponent<shoot>(); playMove = hero.GetComponent<PlayerMove>(); }
private void Start() { shootScript = GameObject.Find("Spaceship Galaga white").GetComponent <shoot>(); // get component script in player typePower = powerUp.empty; //set empty state }
public void startUp() { //set clock simTime = 0.0f; //ability dictionary shoot newShoot = new shoot(); newShoot.Initialize(); newShoot.iconSprite = Resources.Load <Sprite>("BoostAttackIcon") as Sprite; UniTable.abilityDictionary.Add(UniTable.classGuid[typeof(shoot)], newShoot); switchWeapon newSwitchWeapon = new switchWeapon(); newSwitchWeapon.Initialize(); newSwitchWeapon.iconSprite = Resources.Load <Sprite>("BoostAttackIcon") as Sprite; UniTable.abilityDictionary.Add(UniTable.classGuid[typeof(switchWeapon)], newSwitchWeapon); //parts dictionary Part mp = new Part(); UniTable.partDictionary.Add(UniTable.classGuid[typeof(Part)], mp); SteelCore sc = new SteelCore(); sc.slots.Add(Part.slot.core); UniTable.partDictionary.Add(UniTable.classGuid[typeof(SteelCore)], sc); //weapon dictionary FlakGunWeapon newFlakGun = new FlakGunWeapon(); newFlakGun.displayName = "Flak Gun"; newFlakGun.range = 5; newFlakGun.damage = 35; newFlakGun.maxAmmo = 8; newFlakGun.iconSprite = Resources.Load <Sprite>("BoostAttackIcon") as Sprite; newFlakGun.slots.Add(Part.slot.weapon1); newFlakGun.slots.Add(Part.slot.weapon2); UniTable.partDictionary.Add(UniTable.classGuid[typeof(FlakGunWeapon)], newFlakGun); LasGunWeapon newLasGun = new LasGunWeapon(); newLasGun.displayName = "LasGun"; newLasGun.range = 2; newLasGun.damage = 45; newLasGun.iconSprite = Resources.Load <Sprite>("BoostAttackIcon") as Sprite; newLasGun.slots.Add(Part.slot.weapon1); newLasGun.slots.Add(Part.slot.weapon2); UniTable.partDictionary.Add(UniTable.classGuid[typeof(LasGunWeapon)], newLasGun); //units dictionary //these rely on the above Mech m = this.transform.gameObject.AddComponent <Mech>(); m.Initialize(); UniTable.unitDictionary.Add(UniTable.classGuid[typeof(Mech)], m); //define template rules regarding parts ownership and templated parts Mech inter = this.makeIntercessorTemplate(); UniTable.unitDictionary.Add(new Guid("a36f8211-608f-4afc-be6f-27f5b6143019"), inter); //prefabs Table UniTable.prefabTable.Add(typeof(Mech), Resources.Load <Transform>("Mech") as Transform); initCrafting(); }
public void setTarg(Transform pos, shoot cannon) { player = pos; cannon_origin = cannon; }
// Use this for initialization void Start() { myMovement = this.GetComponent <movement>(); myShoot = this.GetComponentInChildren <shoot>(); }