void Start() { matchSetup.Init(); // scripts net = GetComponent <CcNet>(); Log = GetComponent <CcLog>(); arse = GetComponent <Arsenal>(); controls = GetComponent <Controls>(); locUser = GetComponent <LocalUser>(); // make local user net.LocEnt = new NetEntity(); net.LocEnt.local = true; net.LocEnt.name = PlayerPrefs.GetString("PlayerName", defaultName); net.LocEnt.headType = PlayerPrefs.GetInt("PlayerHead", 0); net.LocEnt.colA.r = PlayerPrefs.GetFloat("PlayerColA_R", Color.yellow.r); net.LocEnt.colA.g = PlayerPrefs.GetFloat("PlayerColA_G", Color.yellow.g); net.LocEnt.colA.b = PlayerPrefs.GetFloat("PlayerColA_B", Color.yellow.b); net.LocEnt.colA.a = 1; net.LocEnt.colB.r = PlayerPrefs.GetFloat("PlayerColB_R", Color.green.r); net.LocEnt.colB.g = PlayerPrefs.GetFloat("PlayerColB_G", Color.green.g); net.LocEnt.colB.b = PlayerPrefs.GetFloat("PlayerColB_B", Color.green.b); net.LocEnt.colB.a = 1; net.LocEnt.colC.r = PlayerPrefs.GetFloat("PlayerColC_R", Color.cyan.r); net.LocEnt.colC.g = PlayerPrefs.GetFloat("PlayerColC_G", Color.cyan.g); net.LocEnt.colC.b = PlayerPrefs.GetFloat("PlayerColC_B", Color.cyan.b); net.LocEnt.colC.a = 1; // load settings Log.FadeTime = PlayerPrefs.GetFloat("textFadeTime", 10f); net.gunBobbing = PlayerPrefs.GetInt("GunBobbing", 1) == 1; Sfx.VolumeMaster = PlayerPrefs.GetFloat("MasterVolume", 1f); S.Hud = this; }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { if (!initialized) { bossSong = Game.Content.Load <Song>("Music/vengeance"); gameSong = Game.Content.Load <Song>("Music/menumusic"); menuSong = Game.Content.Load <Song>("Music/shadowforce"); this.components = new List <GameComponent>(); this.player = new PlayerShip(Game, this); this.arsenal = new Arsenal(Game, this); this.components.Add(this.Player); this.components.Add(this.arsenal); this.newComponents = new List <GameComponent>(); this.oldComponents = new List <GameComponent>(); this.lose = -1; this.random = new Random(); this.content = Game.Content; this.gameSpeed = 10; this.ResetSpeedTimer(); this.ResetBossTimer(); this.intro = 300; shipAnimationStatic = new Animation(this.Game.Content, "Sprites/playerShip", 32, 16, 1, 1); foreach (GameComponent component in this.components) { component.Initialize(); } initialized = true; } }
public double Damage(Arsenal weapon, Arsenal weaknessMod, int baseStat) { double damage; if (weapon == Arsenal.GreatSword || weapon == Arsenal.Rock) { damage = Dice.D4() + baseStat; } else if (weapon == Arsenal.Dagger || weapon == Arsenal.Club) { damage = Dice.D6() + baseStat; } else if (weapon == Arsenal.Staff || weapon == Arsenal.Claw) { damage = Dice.D8() + baseStat; } else { Console.WriteLine("This weapon does not exist"); damage = 0; } if (weaknessMod == weapon) { damage = damage * 1.25; } return damage; }
public void AcquireEquipment(IEquipment equipment) { if (Arsenal.Count < 5) { Arsenal.Add(equipment); } }
private void Awake() { arsenal = GetComponent <Arsenal>(); arsenal.onWeaponsChanged.AddListener(InitWeaponPos); charController = GetComponent <CharController>(); }
void Start() { print(speed); //预设参数 isAlive = true; deathTimer = deathTime; MaxHP = InitialMaxHP; MaxMP = InitialMaxMP; HP = InitialHP; MP = InitialMP; if (MelleTendency == 0) { MelleTendency = 0.8f; } if (fireAgility == 0) { fireAgility = 1f; } status = 0; //寻找:场景物品 itemList = GameObject.Find("ItemList").transform; //寻找:武器控制 arsenal = GetComponentInChildren <Arsenal>(); //寻找:捡拾控制 pickArea = GetComponentInChildren <CircleCollider2D>(); pickArea.radius = itemPickUpRange; //寻找:渲染器 sr = GetComponentInChildren <SpriteRenderer>(); }
public static double Damage(Arsenal weapon, Arsenal weaknessMod, int attackMod, out int attackDice) { double damage; if (weapon == Arsenal.GreatSword || weapon == Arsenal.Rock) { attackDice = Dice.D4(); damage = attackDice + attackMod; } else if (weapon == Arsenal.Dagger || weapon == Arsenal.Club) { attackDice = Dice.D6(); damage = attackDice + attackMod; } else if (weapon == Arsenal.Staff || weapon == Arsenal.Claw) { attackDice = Dice.D8(); damage = attackDice + attackMod; } else { Console.WriteLine("This weapon does not exist"); damage = 0; attackDice = 0; } if (weaknessMod == weapon) { damage = Math.Round(damage * 1.25); } return(damage); }
public void AddArsenal(Arsenal arsenal) { var equip = new EquipArsenal(_warior); switch ((int)arsenal) { case 0: equip.UnEquip(); break; case 1: equip.EquipDanger(); break; case 2: equip.EquipBow(); break; case 3: equip.EquipMace(); break; case 4: equip.EquipSword(); break; case 5: equip.EquipAx(); break; } }
void Start() { GameObject gameControllerObject = GameObject.FindGameObjectWithTag("GameController"); arsenal = gameControllerObject.GetComponent <Arsenal>(); playerShip = GameObject.FindGameObjectWithTag("Player"); fireRate = arsenal.GetFireRate(fireType); switch (typeIAAction) { case 1: //nothing break; case 2: StartCoroutine(SimulatorAction()); break; default: StartCoroutine(simpleAction()); break; } }
void Start() { // Get reference to arsenal script _arsenal = GetComponent <Arsenal>(); _currentGun = _arsenal.currentGun; // Subscribe to arsenal's gun-switch event _arsenal.OnSwitchGun += OnSwitchGun; }
void Awake() { characteristics = GetComponent <Characteristics>(); manaMgr = GetComponent <ManaManager>(); arsenal = GetComponent <Arsenal>(); damageable = GetComponent <Damageable>(); lvlMng = GetComponent <LevelManager>(); characteristics.onStatsChanged.AddListener(UpdateHealthStats); }
public virtual void Use() { Ammo ammo = Arsenal.FirstOrDefault(a => a.IsDraw == false); if (ammo != null) { ammo.IsDraw = true; ammo.Velocity.X = GameSettings.GetInstance().AmmoSpeed; } }
private void Start() { inputSystem = GetComponent <InputSystem>(); inputSystem.onSpellCast.AddListener(OnSpellCast); inputSystem.onSpellCastUp.AddListener(() => { animator.SetBool("SpellCast", false); }); arsenal = GetComponent <Arsenal>(); charController = GetComponent <CharController>(); animator = GetComponent <Animator>(); manaManager = GetComponent <ManaManager>(); }
public Character(string characterName, int hitPoints, int strength, int dex, int intelligence, int armor, Arsenal weaknessMod, bool IsAlive, bool IsPlayer) { CharacterName = characterName; HitPoints = hitPoints; Strength = strength; Dex = dex; Intelligence = intelligence; Armor = armor; WeaknessMod = weaknessMod; IsAlive = true; IsPlayer = false; }
public void EquiparArma(Arsenal arma) { if (arma._TipoCategoria.Equals(0)) { _ArmaID_MDireita = arma.ID; } else { _ArmaID_MDireita = arma.ID; _ArmaID_MEsquerda = arma.ID; } }
public void lootArsenal() { if (arsenalsLootable.Count > 0) { string boost = arsenalsLootable[UnityEngine.Random.Range(0, arsenalsLootable.Count)]; Arsenal a = arsenals.Find(arsenal => arsenal.myName == boost); if (a == null) { Debug.LogWarning("Could not find arsenal : " + boost); return; } switch (a.myName) { case "Damage": a.totalEffect += a.effect; if (a.totalEffect > 2) { a.totalEffect = 2; arsenalsLootable.Remove(boost); } ApplyArsenalToGear(); break; case "RechargeTime": a.totalEffect -= a.effect; if (a.totalEffect < 0.5f) { a.totalEffect = 0.5f; arsenalsLootable.Remove(boost); } ApplyArsenalToGear(); break; case "FireRate": a.totalEffect += a.effect; if (a.totalEffect > 2) { a.totalEffect = 2; arsenalsLootable.Remove(boost); } ApplyArsenalToGear(); break; default: Debug.LogWarning("Error for arsenal : " + boost);; break; } } }
private void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; craftableItemCount = 0; InitializeTables(); } }
public Character(string characterName, double hitPoints, int strength, int dex, int intelligence, int armor, Arsenal weaknessMod, bool isAlive, bool isPlayer, int attackMod) { CharacterName = characterName; HitPoints = hitPoints; Strength = strength; Dex = dex; Intelligence = intelligence; Armor = armor; WeaknessMod = weaknessMod; IsAlive = isAlive; IsPlayer = isPlayer; AttackMod = attackMod; }
public void InitializeArsenals() { Arsenal damage = new Arsenal("Damage", playerController, 0.1f, 1f); Arsenal rechargeTime = new Arsenal("RechargeTime", playerController, 0.1f, 1f); Arsenal fireRate = new Arsenal("FireRate", playerController, 0.1f, 1f); slotsController.arsenals.Add(damage); slotsController.arsenals.Add(rechargeTime); slotsController.arsenals.Add(fireRate); foreach (Arsenal a in slotsController.arsenals) { slotsController.arsenalsLootable.Add(a.myName); } }
private void RunArsenal() { Arsenal arsenal = new Arsenal(); arsenal["bomb"] = new Weapon(WeaponCategory.Explosive, 300) {Name = "IED", Power = 45}; arsenal["m16"] = new Weapon(WeaponCategory.Shoot, 100) {Name = "M16", Power = 55}; arsenal["sword"] = new Weapon(WeaponCategory.Slice, 8000) {Name = "Katana", Power = 95}; arsenal["bomb"] = new Weapon( WeaponCategory.Specialized, 900 ) { Name = "NuclearMissle", Power = 100 }; foreach( KeyValuePair<string, Weapon> item in arsenal ) { Console.WriteLine( item.Key ); item.Value.Display(); } }
void Start() { GameObject gameControllerObject = GameObject.FindGameObjectWithTag("GameController"); arsenal = gameControllerObject.GetComponent<Arsenal>(); uiController = gameControllerObject.GetComponent<UIController>(); GameObject dataControllerObject = GameObject.FindGameObjectWithTag("DataController"); dataController = dataControllerObject.GetComponent<DataController> (); playerController = GetComponent<PlayerController>(); fireRate = arsenal.GetFireRate (fireType); fireBombRate = arsenal.GetFireRate (Constants.BOMB); numberOfSpawn = shotSpawnLeft.Length - 1; }
public void ChooseWeapon() { foreach (var player in Players) { Console.WriteLine("\nOk.{0} choose your weapon from list.. ", player.Name); Console.WriteLine("Id : Name"); foreach (var weapon in Arsenal) { Console.WriteLine("{0} : {1}", weapon.Id, weapon.Name); } Console.WriteLine("Enter Id.."); var chosenItem = Int32.Parse(Console.ReadLine()); player.EquipItem(Arsenal.Where(o => o.Id == chosenItem).FirstOrDefault()); } }
public ShotGun(Sprite owner, Sprite oppenent, Sprite ball) { this.Name = "ShotGun"; Owner = owner; Oppenent = oppenent; Ball = ball; Size.Width = 4 * Brick.Width; Location.X = Owner.Location.X + Owner.Size.Width + Brick.Width; Location.Y = Owner.Location.Y + Owner.Size.Height / 2; Size.Height = Brick.Height; for (int i = 0; i < GameSettings.GetInstance().DefaultAmmo; i++) { Arsenal.Add(new Bullet(this)); } this.Drawer = new ShotGunDrawer(this); }
public void Injure() { if (Wounds < 2) { Wounds++; } if (Arsenal.Count <= 0) { return; } var lastEquipment = Arsenal.Count - 1; Arsenal.RemoveAt(lastEquipment); }
void Start() { GameObject gameControllerObject = GameObject.FindGameObjectWithTag("GameController"); arsenal = gameControllerObject.GetComponent <Arsenal>(); uiController = gameControllerObject.GetComponent <UIController>(); GameObject dataControllerObject = GameObject.FindGameObjectWithTag("DataController"); dataController = dataControllerObject.GetComponent <DataController> (); playerController = GetComponent <PlayerController>(); fireRate = arsenal.GetFireRate(fireType); fireBombRate = arsenal.GetFireRate(Constants.BOMB); numberOfSpawn = shotSpawnLeft.Length - 1; }
public Unit(int id, IUnitObject unitObject, Faction startingFaction) { Id = id; UnitObject = unitObject; var provider = ManagerProvider.Instance; Player = provider.PlayerManager.GetPlayer(startingFaction); CommandProcessor = new CommandProcessor(provider.CommandManager.CommandFactory, provider.TimeManager, provider.GameSettings.UnitCommandsUpdatePeriod, this); Partset = new Partset(); Navigation = new Navigation(UnitObject); Following = new Following(Navigation, provider.TimeManager); Targeting = new UnitTargeting(Player.Faction); Arsenal = new Arsenal(Id, Navigation, Targeting, Following, Partset, provider.ShotsManager, provider.TimeManager); Selectable = new Selectable(); Visibility = new Visibility(Player.Faction); Hull = new Hull(); Hull.OnDeath += Die; }
static void CreateFont() { Arsenal arsenal = ScriptableObject.CreateInstance <Arsenal>(); string path = AssetDatabase.GetAssetPath(Selection.activeObject); if (path == "") { } else if (Path.GetExtension(path) != "") { path = path.Replace(Path.GetFileName(AssetDatabase.GetAssetPath(Selection.activeObject)), ""); } string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/New Arsenal.asset"); AssetDatabase.CreateAsset(arsenal, assetPathAndName); AssetDatabase.SaveAssets(); EditorUtility.FocusProjectWindow(); Selection.activeObject = arsenal; }
private void TouchTracker() { Touch touch; if (Input.touchCount < 1 || (touch = Input.GetTouch(0)).phase != TouchPhase.Began) { return; } Vector3 t = (Vector3)touch.position + Vector3.forward * 3; Vector3 f = m_firstPersonCamera.ScreenToWorldPoint(t);//.ScreenPointToRay(touch.position).direction; Arsenal.fire(POVShip.main.gameObject, 0, POVShip.location() + f * 0.06f, f); /*TrackableHit hit; * TrackableHitFlag raycastFilter = TrackableHitFlag.PlaneWithinBounds | TrackableHitFlag.PlaneWithinPolygon; * * if (Session.Raycast(m_firstPersonCamera.ScreenPointToRay(touch.position), raycastFilter, out hit)) * { * // Create an anchor to allow ARCore to track the hitpoint as understanding of the physical * // world evolves. * var anchor = Session.CreateAnchor(hit.Point, Quaternion.identity); * }*/ }
public Warrior(string characterName, double hitPoints, int strength, int dex, int intelligence, int armor, Arsenal weapon, Arsenal weaknessMod, bool IsAlive, bool IsPlayer, int attackMod) : base(characterName, hitPoints, strength, dex, intelligence, armor, weaknessMod, IsAlive, IsPlayer, attackMod) { this.Job = "Warrior"; this.Weapon = weapon; this.IsPlayer = true; }
// Use this for initialization void Start() { createBullet = GetComponent <CreateBulletFunc> (); arsenal = transform.parent.gameObject.GetComponent <Arsenal> (); }
public Troll(string characterName, double hitPoints, int strength, int dex, int intelligence, int armor, Arsenal weapon, Arsenal weaknessMod, bool IsAlive, bool IsPlayer, int attackMod) : base(characterName, hitPoints, strength, dex, intelligence, armor, weaknessMod, IsAlive, IsPlayer, attackMod) { this.Job = "Troll"; this.Weapon = weapon; this.WeaknessMod = Arsenal.GreatSword; }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { if (!initialized) { this.keyboard = new GameKeyboard(); bossSong = game.Content.Load<Song>("Music/vengeance"); gameSong = game.Content.Load<Song>("Music/menumusic"); menuSong = game.Content.Load<Song>("Music/shadowforce"); this.components = new List<GameComponent>(); this.player = new PlayerShip(game, this); this.arsenal = new Arsenal(game, this); this.components.Add(this.Player); this.components.Add(this.arsenal); this.newComponents = new List<GameComponent>(); this.oldComponents = new List<GameComponent>(); this.lose = -1; this.random = new Random(); this.content = game.Content; this.gameSpeed = 10; this.ResetSpeedTimer(); this.ResetBossTimer(); this.intro = 300; shipAnimationStatic = new Animation(this.Game.Content, "Sprites/playerShip", 32, 16, 1, 1); foreach (GameComponent component in this.components) { component.Initialize(); } initialized = true; } }
/// <summary> /// Updates gun currently in use when the gun is switched in the arsenal /// </summary> private void OnSwitchGun(Arsenal sender) { _currentGun = sender.currentGun; }
void Start() { GameObject gameControllerObject = GameObject.FindGameObjectWithTag("GameController"); arsenal = gameControllerObject.GetComponent<Arsenal>(); playerShip = GameObject.FindGameObjectWithTag ("Player"); fireRate = arsenal.GetFireRate (fireType); switch (typeIAAction) { case 1: //nothing break; case 2: StartCoroutine(SimulatorAction()); break; default: StartCoroutine(simpleAction()); break; } }