Inheritance: MonoBehaviour
Exemplo n.º 1
0
    void Start()
    {
        plr = GameObject.Find( "Player" ).GetComponent<Player>();
        manager = GetComponent<BulletManager>();

        StartCoroutine( Attack() );
    }
Exemplo n.º 2
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	void Awake()
	{
		instance = this;

		PlayerProjectileList = new List<BaseProjectile>();
		EnemyProjectileList = new List<BaseProjectile>();
	}
Exemplo n.º 3
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    public static BulletManager instance; // 다른 곳에서 참조하지 못하도록 static 변수로 선언

    void Awake()
    {
        instance = this;
        bullet[0].skillBorder.enabled = true;
        bullet[1].skillBorder.enabled = false;
        selected = bullet[0];
    }
Exemplo n.º 4
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    void Awake()
    {
        if (sGame)
        {
            // NO DUPES ALLOWED (can happen if we reload the Scene with this on the side)
            UnityEngine.Object.DestroyImmediate(gameObject);
            return;
        }
        sGame = this;
        mInputManager = new InputManager();
        mInputManager.AddInputListener("flap", this);
        mScreenListeners = new List<IScreenListener>();
        mCachedScreenWidth = Screen.width;
        mCachedScreenHeight = Screen.height;

        mWorldStateListeners = new List<IWorldStateListener>();

        mLevelManager = new LevelManager();
        mLevelManager.TurretPrefab = TurretPrefab;

        mBulletManager = new BulletManager();


        // Sometimes the listeners add themselves, sometimes we add the listeners.
        AddWorldStateListener(mLevelManager);
        AddWorldStateListener(mBulletManager);
        AddScreenListener(mBulletManager);
        mLevelManager.AddSpeedListener(mBulletManager);


        // mCachedResolution = Screen.currentResolution;
    }
 public void SetUpVariables(PlayerBase pb, BulletManager bm, WeaponBase wb)
 {
     this.wb = wb;
     playerBase = pb;
     bulletManager = bm;
     animator = GetComponent<Animator>();
 }
Exemplo n.º 6
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 void Awake()
 {
     ins = this;
     bullets = new Queue<Bullet>();
     bulletContainer = new GameObject( "BulletContainer" ).transform;
     bulletContainer.transform.parent = transform;
 }
Exemplo n.º 7
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	// Use this for initialization
	void Start () {

		BS = GameObject.FindGameObjectWithTag ("Bullet").GetComponent<Bullet> ();
		BM = GameObject.FindGameObjectWithTag ("BulletManager").GetComponent<BulletManager> ();

		ColSwitch ();
//		BM.NewRand ();

		//Code that changes the color of the target itself
		if (CurrentColor == _Color.Pink)
			Border.GetComponent<Renderer>().material.color = Color.blue + Color.red + Color.yellow;
		else if(CurrentColor == _Color.Red)
			Border.GetComponent<Renderer>().material.color = Color.red;
		else if(CurrentColor == _Color.Orange)
			Border.GetComponent<Renderer>().material.color = new Color32(255, 145, 0, 255);
		else if(CurrentColor == _Color.Yellow)
			Border.GetComponent<Renderer>().material.color = Color.red + Color.yellow + Color.grey;
		else if(CurrentColor == _Color.Green)
			Border.GetComponent<Renderer>().material.color = Color.green;
		else if(CurrentColor == _Color.Blue)
			Border.GetComponent<Renderer>().material.color = Color.blue;
		else if(CurrentColor == _Color.Purple)
			Border.GetComponent<Renderer>().material.color = Color.magenta;
		else if(CurrentColor == _Color.Brown)
			Border.GetComponent<Renderer>().material.color = new Color32(99, 59, 5, 255);
		else if(CurrentColor == _Color.Black)
			Border.GetComponent<Renderer>().material.color = Color.grey;

	}
Exemplo n.º 8
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	// Use this for initialization
	void Start () {
		health = 100;
		damage = 50;
		bulletManager = GetComponent<BulletManager>();
		player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();;

		for(int i = 0; i < player.ammo.Length; i++)
		{
			m_Ammo.Add(player.ammo[i]);
		}

		switch(gameObject.tag)
		{
		case "EarthTower":
			reloadTime = 2.0f;
			break;
		case "FireTower":
			reloadTime = .75f;
			break;
		case "FrostTower":
			reloadTime = 1.5f;
			break;
		case "PoisonTower":
			reloadTime = 1.0f;
			break;
		}

	}
Exemplo n.º 9
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	// Use this for initialization
	void Start () 
	{
		bmr = FindObjectOfType<BulletManager>();
		pv = GetComponent<PhotonView>();
		baseCD = BulletCD;
        //canShoot = GetComponent<RocketControl>().canMove;
	}
Exemplo n.º 10
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    public void fire(FireProps fireProps, BulletManager bm, WeaponHandling wh)
    {
        switch (playerInfo.charEnum)
        {
            case CharacterEnum.Tesla:
                specialInstance.SetActive(true);
                specialInstance.GetComponent<WeaponSpecialTeslaLogic>().fire();
                break;
            case CharacterEnum.Curie:
                specialInstance.SetActive(true);
                specialInstance.GetComponent<WeaponSpecialCurieLogic>().fire(fireProps);
                break;
            case CharacterEnum.DaVinci:

                specialInstance.GetComponent<WeaponSpecialDaVinciLogic>().fire(fireProps, wh);
                specialInstance.SetActive(true);
                //specialInstance.GetComponent<WeaponSpecialTeslaLogic>().fire();
                break;
            case CharacterEnum.Einstein:
                specialInstance.SetActive(true);
                specialInstance.GetComponent<WeaponSpecialEinsteinLogic>().fire(fireProps);
                break;
            case CharacterEnum.Nobel:
                specialInstance.SetActive(true);
                specialInstance.GetComponent<WeaponSpecialNobelLogic>().fire(fireProps);
                break;
        }
    }
Exemplo n.º 11
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	//Use this for initialization
	void Start () 
	{
		m_Currency = m_Life = 100;
		m_Pos = transform.position;
		bullets = GetComponent<BulletManager>();
		manager = GameObject.FindGameObjectWithTag("GameManager").GetComponent<GameManager>();
		guiText.text = "Currency : " + m_Currency;
	}
 public void SetUpVariables(PlayerBase pb, BulletManager bm, WeaponBase wb)
 {
     transform.localScale = new Vector3(1.1f, 1.1f, 0);
     this.wb = wb;
     playerBase = pb;
     bulletManager = bm;
     animator = GetComponent<Animator>();
 }
    void Awake()
    {
        use = this;

        for (var i = 0; i < bulletPrefab.Length; i++)
        {
            bullets.Add(new BulletList());
        }
    }
Exemplo n.º 14
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	public virtual void Init(Type type, Transform child, BulletManager bulletManager, bool canExplode = true) {
		this.type = type;
		trans = transform;
		this.child = child;
		rig = child.rigidbody;
		this.bulletManager = bulletManager;
		this.canExplode = canExplode;
		child.GetComponent<BulletVisibleCheck>().Init(this);
	}
Exemplo n.º 15
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	private static void checkInstance()
	{
		if(!instance)
		{
			GameObject g = new GameObject("Bullet Manager");
			BulletManager bm = g.AddComponent<BulletManager>();
			instance = bm;
		}
	}
    public void SetUpVariables(PlayerBase pb, BulletManager bm)
    {
        playerBase = pb;
        bulletManager = bm;
        animator = GetComponent<Animator>();

        string soundLoaderString = "Sounds/Weapon/";
        carSound = Resources.Load(soundLoaderString + "flamethrower") as AudioClip;
        carCrashSound = Resources.Load(soundLoaderString + "einsteinSpecial_explode") as AudioClip;
    }
Exemplo n.º 17
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 public static BulletManager GetInstance()
 {
     if (!Instance)
     {
         Container = new GameObject();
         Container.name = "BulletManager";
         Instance = Container.AddComponent(typeof(BulletManager)) as BulletManager;
     }
     return Instance;
 }
 public void SetUpVariables(PlayerBase pb, BulletManager bm)
 {
     //WhiteT = transform.Find("WhiteT", false);
     //childRenderer = GetComponentInChildren<SpriteRenderer>();
     WhiteT.gameObject.GetComponent<Renderer>().material.shader = Shader.Find("Unlit/Transparent");
     playerBase = pb;
     bulletManager = bm;
     animator = GetComponent<Animator>();
     explosionSound = Resources.Load<AudioClip>("Sounds/Weapon/einsteinSpecial_explode");
 }
Exemplo n.º 19
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 public void ShotNWay(Transform origin, int rotate, int shotPower, int shotSpeed=2, BulletManager.BulletType type = BulletManager.BulletType.Normal,int way = 1,int spread = 0,float offsetx=0,float offsety=0)
 {
     for(int i=0; i<way; ++i){
         int r = rotate + spread * (i - (way/2));
         if(way % 2 == 0){
             r += spread /2;
         }
         Shot (origin,r,shotPower,shotSpeed,type,offsetx,offsety);
     }
 }
Exemplo n.º 20
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    //弾の作成
    public void Shot(Transform origin, int shotPower,float shotSpeed=2,BulletManager.BulletType type = BulletManager.BulletType.Normal,float offsetx=0,float offsety=0)
    {
        if(canShot)
            bulletManager.Shot(origin,shotPower,shotSpeed,type,offsetx,offsety);

        /*
        GameObject a = (GameObject)Instantiate(bullet,origin.position,origin.rotation);
        a.GetComponent<Bullet>().shotPower = shotPower;
        a.GetComponent<Bullet>().speed = shotSpeed;
        */
    }
Exemplo n.º 21
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 // Use this for initialization
 void Start()
 {
     // startSpeed = speed;
     player = GameObject.Find("Player");
     initialXValue = transform.position.x;
     timer = 0;
     bulletManager = GameObject.Find("Game Manager");
     bulletManagerScript = bulletManager.GetComponent<BulletManager>();
     transform.parent = bulletManager.transform;
     maxSpeed = (int)speed * 3;
 }
Exemplo n.º 22
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 void Start()
 {
     gameManager = GameObject.Find("Game Manager");           // finds the game manager
     bulletManager = gameManager.GetComponent<BulletManager>();    // gets the gameManager's bullet manager Script
     shootType = (ShootType)PlayerPrefs.GetInt("ShotType") - 1; // sets the shooting type to normal by default
     if (shootType < 0)
     {
         shootType = 0;
     }
     shootCooldown -= shotSpeedIncreasePerLevel * PlayerPrefs.GetInt("Speed");
     // Time.timeScale = 0.01f;
 }
Exemplo n.º 23
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 void Awake()
 {
     tag = "GameController";
     ButtonsInternal = new Hashtable();
     Enemies = new List<EnemyHandler>();
     if(!BulletEngine)
         BulletEngine = GetComponent<BulletManager>();
     if(!Player)
         Player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
     if(!MainCamera)
         MainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
     MainCamera.isOrthoGraphic = true;
 }
Exemplo n.º 24
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    public void ShotAim(Transform origin,Transform aim, int shotPower,int shotSpeed, BulletManager.BulletType type,int roffset = 0)
    {
        if(aim){
            Vector3 v = aim.position - origin.position;
            Quaternion q = Quaternion.FromToRotation(Vector3.up,v);
            origin.localRotation = Quaternion.Euler(q.eulerAngles.x,q.eulerAngles.y,q.eulerAngles.z+roffset);

            spaceship.Shot(origin,shotPower,shotSpeed,type);
        }
        else{
            Shot (origin,90,shotPower,shotSpeed,type);
        }
    }
Exemplo n.º 25
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 public void ShotThrowAim(Transform origin,Transform aim, int shotPower,int shotSpeed, BulletManager.BulletType type)
 {
     if(aim){
         Vector3 d = aim.position - transform.position;
         Vector3 v = Vector3.zero;
         v.x = d.x / 2;
         v.y = d.y / 2 + 0.5f * 2 * 3f;
         //v.y = d.y / 10;
         origin.localRotation = Quaternion.FromToRotation(Vector3.up,v);
         spaceship.Shot(origin,shotPower,v.magnitude,type);
     }
     else{
         common.Shot (origin,90,shotPower,shotSpeed,type);
     }
 }
Exemplo n.º 26
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    void Awake()
    {
        if (manager == null)
        {
            manager = this;
            DontDestroyOnLoad(this.gameObject);
            bullets = new List<Bullet>();
            missiles = new List<Missile>();
            audio = GetComponent<AudioSource>();
        }
        else if (manager != this)
        {
            Destroy(this.gameObject);
        }

    }	
Exemplo n.º 27
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    public void ShotAimNway(Transform origin,Transform aim, int shotPower,int shotSpeed, BulletManager.BulletType type,int way=1, float spread=0)
    {
        if(aim){
            Vector3 v = aim.position - origin.position;
            Quaternion q = Quaternion.FromToRotation(Vector3.up,v);

            for(int i=0; i<way; ++i){
                float d = spread * (i-(way/2));
                origin.localRotation = Quaternion.Euler (0,0,q.eulerAngles.z+d);
                spaceship.Shot(origin,shotPower,shotSpeed,type);
            }
        }
        else{
            Shot (origin,90,shotPower,shotSpeed,type);
        }
    }
Exemplo n.º 28
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 public IEnumerator Shoot(BulletManager BulletEngine, float RateModifier = 1f)
 {
     if(!CurrentBulletPrefab) yield break;
     CanFireInternal = false;
     GameObject BulletObject = MonoBehaviour.Instantiate(
                 CurrentBulletPrefab,
                 PortTransform.position,
                 Quaternion.LookRotation(PortTransform.forward)
             )
             as GameObject;
     BulletHandler Bullet = BulletObject.GetComponent<BulletHandler>();
     //Make it Live, so it will have the correct flag to Move
     Bullet.IsLive = true;
     //Add to Bullet Manager, which will move it
     BulletEngine.Bullets.Add(Bullet);
     //Begin the Port's cooldown procedure
     yield return new WaitForSeconds(Cooldown / RateModifier);
     CanFireInternal = true;
 }
    void FireBullet()
    {
        bool   flip = m_skletonAnimation.skeleton.flipX;
        Bullet b    = BulletManager.Instance().AddBullet(BulletManager.BULLET_TYPE.B_HERO_DEF);

        Vector3 pos = m_gunBone.transform.position;

        b.transform.rotation = Quaternion.Euler(0.0f, 0.0f, m_gunBone.transform.rotation.eulerAngles.z - 90.0f);

        b.transform.position = pos;


        // 네트워크 식별 이름
        string n = GameManager.Instance().PLAYER.USER_NAME + "_" + m_bulletIndex;

        b.SetupBullet(n, false, Vector3.zero, 0.0f, m_skletonAnimation.skeleton.flipX);

        NetworkManager.Instance().SendOrderMessage(JSONMessageTool.ToJsonCreateOrder(n, "myTeam_bullet", pos.x, pos.y, pos.z, flip));
        m_bulletIndex++;
    }
Exemplo n.º 30
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        public void NormalShoot(List <Sprite> sprites)
        {
            var bullet = BulletManager.GetBullet(new Vector2(0, 1), new Vector2(Position.X, Position.Y + 20), 3, this,
                                                 (int)Config.TrackStyle.NormalTrack, 1, (int)Config.BulletStyle.Bullet2);

            var bullet2 = BulletManager.GetBullet(new Vector2(0, 1), new Vector2(Position.X - 40, Position.Y + 20), 3, this,
                                                  (int)Config.TrackStyle.NormalTrack, 1, (int)Config.BulletStyle.Bullet2);

            var bullet3 = BulletManager.GetBullet(new Vector2(0, 1), new Vector2(Position.X + 40, Position.Y + 20), 3, this,
                                                  (int)Config.TrackStyle.NormalTrack, 1, (int)Config.BulletStyle.Bullet2);


            if (Power == 0)
            {
                Power = bullet.Power;
            }
            sprites.Add(bullet);
            sprites.Add(bullet2);
            sprites.Add(bullet3);
        }
Exemplo n.º 31
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    private void Awake()
    {
        I = this;

        PV      = GetComponent <PhotonView>();
        _Create = GetComponent <Create>();

        MinText  = GameObject.Find("Min").GetComponent <Text>();
        MaxText  = GameObject.Find("Max").GetComponent <Text>();
        NameText = GameObject.Find("Name").GetComponent <Text>();
        ModeText = GameObject.Find("Mode").GetComponent <Text>();

        if (PV.IsMine)
        {
            BulletList[0] = new Bullet("Attack", 999, 999, 9999);
            BulletList[1] = new Bullet("Speed", 5, 5, 50);
            BulletList[2] = new Bullet("Sniper", 15, 15, 9999);
            PV.RPC("AimUiChangeRPC", RpcTarget.All, true, false);
        }
    }
Exemplo n.º 32
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        public MachineGunPlaneTower(BulletManager bulletManager, EnemyManager enemyManager, ParticleManager particleManager)
            : base(AssetManager.GetSprite("TowerBase1"), AssetManager.GetSprite("Tower2"), 26f, 150f)
        {
            BulletManager        = bulletManager;
            EnemyManager         = enemyManager;
            this.particleManager = particleManager;

            BaseLayerDepth = SortingOrder.GetLayerDepth(0, SortingLayer.TowerBase) + extraDepth;
            TopLayerDepth  = SortingOrder.GetLayerDepth(0, SortingLayer.Flying) + extraDepth;

            barrelLength    = 10f;
            ShootRate       = 0.1f;
            shootBullet     = BulletFactory.GetBullet("Bullet1");
            SearchAlgorithm = new FirstEnemySearch();

            shadowSprite = AssetManager.GetSprite("PlaneShadow1");

            rotationRadius     = 150f;
            planeRotationSpeed = (float)Math.PI * 0.004f;
        }
Exemplo n.º 33
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        public override void Shoot(List <Sprite> sprites)
        {
            var bullet1 =
                BulletManager.GetBullet(new Vector2(0, 1), Position, 1.5f, this, (int)Config.TrackStyle.TailTrack, 1, (int)Config.BulletStyle.Bullet1);

            //var track1 = new ConstTailTrack(this.left);
            //var track2 = new ConstTailTrack(this.right);
            var bullet2 =
                BulletManager.GetTrackBullet(new Vector2(0, 1), Position, 1.5f, this, (int)Config.TrackStyle.TailTrack, 1, (int)Config.BulletStyle.Bullet1, left);
            var bullet3 =
                BulletManager.GetTrackBullet(new Vector2(0, 1), Position, 1.5f, this, (int)Config.TrackStyle.TailTrack, 1, (int)Config.BulletStyle.Bullet1, right);

            if (Power == 0)
            {
                Power = bullet1.Power;
            }
            sprites.Add(bullet1);
            sprites.Add(bullet2);
            sprites.Add(bullet3);
        }
Exemplo n.º 34
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    // Use this for initialization
    void Start()
    {
        if (!playerCamera)
        {
            playerCamera = GetComponent <Camera>();
            Debug.LogWarning("FiringScript: The camera wasn't provided for the bullet to be fired from. Grabbing it.");
        }

        if (!FxLocation)
        {
            FxLocation = GetComponent <Camera>().transform;
            Debug.LogWarning("FiringScript: There isn't a place to spawn the FX! Spawning them at the camera");
        }

        magazine = GetComponent <BulletManager>();
        if (!magazine)
        {
            Debug.LogError("FiringScript: Couldn't make the magazine for the gun.");
        }
    }
Exemplo n.º 35
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    private void Fire()
    {
        if (fireSound)
        {
            AudioManager.PlayAtPoint(fireSound, transform.position);
        }
        CameraShaker.ShakeAt(transform.position, recoilShake);
        foreach (var fireOrigin in fireOrigins)
        {
            BulletController bullet = BulletManager.Get(bulletName);
            bullet.lifespan           = lifespan;
            bullet.destroyDelay       = destroyDelay;
            bullet.baseSettings       = baseSettings;
            bullet.transform.position = transform.position + transform.right * fireOrigin.offset.x + transform.up * fireOrigin.offset.y + transform.forward * fireOrigin.offset.z;
            bullet.transform.rotation = transform.rotation * Quaternion.Euler(0, -fireOrigin.rotation, 0);
            float rad = bullet.transform.eulerAngles.y * Mathf.Deg2Rad;
            bullet.Fire(new Vector3(Mathf.Cos(rad) * firePower, 0, -Mathf.Sin(rad) * firePower));
        }

        _recoilCoroutine = StartCoroutine(ExeRecoilCoroutine());
    }
Exemplo n.º 36
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        public bool Update()
        {
            BulletManager.GetInstance().ClearAllBullets();
            VariableProvider.ScriptEngine.StopAllScripts();
            _elapsedSeconds += ShortCuts.ElapsedSeconds;
            if (GameStateManager.FastDead || _elapsedSeconds >= TimeToAutoResume || InputMapper.StrictAction)
            {
                if (GameVariableProvider.SaveManager.CurrentSaveState.CurrentLevel != LevelManager.CurrentLevel)
                {
                    LevelManager.ReloadLevel <Map <TileCode>, TileCode>();
                }
                else
                {
                    GameVariableProvider.SaveManager.Load(VariableProvider.SaveSlot);
                }
                GameStateManager.PlayerDead = false;
                _elapsedSeconds             = 0f;
            }

            return(true);
        }
Exemplo n.º 37
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 public override void AIUpdate(float deltaTime)
 {
     thisTransform.localRotation = Utility.TopDownRotationFromDirection(shootDir);
     shootDir = shootDir.RotateCW(rotateSpeed * Time.fixedDeltaTime);
     shootDir.Normalize();
     shootDir2 = shootDir.RotateCW(120f);
     shootDir2.Normalize();
     shootDir3 = shootDir.RotateCCW(120f);
     shootDir3.Normalize();
     if (shootCooldown > 0f)
     {
         shootCooldown -= Time.deltaTime;
     }
     else
     {
         BulletManager.Spawn(transform.position, 3f, shootDir, gameObject, 5, "Bullet", "BossBullet1_1");
         BulletManager.Spawn(transform.position, 3f, shootDir2, gameObject, 5, "Bullet", "BossBullet1_1");
         BulletManager.Spawn(transform.position, 3f, shootDir3, gameObject, 5, "Bullet", "BossBullet1_1");
         shootCooldown += shootCooldownDef;
     }
 }
Exemplo n.º 38
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 /// <summary>
 /// Initializes a new instance of the <see cref="PlayGameComponent"/> class.
 /// </summary>
 /// <param name="game">game reference object.</param>
 public PlayGameComponent(EverLite game)
     : base(game)
 {
     this.game              = game;
     this.volume            = VolumeManager.Instance;
     this.sound             = SoundManager.Instance;
     this.sidePanel         = new SidePanelComponent(game);
     this.playerSettings    = PlayerSettings.Instance;
     this.pauseStatus       = new ToggleStatus(this.playerSettings.Pause);
     this.playerSystem      = new PlayerSystem(this.Game);
     this.enemyManager      = new EnemyManager(this.Game);
     this.bulletManager     = BulletManager.Instance;
     this.collisionDetector = new CollisionDetector(
         this.enemyManager.ActiveEnemies,
         this.bulletManager.EnemyBullets,
         this.bulletManager.PlayerBullets,
         this.itemsManager.Items,
         this.playerSystem.Player,
         this.game); // Game1 game is passed to the collisioDetector can access the gamescore instance
     this.transformManager = TransformManager.Instance;
 }
Exemplo n.º 39
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    public override void Start()
    {

        player = GameObject.Find("Player");
        gameManager = GameObject.Find("Game Manager");
        bulletManager = gameManager.GetComponent<BulletManager>();
        if (bulletDirection == BulletDirection.N)
        {
            fireDirection = Vector3.up;
        }
        if (bulletDirection == BulletDirection.S)
        {
            fireDirection = Vector3.down;
        }
        if (bulletDirection == BulletDirection.E)
        {
            fireDirection = Vector3.right;
        }
        if (bulletDirection == BulletDirection.W)
        {
            fireDirection = Vector3.left;
        }
        if (bulletDirection == BulletDirection.NE)
        {
            fireDirection = Vector3.Normalize(Vector3.up + Vector3.right);
        }
        if (bulletDirection == BulletDirection.NW)
        {
            fireDirection = Vector3.Normalize(Vector3.up + Vector3.left);
        }
        if (bulletDirection == BulletDirection.SW)
        {
            fireDirection = Vector3.Normalize(Vector3.down + Vector3.left);
        }
        if (bulletDirection == BulletDirection.SE)
        {
            fireDirection = Vector3.Normalize(Vector3.down + Vector3.right);
        }
        base.Start();
    }
Exemplo n.º 40
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    IEnumerator shoot()
    {
        canShoot = false;


        yield return(new WaitForSeconds(FireRate));

        for (int i = 0; i < 6; i++)
        {
            GameObject    bull          = (GameObject)Instantiate(bullet, posBullets[i < 3 ? 0 : 1].transform.position, Quaternion.identity);
            BulletManager bulletmanager = bull.GetComponent <BulletManager> ();
            if (bulletmanager != null)
            {
                bulletmanager.SeekSpeedDamge(SpeedBulletShot, Damge, false);
                int stt = i % 3;
                if (i < 3)
                {
                    bulletmanager.SeekAngle(stt == 0 ? -0.4f : (stt == 2 ? -0.3f : -0.2f));
                }
                else
                {
                    bulletmanager.SeekAngle(stt == 0 ? 0.4f : (stt == 2 ? 0.3f : 0.2f));
                }
            }
        }
        yield return(new WaitForSeconds(FireRate / 2));

        for (int i = 0; i < 6; i++)
        {
            GameObject    bull          = (GameObject)Instantiate(bullet, posBullets[i < 3 ? 0 : 1].transform.position, Quaternion.identity);
            BulletManager bulletmanager = bull.GetComponent <BulletManager> ();
            if (bulletmanager != null)
            {
                bulletmanager.SeekSpeedDamge(SpeedBulletShot, Damge, false);
                int stt = i % 3;
                bulletmanager.SeekAngle(stt == 0 ? -0.07f : (stt == 2 ? 0.07f : 0f));
            }
        }
        canShoot = true;
    }
Exemplo n.º 41
0
 private void PlayButtonClick(object sender, EventArgs e)
 {
     if (!Game.MapLoaded)
     {
         return;
     }
     Game.Playing = !Game.Playing;
     if (Game.Playing)
     {
         Game.SaveMap(_currentMapName);
         _focusTextbox.Focus();
         _focusTextbox.LostFocus += RefocusInputBox;
         Camera.UpdateWorldRectangle(Game.TileMap);
         GameVariableProvider.SaveManager.CurrentSaveState = new SaveState();
     }
     else
     {
         Game.LoadMap(_currentMapName);
         _focusTextbox.LostFocus -= RefocusInputBox;
         BulletManager.GetInstance().ClearAllBullets();
     }
 }
Exemplo n.º 42
0
    // 이제보니 매개변수 deletaTime 오타남.
    public void OnUpdate(float deletaTime)
    {
        bool bulletActivat = false;

        for (int i = 0; i < _infoList.Count; ++i)
        {
            _infoList[i].CreateTimeCount += deletaTime;
            if (_infoList[i].CreateTimeCount >= _infoList[i].CreateTime)
            {
                SetTweenAngle(i);

                BasicBullet temp = BulletManager.GetInstance().GetBullet();

                temp.OnActive(_infoList[i].TweenAngle, 730f, _bulletAnimationTime);

                _infoList[i].listMyBullet.Add(temp);
                _infoList[i].CreateTimeCount = 0f;

                bulletActivat = true;
            }

            for (int j = 0; j < _infoList[i].listMyBullet.Count; ++j)
            {
                if (j % 2 == 0)
                {
                    _infoList[i].listMyBullet[j].SetBulletAngleInfo(_infoList[i].TweenAngle);
                }
                else
                {
                    _infoList[i].listMyBullet[j].SetBulletAngleInfo(_infoList[i].TweenAngleReverse);
                }
            }
        }

        if (bulletActivat)
        {
            _direction *= -1;
        }
    }
Exemplo n.º 43
0
    private void Awake()
    {
        if (instance != null && instance != this)
        {
            Destroy(this.gameObject);
        }
        else
        {
            instance = this;
        }

        bullets = new Queue <GameObject>();

        for (int i = 0; i < 100; i++)
        {
            GameObject copyBullet = Instantiate(bulletTemplate);
            copyBullet.SetActive(false);
            copyBullet.transform.parent = transform;

            bullets.Enqueue(copyBullet);
        }
    }
Exemplo n.º 44
0
        internal void Start()
        {
            Ctx = this;

            Score  = GameObject.Find("ScoreText").GetComponent <ScoreManager>();
            Score2 = GameObject.Find("ScoreText2").GetComponent <ScoreManager>();
            Player = GameObject.Find("Player").GetComponent <Player>();
            Walls  = GameObject.Find("Walls").GetComponent <EdgeCollider2D>();

            var cam        = Camera.main;
            var bottomleft = cam.ViewportToWorldPoint(Vector3.zero);
            var topright   = cam.ViewportToWorldPoint(new Vector3(1f, 1f, 0f));

            wallVertices.Add(new Vector2(bottomleft.x, bottomleft.y));
            wallVertices.Add(new Vector2(bottomleft.x, topright.y));
            wallVertices.Add(new Vector2(topright.x, topright.y));
            wallVertices.Add(new Vector2(topright.x, bottomleft.y));
            wallVertices.Add(new Vector2(bottomleft.x, bottomleft.y));
            Walls.points = wallVertices.ToArray();

            Bullets = new BulletManager(GameObject.Find("Bullets").transform);
        }
Exemplo n.º 45
0
    public void OnUpdate(float deletaTime)
    {
        if (_BallCnt >= _totalBallNumber)
        {
            _tweening = false;
            return;
        }
        _createTimeCount += Time.deltaTime;

        if (_createTimeCount >= _createTime)
        {
            _createTime = Random.Range(0.0f, 0.1f);
            float Angle          = Random.Range(0f, 360f);
            float BulletMoveTime = Random.Range(1.0f, 2.0f);

            BasicBullet temp = BulletManager.GetInstance().GetBullet();

            temp.OnActive(Angle, 730f, BulletMoveTime);
            _createTimeCount = 0f;
            _BallCnt++;
        }
    }
Exemplo n.º 46
0
    public void OnUpdate(float deletaTime)
    {
        for (int i = 0; i < infolist.Count; ++i)
        {
            infolist[i].CreateTimeCount += deletaTime;
            if (infolist[i].CreateTimeCount >= infolist[i].CreateTime)
            {
                BasicBullet temp = BulletManager.GetInstance().GetBullet();

                temp.OnActive(infolist[i].TweenAngle, 730f, _bulletAnimationTime);

                infolist[i].listMyBullet.Add(temp);
                infolist[i].CreateTimeCount = 0f;
                nBulletCnt++;
            }

            for (int j = 0; j < infolist[i].listMyBullet.Count; ++j)
            {
                infolist[i].listMyBullet[j].SetBulletAngleInfo(infolist[i].TweenAngle);
            }
        }
    }
Exemplo n.º 47
0
    public void CleanUpBullet()
    {
        GameObject    bManager = GameObject.Find("BulletManager");
        BulletManager bM       = bManager.GetComponent <BulletManager>();


        GameObject el = null;

        for (int i = 0; i < bM.bullets.Count; i++)
        {
            el = bM.bullets[i];
            //Debug.Log(i);
            if (bM.bullets[i].transform.position.x < -23 ||
                bM.bullets[i].transform.position.x > 23 ||
                bM.bullets[i].transform.position.y > 10 ||
                bM.bullets[i].transform.position.y < -10)
            {
                bM.bullets.Remove(bM.bullets[i]);
                Destroy(el);
            }
        }
    }
Exemplo n.º 48
0
    void Equip(Collider other)
    {
        if (equippedBullet != null && oldEquippedBullet == null) {
            oldEquippedBullet = equippedBullet;
            equippedBullet = other.GetComponent<PowerUp> ().pickUpBullet;
            usedBullet = equippedBullet;
            uppgrading = false;
        } else {
            if(other.GetComponent<PowerUp> ().pickUpBullet.name == equippedBullet.name
             || other.GetComponent<PowerUp> ().pickUpBullet.name == oldEquippedBullet.name) {
                uppgrading = false;
            }
            else {
                oldEquippedBullet = equippedBullet;
                equippedBullet = other.GetComponent<PowerUp> ().pickUpBullet;
                uppgrading = false;
            }

            if(equippedBullet.name == oldEquippedBullet.name) {
                usedBullet = equippedBullet;
                uppgrading = false;
            }
            if ((equippedBullet.name == "Shotgun" && oldEquippedBullet.name == "Mines")
                || (equippedBullet.name == "Mines" && oldEquippedBullet.name == "Shotgun")) {
                usedBullet = uppgradeWeapons[1];
                uppgrading = false;
            } else if ((equippedBullet.name == "Shotgun" && oldEquippedBullet.name == "Gatling")
                       || (equippedBullet.name == "Gatling" && oldEquippedBullet.name == "Shotgun")) {
                usedBullet = uppgradeWeapons[2];
                uppgrading = false;
            } else if ((equippedBullet.name == "Mines" && oldEquippedBullet.name == "Gatling")
                       || (equippedBullet.name == "Gatling" && oldEquippedBullet.name == "Mines")) {
                usedBullet = uppgradeWeapons[0];
                uppgrading = false;
            }
        }
        bulletValues= usedBullet.GetComponent<BulletManager> ();
    }
Exemplo n.º 49
0
    private void State_Complete(Spine.TrackEntry trackEntry)
    {
        if (trackEntry.animation.name.Equals(m_attackAni))
        {
            // 총알은 2.5초에 걸쳐 플레이어에게 도착함
            // 총알의 계산은 총알에서 하도록 함
            Bullet b = BulletManager.Instance().AddBullet(BulletManager.BULLET_TYPE.B_BOSS1_P1);

            Vector3 dir = m_hero.transform.position - m_monster.transform.position;
            dir.Normalize();
            //float distance = Vector3.Distance(m_hero.transform.position , m_monster.transform.position);
            string name = GameManager.Instance().PLAYER.USER_NAME + "_boss_B_" + Monster.m_index++;
            b.SetupBullet(name, false, dir);
            b.BULLET_SPEED       = 20.0f;
            b.transform.position = m_monster.transform.position;
            Vector3 pos = m_monster.transform.position;
            b.transform.position = pos;
            NetworkManager.Instance().SendOrderMessage(
                JSONMessageTool.ToJsonCreateOrder(
                    name,
                    "boss1_bullet",
                    pos.x, pos.y,
                    b.transform.rotation.eulerAngles.y,
                    false));
            m_tick = 0.0f;
            Animator ani = m_monster.GetComponent <Stage1BOSS>().m_attackEffect;
            ani.Play("boss_shotEffect");

            m_skletonAnimation.state.SetAnimation(0, m_moveAni, true);

            NetworkManager.Instance().SendOrderMessage(
                JSONMessageTool.ToJsonAIMessage(
                    m_aiTarget,
                    "B",
                    m_moveAni,
                    true));
        }
    }
Exemplo n.º 50
0
    public void Update()
    {
        if (firing)
        {
            timer += Time.deltaTime;

            if (timer > patternList[curPatternIndex].delay)
            {
                if (patternList[curPatternIndex].bulletType != GameStatics.BULLET_TYPE.NONE)
                {
                    BulletManager.Instance().FireBullet(patternList[curPatternIndex].bulletType, this.transform.position, 5f, patternList[curPatternIndex].speed, patternList[curPatternIndex].acceleration, this.transform.forward);
                    SoundManager.PlayOneShotSound(SoundContainer.Instance().SoundEffectsDic["sound_fire1"], SoundContainer.Instance().SoundEffectsDic["sound_fire1"].clip);
                }

                if (++curPatternIndex >= patternList.Count)
                {
                    curPatternIndex = 0;
                }

                timer = 0;
            }
        }
    }
Exemplo n.º 51
0
        public override void Shoot(List <Sprite> sprites)
        {
            var bullet =
                BulletManager.GetBullet(new Vector2(0, 1), Position, 2, this, (int)Config.TrackStyle.TailTrack, 1, (int)Config.BulletStyle.Bullet1);
            float b2x     = bullet.Direction.X + bias;
            float b2y     = (float)Math.Sqrt(1 - Math.Pow(b2x, 2));
            float b3x     = bullet.Direction.X - bias;
            float b3y     = (float)Math.Sqrt(1 - Math.Pow(b3x, 2));
            var   b2      = new Vector2(b2x, b2y);
            var   b3      = new Vector2(b3x, b3y);
            var   bullet2 =
                BulletManager.GetBullet(b2, Position, 2, this, (int)Config.TrackStyle.NormalTrack, 1, (int)Config.BulletStyle.Bullet1);
            var bullet3 =
                BulletManager.GetBullet(b3, Position, 2, this, (int)Config.TrackStyle.NormalTrack, 1, (int)Config.BulletStyle.Bullet1);

            if (Power == 0)
            {
                Power = bullet.Power;
            }
            sprites.Add(bullet);
            sprites.Add(bullet2);
            sprites.Add(bullet3);
        }
Exemplo n.º 52
0
    protected override void Awake()
    {
        base.Awake();

        _player = GameObject.FindGameObjectWithTag("Player");

        if (!_player)
        {
            throw new Exception("No player found in this scene!");
        }

        var bossLifeBarHolder = GameObject.FindGameObjectWithTag("BossLifeBarHolder");

        _bossLifeBar = Instantiate(_bossLifeBarPrefab, bossLifeBarHolder.transform);
        _bossLifeBar.Initialize(this);

        _bulletManager = GameManager.BulletManager;

        foreach (var bulletEmitter in _bulletEmitters)
        {
            bulletEmitter.BulletManager = _bulletManager;
        }
    }
Exemplo n.º 53
0
    // Update is called once per frame
    void Update()
    {
        if (isShooting)
        {
            shotTimer -= Time.deltaTime;

            if (shotTimer <= 0)
            {
                shotTimer = nextShot;
                BulletManager newBullet = Instantiate(shot, barrelPoint.position, barrelPoint.rotation) as BulletManager;
                //BulletManager newBullet2 = Instantiate(shot, barrelPoint2.position, barrelPoint2.rotation) as BulletManager;
                //BulletManager newBullet3 = Instantiate(shot, barrelPoint3.position, barrelPoint3.rotation) as BulletManager;
                //BulletManager newBullet4 = Instantiate(shot, barrelPoint4.position, barrelPoint4.rotation) as BulletManager;
                //BulletManager newBullet5 = Instantiate(shot, barrelPoint5.position, barrelPoint5.rotation) as BulletManager;
                newBullet.bulletSpeed = bulletSpeed;
            }
        }

        else
        {
            shotTimer = 0;
        }
    }
Exemplo n.º 54
0
    string WeaponType(GameObject player)
    {
        BulletManager bulletManager = player.GetComponent <BulletManager>();

        if (bulletManager.bulletType == BulletManager.BulletType.DEFAULT)
        {
            return("豆豆弹");
        }
        else if (bulletManager.bulletType == BulletManager.BulletType.LEVEL1)
        {
            return("小散弹");
        }
        else if (bulletManager.bulletType == BulletManager.BulletType.LEVEL2)
        {
            return("大散弹");
        }
        else if (bulletManager.bulletType == BulletManager.BulletType.LEVEL3)
        {
            return("跟踪弹");
        }
        else if (bulletManager.bulletType == BulletManager.BulletType.LEVEL4)
        {
            return("五点哦");
        }
        else if (bulletManager.bulletType == BulletManager.BulletType.LEVEL5)
        {
            return("保护弹");
        }
        else if (bulletManager.bulletType == BulletManager.BulletType.ROTATE)
        {
            return("跳舞弹");
        }
        else
        {
            return("错误了呃");
        }
    }
Exemplo n.º 55
0
    // changes the bullet
    public void OnBulletTypeChange(InputAction.CallbackContext context)
    {
        // Debug.Log("Control Name: " + context.control.name);

        // int bulletInt = context.ReadValue<int>();
        int bulletInt = 0;

        // due to the way this works, it provides a number 1 less than the number selected.
        switch (context.control.name)
        {
        case "1":
        case "numpad1":
            bulletInt = 0;
            break;

        case "2":
        case "numpad2":
            bulletInt = 1;
            break;

        case "3":
        case "numpad3":
            bulletInt = 2;
            break;

        case "4":
        case "numpad4":
            bulletInt = 3;
            break;

        default:
            break;
        }

        // changes type
        BulletManager.GetInstance().SetCurrentBulletType(bulletInt);
    }
Exemplo n.º 56
0
 // Use this for initialization
 void Start()
 {
     //initialize the bulletMngr varialbe base on the field from editor
     bulletMngr = gameObject.GetComponent <BulletManager>();
     //Error control
     if (bulletMngr == null)
     {
         Debug.Log("Bullet Manager not assigned in GameManager");
         Debug.Break();            //Stop execution
     }
     //Error control
     if (player == null)
     {
         Debug.Log("Player not assigned in GameManager");
         Debug.Break();            //Stop execution
     }
     movement = player.GetComponent <GameMovement>();
     //Error control
     if (movement == null)
     {
         Debug.Log("Movement not assigned in Player");
         Debug.Break();            //Stop execution
     }
 }
Exemplo n.º 57
0
    public GameObject[] SpawnBullets()
    {
        rotations = new float[GetSpawnData().numberOfBullets];
        if (GetSpawnData().isRandom)
        {
            // This is in Update because we want a random rotation for each bullet each time
            RandomRotations();
        }

        // Spawn Bullets
        GameObject[] spawnedBullets = new GameObject[GetSpawnData().numberOfBullets];
        for (int i = 0; i < GetSpawnData().numberOfBullets; i++)
        {
            spawnedBullets[i] = BulletManager.GetBulletFromPool();
            if (spawnedBullets[i] = null)
            {
                spawnedBullets[i] = Instantiate(GetSpawnData().bulletResource, transform);
            }
            else
            {
                spawnedBullets[i].transform.SetParent(transform);
                spawnedBullets[i].transform.localPosition = Vector2.zero;
            }


            var b = spawnedBullets[i].GetComponent <Bullet>();
            b.rotation = rotations[i];
            b.speed    = GetSpawnData().bulletSpeed;
            b.velocity = GetSpawnData().bulletVelocity;
            if (GetSpawnData().isNotParent)
            {
                spawnedBullets[i].transform.SetParent(null);
            }
        }
        return(spawnedBullets);
    }
Exemplo n.º 58
0
    // 撃つ
    private void Shot()
    {
        if (isReload_)
        {
            return;
        }

        if (inputManager_.ShotInput(playerNumber_))
        {
            if (playerStatus_.OwnedBulletCount[currentWeapon_] <= 0)
            {
                return;
            }

            BulletManager bullet = Instantiate(weapons[currentWeapon_]).GetComponent <BulletManager>();

            bullet.ParentNumber = playerNumber_;

            if (LockOn() != null)
            {
                bullet.MoveDirection = (LockOn().transform.position - this.transform.position).normalized;
            }
            else
            {
                bullet.MoveDirection = this.transform.forward;
            }

            float bulletSize = bullet.gameObject.transform.lossyScale.x;

            bullet.transform.position = this.transform.position + bulletSize * bullet.MoveDirection * 1.5f;
            bullet.transform.rotation = Quaternion.LookRotation(bullet.MoveDirection);
            bullet.AttackPower        = playerStatus_.AttackPower[currentWeapon_];

            --playerStatus_.OwnedBulletCount[currentWeapon_];
        }
    }
Exemplo n.º 59
0
    // Use this for initialization
    void Start()
    {
        Application.targetFrameRate = 60;
        QualitySettings.vSyncCount  = 0;

        GUIManager.Instance().Init();
        BulletManager.Instance().Init();

        GDSKit.GDSMgr.Instance().InitGDSData();

        // 初始化
        battle_field             = new BattleField();
        BattleField.battle_field = battle_field;

        string map_path = "";

        map_path = FileManager.Instance().GetReadOnlyPath() + "MapData/map_block_info";

        battle_field.LoadMap(map_path);

        battle_field.SetBattleGridRenderer(battle_grid_renderer);
        BattleFieldInputHandle.Instance().Init();
        UnitManager.Instance().Init();
    }
Exemplo n.º 60
0
    public IEnumerator Shoot(BulletManager BulletEngine, float RateModifier = 1f)
    {
        if (!CurrentBulletPrefab)
        {
            yield break;
        }
        CanFireInternal = false;
        GameObject BulletObject = MonoBehaviour.Instantiate(
            CurrentBulletPrefab,
            PortTransform.position,
            Quaternion.LookRotation(PortTransform.forward)
            )
                                  as GameObject;
        BulletHandler Bullet = BulletObject.GetComponent <BulletHandler>();

        //Make it Live, so it will have the correct flag to Move
        Bullet.IsLive = true;
        //Add to Bullet Manager, which will move it
        BulletEngine.Bullets.Add(Bullet);
        //Begin the Port's cooldown procedure
        yield return(new WaitForSeconds(Cooldown / RateModifier));

        CanFireInternal = true;
    }