// Use this for initialization void Start() { _mousFun = MouseFunctions.instance; if (_mousFun == null) { Debug.LogWarning("Mouse function not assign in scenes!!"); } _mousFun.Right_Click_Once_Event += _mousFun_Right_Click_Once_Event; _mousFun.Right_Double_Click_Event += _mousFun_Right_Double_Click_Event; _mousFun.Left_Click_Once_Event += _mousFun_Left_Click_Once_Event; _mousFun.Left_Double_Click_Event += _mousFun_Left_Double_Click_Event; _bt = GetComponent <BehaviorTree>(); if (_bt == null) { Debug.LogWarning("No BehaviorTree attach!!!"); return; } _CC = Camera_Controller.Instance; if (_CC == null) { Debug.LogWarning("No camera controller!!!"); } _CC.Camera_Mode_Change_Event += _Camera_Mode_Changed; _RichAI = GetComponent <RichAI>(); _AIPath = GetComponent <AIPath>(); }
void Awake() { mFunc = GetComponent <MouseFunctions>(); //bhandler = GetComponent<BuildHandler> (); UIClickFX = (AudioClip)(Resources.Load("Sounds/UIButtonclick", typeof(AudioClip))); needMoneySound = (AudioClip)(Resources.Load("Sounds/needMoney", typeof(AudioClip))); sourceSFX = Camera.main.GetComponent <AudioSource>(); BGMusic = Camera.main.transform.GetComponentInChildren <AudioSource> (); //spawner = spawnObject.GetComponent<SpawnUnit> (); normalCursor = (Texture2D)Resources.Load("Sprites/Arrow"); buildCursor = (Texture2D)Resources.Load("Sprites/BuildCursor"); attackCursor = (Texture2D)Resources.Load("Sprites/AttackCursor"); orbGhost = (GameObject)(Resources.Load("Towers/TowerGhosts/OrbGhost")); cannonGhost = (GameObject)(Resources.Load("Towers/TowerGhosts/CannonGhost")); laserGhost = (GameObject)(Resources.Load("Towers/TowerGhosts/LaserGhost")); lightGhost = (GameObject)(Resources.Load("Towers/TowerGhosts/LightGhost")); magicGhost = (GameObject)(Resources.Load("Towers/TowerGhosts/MagicGhost")); iceGhost = (GameObject)(Resources.Load("Towers/TowerGhosts/IceGhost")); myPN = GetComponent <PlayerNetworking> (); bank = GetComponent <Bank>(); }
// Use this for initialization void Start() { activeObject = false; playerState = 1; maxHealth = 5; thiefHealth = maxHealth; wizardHealth = maxHealth; knightHealth = 8; knightAlive = true; thiefAlive = true; wizardAlive = true; deathConfirmed = false; spawnSmoke = false; wizardChild = gameObject.transform.GetChild(0).GetChild(0).gameObject; thiefChild = gameObject.transform.GetChild(1).GetChild(0).gameObject; knightChild = gameObject.transform.GetChild(2).GetChild(0).gameObject; grapple = GetComponent <GrapplingHook>(); bow = GetComponent <Bow>(); mouseFunctionsSummonableCube = summonableCube.GetComponent <MouseFunctions>(); playerRigidbody = gameObject.GetComponent <Rigidbody>(); knightFunctions = gameObject.GetComponent <KnightFunctions>(); particleCube = summonableCube.GetComponent <ParticleSystem>(); playerMovement = gameObject.GetComponent <PlayerMovement>(); thiefSpeed = 10; knightSpeed = 10; wizardSpeed = 10; }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); string version = GL.GetString(StringName.Version); int major = (int)version[0]; int minor = (int)version[2]; if (major <= 1 && minor < 5) { System.Windows.Forms.MessageBox.Show("You need at least OpenGL 1.5 to run this example. Aborting.", "Extensions not supported", System.Windows.Forms.MessageBoxButtons.OK, System.Windows.Forms.MessageBoxIcon.Exclamation); this.Exit(); } GL.ClearColor(1.0f, 1.0f, 1.0f, 1.0f); GL.ClearDepth(1.0d); GL.DepthFunc(DepthFunction.Less); GL.MatrixMode(MatrixMode.Projection); GL.ShadeModel(ShadingModel.Smooth); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); GL.Hint(HintTarget.PointSmoothHint, HintMode.Nicest); GL.Hint(HintTarget.LineSmoothHint, HintMode.Nicest); GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.ColorMaterial); GL.FrontFace(FrontFaceDirection.Cw); GL.Enable(EnableCap.CullFace); //GL.Enable(EnableCap.Lighting); Debug.On = false; camera = new Camera(0.1f, 2000.0f); camera.Position(0, 0, 1, 0, 0, 0, 0, 1, 0); GL.Enable(EnableCap.Light0); GL.Light(LightName.Light0, LightParameter.Position, new Vector4(new Vector3(0, 0, 0))); GL.Light(LightName.Light0, LightParameter.Ambient, new Color4(255, 255, 255, 0)); GL.Light(LightName.Light0, LightParameter.Diffuse, new Color4(255, 100, 0, 0)); MouseFunctions.setPosition(new Point(Game.width >> 1, Game.height >> 1)); Mouse.ButtonDown += new EventHandler <MouseButtonEventArgs>(mouseDownEvents); //Mouse.Move += new EventHandler<MouseMoveEventArgs>(Primitive.MouseMoveEvent); // Object picking font = new TrueTypeFont(new Font("Times New Roman", 20f, FontStyle.Bold), true); font.color = new Vector3(1.0f, 0.0f, 1.0f); if (!loadContent()) { Core.ErrorExit("Error loading content"); } }
void Update() { if (!isLoot) { MouseFunctions.mouseClickActions(itemId, gameObject); if (invItemNo != -1) { food = Inventory.instance.getItemWithInvItemId(invItemNo); } } }
void Update() { if (myPlayer == null) { myPlayer = gm.MyLocalPlayer(); } else { if (kf == null) { kf = myPlayer.GetComponent <KeyboardFunctions> (); } if (mf == null) { mf = myPlayer.GetComponent <MouseFunctions> (); } } }
void Update() { if (myPlayer == null) { myPlayer = gm.MyLocalPlayer(); } else { if (kf == null) { kf = myPlayer.GetComponent <KeyboardFunctions> (); } if (mf == null) { mf = myPlayer.GetComponent <MouseFunctions> (); } if (bhandler == null) { bhandler = myPlayer.GetComponent <BuildHandler> (); } } if (runTimer == true) { buttonHoldTime += Time.deltaTime; if (buttonHoldTime >= buttonThresholdTime) { SellSelected(); runTimer = false; buttonHoldTime = 0; } } }
void Awake() { //Set References //============================================================ kf = GetComponent <KeyboardFunctions> (); mf = GetComponent <MouseFunctions> (); bank = GetComponent <Bank>(); pn = GetComponent <PlayerNetworking> (); //Pre-load Objects //============================================================ //Walls wall2Way = (GameObject)(Resources.Load("Walls/Wall2Way")); wall3Way = (GameObject)(Resources.Load("Walls/Wall3Way")); wall4Way = (GameObject)(Resources.Load("Walls/Wall4Way")); wallEnd = (GameObject)(Resources.Load("Walls/WallEnd")); wallCorner = (GameObject)(Resources.Load("Walls/WallCorner")); wallSolo = (GameObject)(Resources.Load("Walls/WallSolo")); wallFloorOpen = (GameObject)(Resources.Load("Walls/WallDoorOpen")); wallFloorClose = (GameObject)(Resources.Load("Walls/WallDoorClose")); //Towers orbTower = (GameObject)(Resources.Load("Towers/BasicOrbTower")); cannonTower = (GameObject)(Resources.Load("Towers/CannonTower")); laserTower = (GameObject)(Resources.Load("Towers/LaserTower")); iceTower = (GameObject)(Resources.Load("Towers/IceTower")); lightTower = (GameObject)(Resources.Load("Towers/LightTower")); magicTower = (GameObject)(Resources.Load("Towers/MagicTower")); //Audio References sourceSFX = Camera.main.GetComponent <AudioSource> (); needMoneySound = (AudioClip)(Resources.Load("Sounds/needMoney", typeof(AudioClip))); cannotBuildSound = (AudioClip)(Resources.Load("Sounds/CannotBuild", typeof(AudioClip))); }
private void Awake() { instance = this; }
//public override CodeLine ToCode(ICodeFormatter Formatter) //{ // var line = new CodeLine(); // line.Attributes = FindMechanism; // var builder = new StringBuilder(); // line.Frames = FrameList; // line.ModelPath = GetDocumentPath(Formatter); // builder.Append(line.ModelPath); // builder.Append(Formatter.MethodSeparator); // builder.Append(ElementType); // builder.Append("(" + FindMechanism.ToString() + ")"); // line.ModelLocalProperty = builder.ToString(); // builder.Append(Formatter.MethodSeparator); // if (MouseFunction == MouseFunctions.Up) line.ModelFunction = "MouseUp()"; // else if (MouseFunction == MouseFunctions.Down) line.ModelFunction = "MouseDown()"; // else line.ModelFunction = "MouseEnter()"; // line.ModelFunction += Formatter.LineEnding; // builder.Append(line.ModelFunction); // line.FullLine = builder.ToString(); // return line; //} public override void LoadFromXml(XmlNode node) { base.LoadFromXml(node); MouseFunction = (MouseFunctions)Enum.Parse(typeof(MouseFunctions), node.Attributes["MouseFunction"].Value); }
void Update() { // If weapon is loot, none of functions will be able to use, just giving infos to CameraRay if (!isLoot) { if (GameObject.Find("GameEditor").GetComponent <GameSceneEventHandler>().localPlayer && cooldownScript == null) { localPlayer = GameObject.Find("GameEditor").GetComponent <GameSceneEventHandler>().localPlayer; cooldownScript = new CooldownScript(itemId, localPlayer, swingSpeed, loadSpeed); } // Change weaponMode, NOTE: Not all weapons have second mode if (Input.GetKeyDown(KeyCode.X)) { anim.Stop(); if (weaponMode == 0) { weaponMode = 1; } else { weaponMode = 0; } } if (weaponMode == 0) { if (canUse) { MouseFunctions.mouseClickActions(itemId, gameObject); } else { // Special Event of Firearms for late reloading if (zoomed && !anim.isPlaying) { switch (itemId) { case ItemId.musket: musketRightFunc(); break; case ItemId.pistov: pistovRightFunc(); break; default: break; } } else { if (!anim.isPlaying) { switch (itemId) { case ItemId.musket: reloadMusket(); break; case ItemId.pistov: reloadPistov(); break; default: break; } } } } } else { if (!anim.isPlaying) { MouseFunctions.mouseClickActions(itemId, gameObject); } } if (isReloadFinished) { isReloadFinished = false; decreaseAmmoStack(); } } }