//private GroceryStore _GroceryStore; void Awake() { _Zombies = gameObject.GetComponent <Zombies> (); //_GroceryStore = GameObject.Find ("GroceryStore").GetComponent<GroceryStore>(); }
public void Update(GameTime gameTime) { if (aliveZombies + deadZombies < maxZombies) { spawnTimer += gameTime.ElapsedGameTime.Milliseconds; if (spawnTimer >= spawnTime) { spawnTimer = 0; Vector2 position = GetNewPosition(); int ranIndex = handler.GetRandom(0, zombiePool.Length - 1); Zombies zombie = zombiePool[ranIndex]; AddZombie(zombie, position); } } /*//All zombies dead * if(deadZombies == maxZombies) * { * if(!infinity && wave < maxWaves) * { * SetWave(wave + 1); * } * }*/ }
//This checks the collision of the other object. void OnCollisionEnter(Collision other) { //It says here that if other collides with the citizen object then... if (other.gameObject.GetComponent <Citizen>()) { //Citizen c is the same as the other object with the citizen component Citizen c = other.gameObject.GetComponent <Citizen>(); //Zombies z equals object c. Zombies z = c; //After the zombiefication the amount of zombies is increased by 1 and the citizen amount is reduced by one Instancias.totalZombiesStatic += 1; Instancias.totalCitizenStatic -= 1; } //We check if the collision is with the bullet if (other.gameObject.name == ("Bullet(Clone)")) { //the health of the zombie is reduced by the bullet damage zInformation.Health -= Instancias.BulletDamageStatic; //Debug.Log(zInformation.Health); //If the zombie's health is 0 or less the destroyed function is called. if (zInformation.Health <= 0) { destroyed(); } } }
public void Simulate(Stopwatch sw, int processingTime) { for (int i = 0; i < rand.Next(0, 3); i++) { Ash.Pos = Ash.Pos.Move(Util.ToRadians(rand.Next(0, 360)), rand.Next(0, 1000)); SimulateTurn(); if (!Humans.Any() || !Zombies.Any() || sw.ElapsedMilliseconds >= processingTime) { return; } } var targetZ = Zombies[rand.Next(0, Zombies.Length - 1)]; while (Humans.Any() && Zombies.Any() && sw.ElapsedMilliseconds < processingTime) { if (!Zombies.Any(z => z.Id == targetZ.Id)) { targetZ = Zombies[rand.Next(0, Zombies.Length - 1)]; } int distance = Ash.Pos.DistanceTo(targetZ.NextPos); distance = distance > 3000 ? 1000 : rand.Next(distance - 2000, 1000); Ash.Pos = Ash.Pos.MoveToward(targetZ.NextPos, distance); SimulateTurn(); } }
private void AddZombie(Zombies zombie, Vector2 position) { aliveZombies++; switch (zombie) { case Zombies.ZombieDog: handler.GetEntityManager().Add(new ZombieDog(Assets.zombieDog, handler, position)); break; case Zombies.Zombie1: handler.GetEntityManager().Add(new Zombie(Assets.zombie1, handler, position)); break; case Zombies.Zombie2: handler.GetEntityManager().Add(new Zombie(Assets.zombie2, handler, position)); break; case Zombies.Zombie3: handler.GetEntityManager().Add(new Zombie(Assets.zombie3, handler, position)); break; case Zombies.Zombie4: handler.GetEntityManager().Add(new Zombie(Assets.zombie4, handler, position)); break; } }
public override void Draw() { Background.Draw(); Functions.DrawObjects(); Zombies.Draw(); Players.Draw(); }
void Update() { for (int i = 0; i < zombies.Length; i++) { Zombies.ZombMove(zombies[i], zombies[i].GetComponent <Zombies>().state); } }
protected override void Collided(Zombies.Zombie zombie) { Zombies.Impacts.Cold cold = new Zombies.Impacts.Cold(this.Game, 3000, this.slowDown); zombie.AddImpact(cold); base.Collided(zombie); }
public void SetHumansOrZombies <T>(List <T> objects) { var isHumans = false; if (typeof(T) == typeof(Human)) { isHumans = true; Humans = new List <Human>(); } else if (typeof(T) == typeof(Zombie)) { Zombies = new List <Zombie>(); } foreach (T obj in objects) { if (isHumans) { Humans.Add(new Human((obj as Human))); } else { Zombies.Add(new Zombie((obj as Zombie))); } } }
public override void Update() { const float MAX_STEP = 1 / 30f; Data.World.Step(MathF.Min(Time.DeltaTime, MAX_STEP)); Zombies.Update(); Players.Update(); Camera.FollowPlayer(); }
void Awake() { //these componenents are all located within this game object so i can just use getcomponent PlayerCam = Camera.main; _GameState = gameObject.GetComponent <GameState>(); _Movement = gameObject.GetComponent <Movement> (); _Zombies = gameObject.GetComponent <Zombies> (); _ItemActions = gameObject.GetComponent <ItemActions> (); }
// public bool Disconnected { get; private set; } public Zombie(string ip, int port, Socket socket) { IP = ip; Port = port; Socket = socket; App.Current.Dispatcher.Invoke(() => { Zombies.Add(this); }); }
void Awake() { _Zombies = GameObject.Find("GameFlow").GetComponent <Zombies> (); _GameState = GameObject.Find("GameFlow").GetComponent <GameState> (); modelPanel = ModelPanel.Instance(); // myYesAction = new UnityAction (ZombieYesFunction); // myNoAction = new UnityAction (ZombieNoFunction); // myCancelAction = new UnityAction (ZombieCancelFunction); }
public void Destroy() { // Disconnected = true; App.Current.Dispatcher.Invoke(() => { Server.ClearRequests(); Zombies.Remove(this); }); Disconnected?.Invoke(this, EventArgs.Empty); }
public override void Open() { ClearColour = new Color(0f, .1f, .05f, 1f); Players.Init(1); Players.InsertLocal(Players.GetFreeID()); Zombies.Load(); Functions.LoadLevel(LevelType.Level1); Background.Setup(); Players.Bodies[Players.LocalID].Position = Functions.ToSim(Data.PlayerSpawnPoint); Camera.Position = Functions.FromSim(Players.Bodies[Players.LocalID].Position); }
private void StartGame() { _PanelGameOver.SetActive(false); _PanelInstructions.SetActive(false); _PanelTraining.SetActive(true); _MainCamera.transform.position = _CameraStartPosition; if (Zombies.Count != 0) { foreach (GameObject zombie in Zombies) { Destroy(zombie); } Zombies.Clear(); } if (Squad.Count != 0) { foreach (GameObject man in Squad) { Destroy(man); } Squad.Clear(); } Loss = false; MissionComplete = false; _Player = Instantiate(_PlayerPref, new Vector3(0, 0, 0), Quaternion.identity); _Player.GetComponent <Player>().gm = this; _Player.GetComponent <Player>().MainCamera = _MainCamera; _Player.GetComponent <Player>().Radio = _Radio; _Player.GetComponent <Player>().Aim = _Aim; Squad.Add(_Player); GameObject Sniper = Instantiate(_SniperPref, new Vector3(0, 0, -2f), Quaternion.identity); Sniper.GetComponent <Sniper>().Player = _Player; Sniper.GetComponent <Sniper>().gm = this; Squad.Add(Sniper); GameObject TommyGunner = Instantiate(_TommyGunnerPref, new Vector3(1.63f, 0, -2f), Quaternion.identity); TommyGunner.GetComponent <TommyGunner>().Player = _Player; TommyGunner.GetComponent <TommyGunner>().gm = this; Squad.Add(TommyGunner); GameObject MachineGunner = Instantiate(_MachineGunnerPref, new Vector3(-1.63f, 0, -2f), Quaternion.identity); MachineGunner.GetComponent <MachineGunner>().Player = _Player; MachineGunner.GetComponent <MachineGunner>().gm = this; Squad.Add(MachineGunner); }
public override void Open() { Camera.Position = Vector2.Zero; Players.Init(1); Players.InsertLocal(Players.GetFreeID()); Zombies.Load(); Functions.LoadLevel(LevelType.Level1); Background.Setup(); Players.Bodies[Players.LocalID].Position = Functions.ToSim(Data.PlayerSpawnPoint); Camera.Position = Functions.FromSim(Players.Bodies[Players.LocalID].Position); Label_CurrentLayer = new UI_Label(Enum.GetNames(typeof(Layers))[(byte)Layer], Color.White, new Vector2(12, 6), Data.SmallFont, false); }
public void SitOut(PlayerInfo p) { if (!Seats.Players().ContainsPlayerWithSameName(p)) { return; } var seat = p.NoSeat; if (!Zombies.Contains(p)) { Zombies.Add(p); } p.NoSeat = -1; Seats[seat].Player = null; }
public void Simulate(Stopwatch sw, int processingTime) { var targetZ = Zombies[rand.Next(0, Zombies.Length - 1)]; while (Humans.Any() && Zombies.Any() && sw.ElapsedMilliseconds < processingTime) { if (!Zombies.Any(z => z.Id == targetZ.Id)) { targetZ = Zombies[rand.Next(0, Zombies.Length - 1)]; } int distance = Ash.Pos.DistanceTo(targetZ.NextPos); distance = distance > 3000 ? 1000 : rand.Next(distance - 2000, 1000); var angle = Util.ToDegrees(Util.AngleBetween(Ash.Pos, targetZ.NextPos)); angle += rand.Next(-10, 10); Ash.Pos = Ash.Pos.Move(Util.ToRadians(angle), distance); SimulateTurn(); } }
void Update() { if (Play) { if (Loss) { Play = false; _PanelGameOver.SetActive(true); } else if (MissionComplete) { _PanelMissionComplete.SetActive(true); Play = false; } if (Input.GetAxis("Mouse ScrollWheel") != 0) { AttackPosture = !AttackPosture; _AttackImage.enabled = AttackPosture; _MovingImage.enabled = !AttackPosture; } if (Mathf.Abs(_Player.transform.position.z - _MainCamera.transform.position.z - 12) > 7 || Mathf.Abs(_Player.transform.position.x - _MainCamera.transform.position.x) > 15) { _CameraDestination = new Vector3(_Player.transform.position.x, _MainCamera.transform.position.y, _Player.transform.position.z - 10); } if (_MainCamera.transform.position != _CameraDestination) { _MainCamera.transform.position = Vector3.MoveTowards(_MainCamera.transform.position, _CameraDestination, _MainCameraSpeed * Time.deltaTime); } if (Time.time - _LastSpawnTime > _TimeBetweenSpawn && Zombies.Count < _MaxNumberZombiesOnMap) { float RadiusSpawn = Random.Range(60, 200); float AngleSpawn = Random.Range(-Mathf.PI, Mathf.PI); Vector3 positionSpawn = new Vector3(_Player.transform.position.x + RadiusSpawn * Mathf.Sin(AngleSpawn), 0, _Player.transform.position.z + RadiusSpawn * Mathf.Cos(AngleSpawn)); GameObject SpawnZombie = Instantiate(_Zombie, positionSpawn, Quaternion.identity); Zombies.Add(SpawnZombie); SpawnZombie.GetComponent <Zombie>().gm = this; _LastSpawnTime = Time.time; } } }
public void SetHumansOrZombies <T>(List <T> objects) { if (typeof(T) == typeof(Human)) { Humans = new List <Human>(); } if (typeof(T) == typeof(Zombie)) { Zombies = new List <Zombie>(); } foreach (T obj in objects) { if (obj is Human) { Humans.Add(new Human((obj as Human))); } if (obj is Zombie) { Zombies.Add(new Zombie((obj as Zombie))); } } }
// Do something when collision happened protected virtual void Collided(Zombies.Zombie zombie) { Zombies.Impacts.Damaging dam = new Zombies.Impacts.Damaging(this.Game, this.damage); zombie.AddImpact(dam); BulletEffect(); }
// Ajoute un zombie à la listede zombies existants public void AddZombie(int id, Zombie zomb) { Zombies.Add(id, zomb); }
// Nettoie les listes de zombies et humains public void Clear() { Zombies.Clear(); Humans.Clear(); }