public void StopHauntPrep() { display = null; this.state = ActionState.FREE; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
public void DisplayHauntInfo(Haunt haunt) { display = haunt; this.state = ActionState.PAUSED; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; }
public Spectre(Unit9 owner, MultiSleeper abilitySleeper, Sleeper orbwalkSleeper, ControllableUnitMenu menu) : base(owner, abilitySleeper, orbwalkSleeper, menu) { this.ComboAbilities = new Dictionary <AbilityId, Func <ActiveAbility, UsableAbility> > { { AbilityId.spectre_spectral_dagger, x => this.dagger = new NukeAbility(x) }, { AbilityId.spectre_reality, x => this.reality = new Reality(x) }, { AbilityId.spectre_haunt, x => this.haunt = new Haunt(x) }, { (AbilityId)7851, x => this.shadowStep = new TargetableAbility(x) }, { AbilityId.item_phase_boots, x => this.phase = new SpeedBuffAbility(x) }, { AbilityId.item_diffusal_blade, x => this.diffusal = new DebuffAbility(x) }, { AbilityId.item_abyssal_blade, x => this.abyssal = new DisableAbility(x) }, { AbilityId.item_manta, x => this.manta = new BuffAbility(x) }, { AbilityId.item_spirit_vessel, x => this.vessel = new DebuffAbility(x) }, { AbilityId.item_urn_of_shadows, x => this.urn = new DebuffAbility(x) }, { AbilityId.item_black_king_bar, x => this.bkb = new ShieldAbility(x) }, { AbilityId.item_sheepstick, x => this.hex = new DisableAbility(x) }, { AbilityId.item_orchid, x => this.orchid = new DisableAbility(x) }, { AbilityId.item_bloodthorn, x => this.bloodthorn = new Bloodthorn(x) }, { AbilityId.item_nullifier, x => this.nullifier = new Nullifier(x) }, }; this.MoveComboAbilities.Add(AbilityId.spectre_spectral_dagger, x => this.daggerMove = new DaggerMove(x)); }
private ACTOR_STATE CheckTileState() { processedState = ACTOR_STATE.NONE; switch (currentTile.effectsOnTile) { case Tile.TILE_EFFECTS.CHILL | Tile.TILE_EFFECTS.HAUNT: case Tile.TILE_EFFECTS.HAUNT: GameObject player = GameObject.FindGameObjectWithTag("Player"); if (player) { Haunt h = player.GetComponent <Haunt>(); moveDirection = h.HauntActor(this); forceDirection = true; PlaySound(3, 0); gameObject.GetComponent <Animator>().Play("Run 01"); } else { Debug.LogError("Found haunted tile but no player for getting the haunt direction"); } processedState = ACTOR_STATE.HAUNTED; break; case Tile.TILE_EFFECTS.CHILL: processedState = ACTOR_STATE.CHILLED; break; default: processedState = ACTOR_STATE.NONE; break; } return(processedState); }
public ActionResult DeleteConfirmed(int id) { Haunt haunt = db.Haunts.Find(id); db.Haunts.Remove(haunt); db.SaveChanges(); return(RedirectToAction("Index")); }
void OnTriggerExit2D(Collider2D other) { if (other.name == "Player") { Debug.Log("exited kill zone"); haunt = Haunt.Waiting; } }
void OnTriggerEnter2D(Collider2D other) { if (other.name == "Player") { Debug.Log("entered kill zone"); haunt = Haunt.Haunting; } }
// Start is called before the first frame update void Awake() { global = GameObject.Find("Global").GetComponent <Global>(); myActionNames = new string[] { "Haunt", "...", "Unpossess", "..." }; states = new bool[4] { true, false, false, false }; myHauntScript = gameObject.GetComponent <Haunt>(); }
private void Start() { myActionNames = new string[] { "...", "...", "...", "..." }; myHaunt = GameObject.Find("Player").GetComponent <Haunt>(); myRigid = gameObject.GetComponent <Rigidbody>(); global = GameObject.Find("Global").GetComponent <Global>(); states = new bool[4] { false, false, false, false }; }
// // GET: /Haunt/Edit/5 public ActionResult Edit(int id = 0) { Haunt haunt = db.Haunts.Find(id); if (haunt == null) { return(HttpNotFound()); } return(View(haunt)); }
public ActionResult Edit(Haunt haunt) { if (ModelState.IsValid) { db.Entry(haunt).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(haunt)); }
private void Start() { myAnim = gameObject.GetComponent <Animator>(); global = GameObject.Find("Global").GetComponent <Global>(); myActionNames = new string[] { "Whirlwind", "...", "...", "..." }; myHaunt = GameObject.Find("Player").GetComponent <Haunt>(); states = new bool[4] { true, false, false, false }; audio = gameObject.GetComponent <AudioSource>(); }
private void Start() { myActionNames = new string[] { "Random Pitch", "Volume Up", "Back...", "Volume Down" }; myHaunt = GameObject.Find("Player").GetComponent <Haunt>(); radioSound = gameObject.GetComponent <AudioSource>(); jazz = Resources.Load <AudioClip>("sounds/JazzSong_1"); jazzDistorted = Resources.Load <AudioClip>("sounds/JazzSongDistorted_3"); states = new bool[4] { true, true, true, true }; }
public ActionResult Create(Haunt haunt) { if (ModelState.IsValid) { db.Haunts.Add(haunt); db.SaveChanges(); return(RedirectToAction("Index")); } return(View(haunt)); }
private void Start() { buttonUpdater = GameObject.Find("Player").GetComponent <DynamicButtonUpdater>(); audio = gameObject.GetComponent <AudioSource>(); myAnim = gameObject.GetComponent <Animator>(); global = GameObject.Find("Global").GetComponent <Global>(); myActionNames = new string[] { "Open", "Smoke", "...", "..." }; myHaunt = GameObject.Find("Player").GetComponent <Haunt>(); states = new bool[4] { true, true, false, false }; }
private void Start() { animator = gameObject.GetComponent <Animator>(); myActionNames = new string[] { "Haunt Call", "...", "...", "..." }; myHaunt = GameObject.Find("Player").GetComponent <Haunt>(); global = GameObject.Find("Global").GetComponent <Global>(); states = new bool[4] { true, false, false, false }; myAudio = gameObject.GetComponent <AudioSource>(); maxDis = Vector3.Distance(transform.position, npcPosition.position) + 3f; }
private void Start() { global = GameObject.Find("Global").GetComponent <Global>(); myActionNames = new string[] { "Jazz", "Spooky", "Explode", "..." }; myHaunt = GameObject.Find("Player").GetComponent <Haunt>(); radioSound = gameObject.GetComponent <AudioSource>(); jazz = Resources.Load <AudioClip>("sounds/JazzSong_1"); jazzDistorted = Resources.Load <AudioClip>("sounds/JazzSongDistorted_3"); states = new bool[4] { true, true, true, false }; }
private void Start() { global = GameObject.Find("Global").GetComponent <Global>(); toggle = true; rand = Random.RandomRange(0.2f, 1.5f); flickering = false; myActionNames = new string[] { "On/Off", "...", "Unhaunt", "Flicker" }; states = new bool[4] { true, false, true, true }; myHaunt = GameObject.Find("Player").GetComponent <Haunt>(); }
private void Start() { playing = false; myActionNames = new string[] { "On/Off", "...", "Back...", "..." }; myHaunt = GameObject.Find("Player").GetComponent <Haunt>(); radioSound = gameObject.GetComponent <AudioSource>(); jazz = Resources.Load <AudioClip>("sounds/JazzSong_1"); jazzDistorted = Resources.Load <AudioClip>("sounds/JazzSongDistorted_3"); states = new bool[4] { true, false, true, false }; }
private void Start() { opened.SetActive(false); openedCollider.enabled = false; myTransform = gameObject.transform; open = false; myActionNames = new string[] { "Open", "Close", "Back...", "" }; myHaunt = GameObject.Find("Player").GetComponent <Haunt>(); global = GameObject.Find("Global").GetComponent <Global>(); states = new bool[4] { true, true, true, false }; }
private void Start() { myMeshRenderer = gameObject.GetComponent <MeshRenderer>(); audio = gameObject.GetComponent <AudioSource>(); myAnim = gameObject.GetComponent <Animator>(); global = GameObject.Find("Global").GetComponent <Global>(); myActionNames = new string[] { "Spookify", "...", "...", "..." }; myHaunt = GameObject.Find("Player").GetComponent <Haunt>(); states = new bool[4] { true, false, false, false }; //myMeshRenderer.material.SetTexture("currentTexture", getIndex(index)); }
private void Start() { popped = false; shakeStopper = 0; myActionNames = new string[] { "Shake", "POP*", "...", "..." }; myHaunt = GameObject.Find("Player").GetComponent <Haunt>(); myRigid = gameObject.GetComponent <Rigidbody>(); shaking = false; global = GameObject.Find("Global").GetComponent <Global>(); states = new bool[4] { true, true, true, false }; }
private void Start() { cans = 0; counter = 0; shooting = false; mySodaCan.SetActive(false); myActionNames = new string[] { "Shoot Soda*", "...", "...", "..." }; myHaunt = GameObject.Find("Player").GetComponentInChildren <Haunt>(); global = GameObject.Find("Global").GetComponent <Global>(); states = new bool[4] { true, false, false, false }; }
private void Start() { global = GameObject.Find("Global").GetComponent<Global>(); timeHolder = 0; distorted = false; myActionNames = new string[] { "Distort", "Overload*", "Back...", "..." }; states = new bool[4] { true, true, true, false }; myHaunt = GameObject.Find("Player").GetComponent<Haunt>(); radioSound = gameObject.GetComponent<AudioSource>(); jazz = Resources.Load<AudioClip>("sounds/JazzSong_1"); jazzDistorted = Resources.Load<AudioClip>("sounds/JazzSongDistorted_3"); //jazzDistorted = Resources.Load<AudioClip>("sounds/"); }
private void Start() { stopper = 0f; global = GameObject.Find("Global").GetComponent <Global>(); levitating = false; myActionNames = new string[] { "Levitate", "...", "Unhaunt", "..." }; myHaunt = GameObject.Find("Player").GetComponent <Haunt>(); chair5.SetActive(false); chair6.SetActive(false); chair7.SetActive(false); chair8.SetActive(false); states = new bool[4] { true, false, true, false }; }
void Update() { switch (haunt) { case Haunt.Waiting: Waiting(); break; case Haunt.Haunting: /// NEW STUFF Vector3 center = new Vector3(bounds.center.x, bounds.center.y, 0); Vector2 dir = player.position - center; RaycastHit2D hit = Physics2D.Raycast(rayOrigin, dir, Mathf.Infinity, collisionMask); Debug.DrawRay(rayOrigin, dir * 15f, Color.red); if (hit.collider != null) { if (hit.transform.gameObject.layer == LayerMask.NameToLayer("Player")) { Debug.Log("I SEE YOU!"); Haunting(); } else { Waiting(); } } /// if (color.a >= 1) { haunt = Haunt.Kill; } break; case Haunt.Kill: PlayerManager.instance.KillPlayer(); haunt = Haunt.Waiting; break; } }
// Token: 0x06000310 RID: 784 RVA: 0x0001294C File Offset: 0x00010B4C public override bool Combo(TargetManager targetManager, ComboModeMenu comboModeMenu) { AbilityHelper abilityHelper = new AbilityHelper(targetManager, comboModeMenu, this); if (abilityHelper.UseAbility(this.abyssal, true)) { return(true); } if (abilityHelper.UseAbility(this.diffusal, true)) { return(true); } if (abilityHelper.UseAbility(this.haunt, true)) { return(true); } Haunt haunt = this.haunt; return((haunt != null && haunt.Ability.TimeSinceCasted < (float)10 && abilityHelper.UseAbility(this.reality, true)) || abilityHelper.UseAbility(this.bkb, true) || abilityHelper.UseAbility(this.dagger, true) || abilityHelper.UseAbility(this.manta, base.Owner.GetAttackRange(null, 0f)) || abilityHelper.UseAbility(this.vessel, true) || abilityHelper.UseAbility(this.urn, true) || abilityHelper.UseAbility(this.phase, true)); }
// Start is called before the first frame update private void Awake() { start = false; decalOpen = false; decalStates = new bool[4] { true, false, true, false }; global = GameObject.Find("Global").GetComponent <Global>(); // Shared pointer. player = GameObject.Find("Player"); camera = GameObject.Find("Camera"); cameraComponent = camera.GetComponent <Camera>(); possessCam = GameObject.Find("possessionCamera"); possessCamComponent = camera.GetComponent <Camera>(); characterController = player.GetComponent <CharacterController>(); dynamicButtonUpdaterScript = gameObject.GetComponent <DynamicButtonUpdater>(); myDecalActions = gameObject.GetComponent <DecalActions>(); myHauntActions = gameObject.GetComponent <HauntActions>(); myHauntScript = gameObject.GetComponent <Haunt>(); Platform(); placeDecalScript = placeableDecal.GetComponent <placeDecal>(); //lockMouse(); cameraRotation = new Vector3(0.0f, 0.0f, 0.0f); possessCamRotation = new Vector3(0.0f, 0.0f, 0.0f); startPosition = new Vector2(0.0f, 0.0f); deltaPosition = new Vector2(0.0f, 0.0f); endPosition = new Vector2(0.0f, 0.0f); looking = false; //walkSlider = GameObject.Find("GUI/Debugger/Move Slider").GetComponent<Slider>(); //lookSlider = GameObject.Find("GUI/Debugger/Look Slider").GetComponent<Slider>(); walkSpeed = 10; lookSpeed = 5; //ActionWheelToggle = GameObject.Find("GUI/Debugger/Action Wheel Toggle").GetComponent<Toggle>(); }