public void SetPower(int active, int timer = 0) { power = (ActivePower)active; switch (power) { case ActivePower.none: movementSettings.ForwardSpeed = startSpeedF; movementSettings.BackwardSpeed = startSpeedB; movementSettings.StrafeSpeed = startSpeedS; movementSettings.JumpForce = startJump; movementSettings.MaxJumps = startJumps; break; case ActivePower.speed: movementSettings.ForwardSpeed *= 2; movementSettings.BackwardSpeed *= 2; movementSettings.StrafeSpeed *= 2; break; case ActivePower.superJump: movementSettings.JumpForce *= 3; break; case ActivePower.doubleJump: movementSettings.MaxJumps++; break; } powerTime = timer; }
void GetInput() { firePower.input = Input.GetAxis(firePower.INPUT_AXIS); tileDrop.input = Input.GetAxis(tileDrop.INPUT_AXIS); bombTrap.input = Input.GetAxis(bombTrap.INPUT_AXIS); if (Input.GetAxis(firePower.ACTIVATE_INPUT) > 0) { activePower = ActivePower.FireBall; if (tileDrop.selectedTile) tileDrop.selectedTile.GetComponent<Renderer>().materials[0].color = tileDrop.selectedTile.GetComponent<TileBehavior>().initialColor; firePower.PowerSelectedArrow.SetActive(true); tileDrop.PowerSelectedArrow.SetActive(false); bombTrap.PowerSelectedArrow.SetActive(false); } else if (Input.GetAxis(tileDrop.ACTIVATE_INPUT) > 0) { activePower = ActivePower.TileDrop; firePower.PowerSelectedArrow.SetActive(false); tileDrop.PowerSelectedArrow.SetActive(true); bombTrap.PowerSelectedArrow.SetActive(false); } else if (Input.GetAxis(bombTrap.ACTIVATE_INPUT) > 0) { activePower = ActivePower.BombTrap; if (tileDrop.selectedTile) tileDrop.selectedTile.GetComponent<Renderer>().materials[0].color = tileDrop.selectedTile.GetComponent<TileBehavior>().initialColor; firePower.PowerSelectedArrow.SetActive(false); tileDrop.PowerSelectedArrow.SetActive(false); bombTrap.PowerSelectedArrow.SetActive(true); } }
void Start() { activePower = ActivePower.FireBall; firePower.PowerSelectedArrow.SetActive(true); tileDrop.PowerSelectedArrow.SetActive(false); bombTrap.PowerSelectedArrow.SetActive(false); ArchitectCanvas = transform.GetChild(0).gameObject; ArchitectCanvas.transform.parent = null; }
public void SwitchActivePower() { if (activePower == ActivePower.LineField) { activePower = ActivePower.BungeeGem; } else if (activePower == ActivePower.BungeeGem) { activePower = ActivePower.LineField; } }
public LineReactivePowerBalanceEquation(Voltage Ui, ActivePower Pij, ReactivePower Qij, ReactivePower Qji, Constant x) { this.Ui = Ui; this.Pij = Pij; this.Qij = Qij; this.Qji = Qji; this.X = x; AddToArguments(Ui); AddToArguments(Pij); AddToArguments(Qij); AddToArguments(Qji); AddToConstants(x); }
public LineActivePowerBalanceEquation(Voltage Ui, ActivePower Pij, ReactivePower Qij, ActivePower Pji, Constant r) { this.Ui = Ui; this.Pij = Pij; this.Qij = Qij; this.Pji = Pji; this.R = r; AddToArguments(Ui); AddToArguments(Pij); AddToArguments(Qij); AddToArguments(Pji); AddToConstants(r); }
void GetInput() { throwPower.input = Input.GetAxis(throwPower.INPUT_AXIS); attackPower.input = Input.GetAxis(attackPower.INPUT_AXIS); if (Input.GetAxis(throwPower.ACTIVATE_INPUT) > 0) { activePower = ActivePower.Throw; throwPower.PowerSelectedArrow.SetActive(true); attackPower.PowerSelectedArrow.SetActive(false); } else if (Input.GetAxis(attackPower.ACTIVATE_INPUT) > 0) { activePower = ActivePower.Attack; throwPower.PowerSelectedArrow.SetActive(false); attackPower.PowerSelectedArrow.SetActive(true); } }
public ControlEquation1(Voltage Ui, Voltage Uj, ActivePower Pij, ReactivePower Qij, ActivePower Pji, Constant r, Constant x, Constant b) { this.Ui = Ui; this.Pij = Pij; this.Qij = Qij; this.Pji = Pji; this.R = r; this.R = x; this.B = b; AddToArguments(Ui); AddToArguments(Pij); AddToArguments(Qij); AddToArguments(Pji); AddToConstants(r); AddToConstants(x); AddToConstants(b); }
// Update is called once per frame void Update() { currentPower = abilityBehaviours.getCurrentPower(); /*if (input.isPrevPower() || input.isNextPower()) { currentPower = abilityBehaviours.getCurrentPower(); }*/ /*if (CrossPlatformInputManager.GetButtonDown ("Fire1"))//LOGIO { currentPower = ActivePower.Logio; } else if (CrossPlatformInputManager.GetButtonDown ("Fire2"))//IMAGI { currentPower = ActivePower.Imagi; } else if (CrossPlatformInputManager.GetButtonDown ("Fire3"))//VOID { currentPower = ActivePower.Void; }*/ switch (currentPower) { case ActivePower.Logio: //uiIndicator.color = LogioC; uiBar.sprite = logioImage; uiCross.sprite = logioCross; powerBar.BarType = ResourceType.Logio; break; case ActivePower.Imagi: //uiIndicator.color = ImagiC; uiBar.sprite = imagiImage; uiCross.sprite = imagiCross; powerBar.BarType = ResourceType.Imagi; break; case ActivePower.Void: //uiIndicator.color = VoidC; uiBar.sprite = voidImage; uiCross.sprite = voidCross; powerBar.BarType = ResourceType.Void; break; } }
private void Start() { // Gets The Main Camera's Transform On Object Startup myCameraTransform = Camera.main.GetComponent<Transform>(); input = gameObject.GetComponent<InputHandler>(); currentPower = ActivePower.Imagi; playerStats = GetComponent<PlayerStats>(); AudioSource[] audioSources = GetComponentsInChildren<AudioSource>(); foreach (AudioSource temp in audioSources) { if (temp.name == "AudioSourceBullet") { audioSourceBullets = temp; } } armAnimator = Arms.GetComponent<Animator>(); isCasting = false; cantCast = false; }
void Update() { if (!isLocalPlayer) { return; } if (active != ActivePower.Speed && !cooloff) { if (gameObject.GetComponent <NetworkedThirdPersonUserControl>().running&& stamina.value != stamina.minValue) { stamina.value -= 1.0f; } else if (gameObject.GetComponent <NetworkedThirdPersonUserControl>().running&& stamina.value <= stamina.minValue) { gameObject.GetComponent <NetworkedThirdPersonUserControl>().allowRunning = false; stamina.value += 1.0f; cooloff = true; } else if (!gameObject.GetComponent <NetworkedThirdPersonUserControl>().running&& stamina.value != stamina.maxValue) { stamina.value += 1.0f; } } else if (cooloff) { gameObject.GetComponent <NetworkedThirdPersonUserControl>().allowRunning = false; cooldown -= Time.deltaTime; stamina.value += 1.0f; if (cooldown <= 0.0f) { cooldown = 5.0f; cooloff = false; gameObject.GetComponent <NetworkedThirdPersonUserControl>().allowRunning = true; } } if (power && !timer.gameObject.activeInHierarchy) { timer.gameObject.SetActive(true); timer.value = 300; } else if (!power && timer.gameObject.activeInHierarchy) { timer.gameObject.SetActive(false); } if (timer.gameObject.activeInHierarchy) { if (timer.value <= 0) { power = false; } timer.value -= 1 * Time.deltaTime; if (pow == PowerName.UnlimitedStamina && active != ActivePower.Speed) { the_pickup.GetComponent <UnlimitedStamina>().Triggered(); active = ActivePower.Speed; } else if (pow == PowerName.PowerBoost && active != ActivePower.Power) { the_pickup.GetComponent <PowerBoost>().Triggered(); if (!weaponOutputDoubled) { StartCoroutine(DoubleWeaponOutput(gameObject.GetComponent <NetworkedThirdPersonCharacter>())); } active = ActivePower.Power; } else if (pow == PowerName.WeaponRecharge && active != ActivePower.Weapon) { the_pickup.GetComponent <WeaponRecharge>().Triggered(); gameObject.GetComponent <NetworkedThirdPersonCharacter> ().currentWeaponTime = 0.0f; active = ActivePower.Weapon; } else if (pow == PowerName.NullifyFear && active != ActivePower.Nullify) { the_pickup.GetComponent <NullifyFear>().Triggered(); active = ActivePower.Nullify; } //power_obtained.text = power_name; var cb = timer.colors; cb.normalColor = temp; timer.colors = cb; } else { // power_obtained.text = "No power"; active = ActivePower.None; } }
public override string GetHelpText() => $"{(!string.IsNullOrEmpty(Tooltip) ? $"{Tooltip}{Environment.NewLine}" : "")}{VoltageInfo} × {CurrentInfo}{((Current.Phase != 0.0) ? $" × {Math.Cos(Current.Phase).ToString("f2")}<sub>Pf</sub>" : "")} = {((ActivePower > 1000) ? $"{(ActivePower / 1000).ToString("f2")} KW" : $"{ActivePower.ToString("f2")} Watts")}{Environment.NewLine}Click to turn {(IsClosed ? "off" : "on")}";
public void SetPowerLine() { activePower = ActivePower.LineField; }
public override string GetHelpText() => $"Voltage = {Voltage.ToString("f3")} V{Environment.NewLine}Current = {Current.ToString("f3")} A{Environment.NewLine}Wattage = {ActivePower.ToString("f2")} Watts";
public void SetPowerBungee() { activePower = ActivePower.BungeeGem; }
public void SetPowerInertia() { activePower = ActivePower.InertiaField; }
private void Update() { //Switches for next and previous powers if (input.isPrevPower ()) { switch(currentPower) { case ActivePower.Logio: currentPower = ActivePower.Void; break; case ActivePower.Imagi: currentPower = ActivePower.Logio; break; case ActivePower.Void: currentPower = ActivePower.Imagi; break; } } if (input.isNextPower ()) { switch(currentPower) { case ActivePower.Logio: currentPower = ActivePower.Imagi; break; case ActivePower.Imagi: currentPower = ActivePower.Void; break; case ActivePower.Void: currentPower = ActivePower.Logio; break; } } // Check if we can shoot // Providing we have pressed the button, arent paused, //arent casting or waiting for cooldown and have the resources to do so if (input.isShoot() && Time.timeScale != 0 && !isCasting && !cantCast && canFire()) { StartCoroutine(Cast()); } if(!input.isShoot() && !isCasting) { // Check for power switching if (CrossPlatformInputManager.GetButtonDown("Fire1") && !logioLock)//LOGIO { currentPower = ActivePower.Logio; } if (CrossPlatformInputManager.GetButtonDown("Fire2") && !imagiLock)//IMAGI { currentPower = ActivePower.Imagi; } if (CrossPlatformInputManager.GetButtonDown("Fire3") && !voidLock)//VOID { currentPower = ActivePower.Void; } } }
void Start() { activePower = ActivePower.Throw; throwPower.PowerSelectedArrow.SetActive(true); attackPower.PowerSelectedArrow.SetActive(false); }
public void setActivePower(ActivePower ap) { currentPower = ap; }
void Start() { activePower = ActivePower.LineField; maxStretchSq = Mathf.Pow(maxStretch, 2); lManager = GameObject.Find("GameManager").GetComponent <LevelManager> (); } // end Start