public virtual void Effect(Collider c, B_Player p) { if (EffectDirector.instance != null) { EffectDirector.instance.playInPlace(transform.position, effectname); } }
//最初はヘルパーをスポーンする public void Init(B_Player p) { player = p; if (helper == null) { Vector3 spawnPoint = new Vector3(transform.position.x, transform.position.y, transform.position.z + spawnOffset); KitchenHelper newHelper = Instantiate(HelperPrefab, spawnPoint, transform.rotation) as KitchenHelper; helper = newHelper; helper.towerScript = this; Transform gameScene = GameObject.FindGameObjectWithTag(StaticStrings.gameScene).transform; helper.transform.SetParent(gameScene); } updateTowerUI(); b_collider = GetComponent <BoxCollider>(); if (flag != null) { flagPos = flag.transform.localPosition; flagStartPos = flagPos; } if (healthbar == null) { return; } healthbar.maxValue = maxHealh; Height = 0; fireLifeTime = 8; damageforSecond = 1; damageDelayCounter = 1; damageDelay = 1; }
public void INITIALIZING(B_Player play) { p = play; p.BULLETSPAWNER = this; direction = transform.forward; bulletSpawning = shoot; currentBullet = weaponBullet; }
public override void Effect(Collider c, B_Player p) { ITornado tornado = c.GetComponent <ITornado>(); if (tornado != null) { tornado.Vortex(); } }
public void init() { player = GetComponentInChildren <B_Player>(); anim = GetComponent <Animator>(); thisTr = this.transform; rig = GetComponent <Rigidbody>(); rig.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; tm = player.team; coll = GetComponent <CapsuleCollider>(); }
public override void Effect(Collider c, B_Player p) { EffectDirector.instance.playInPlace(transform.position, StaticStrings.SPICESKILL); IConfused confused = c.GetComponent <IConfused>(); if (confused != null) { confused.confuse(); } }
private void OnTriggerEnter(Collider other) { if (other.tag == StaticStrings.player) { B_Player player = other.GetComponent <B_Player>(); if (player == null) { return; } player.status.getCurrentweapon.changeBullet(b); Destroy(gameObject); } }
public void take(Collider other) { B_Player p = other.GetComponentInChildren <B_Player>(); if (p == null) { return; } switch (ItemType) { //爆弾追加 case itemType.bomb: p.status.addBomb(1); EffectDirector.instance.playInPlace(transform.position, StaticStrings.PICKUPSTAR); break; //普通から特別なバレットに変更 case itemType.bullet: if (bullet != null) { p.BULLETSPAWNER.changeToSpecialShoot(Ammo, bullet); } EffectDirector.instance.playInPlace(transform.position, StaticStrings.PICKUPDIAMOND); //アイコンも変わる if (itemSprite != null) { if (p.getCanvas() == null) { return; } p.getCanvas().changeIngredientImage(itemSprite); } break; //材料追加 case itemType.ingredient: Team t = p.getTeam(); if (t == tm) { p.onTakingIngredient(); EffectDirector.instance.playInPlace(transform.position, StaticStrings.PICKUPSMILE); } else { return; } break; } Destroy(gameObject); }
public override void Effect(Collider c, B_Player p) { EffectDirector.instance.playInPlace(transform.position, StaticStrings.bomb); IJump jmp = c.GetComponent <IJump>(); if (jmp != null) { jmp.jump(); } if (Soundmanager.instance == null) { return; } Soundmanager.instance.PlaySeByName(StaticStrings.explosion); }
//contructor public PlayerCPU(Animator an, B_Player p, NavMeshAgent ag, STATUS st, Transform thisTran) { status = st; anim = an; targetCheckCounter = targetCheckTimer; player = p; agent = ag; attackTimer = status.getCurrentweapon.attackdelay; thisTransform = thisTran; target = player.enemyList[0].transform; player.manaIsFull += onManaIsFull; player.takeIngredient += useIngredient; int rand = UnityEngine.Random.Range(50, 98); player.Add_SkillPoints(rand); }
public override void Effect(Collider c, B_Player p) { bool isAi = true; Inputhandler hand = c.GetComponent <Inputhandler>(); if (hand != null) { isAi = false; } IFroze froze_stat = c.GetComponent <IFroze>(); if (froze_stat != null) { SnowMan sman = Instantiate(snowMan, c.transform.position, c.transform.rotation) as SnowMan; sman.objectToFreeze(c.gameObject, isAi); } }
public void INIT(B_Player PLAYER, Team TEAM) { status = new STATUS(); player = PLAYER; team = TEAM; anim = GetComponent <Animator>(); //gameManagerにアクセスして敵のタワーを探す foreach (var p in B_GameManager.instance.playerList) { ITeam team = p.gameObject.GetComponent <ITeam>(); if (team.getTeam() != this.team) { enemies.Add(p); } } status.getCurrentweapon.attackdelay = 1.5f; }
public override void Effect(Collider c, B_Player p) { int rnd = Random.Range(1, 11); if (rnd >= 9) { Iflour f = c.GetComponent <Iflour>(); if (f == null) { return; } f.activeFlour(); } if (EffectDirector.instance != null) { EffectDirector.instance.playInPlace(transform.position, StaticStrings.snow); } }
//プレイヤーを渡す public void Init(B_Player p) { player = p; playerID = player.getID(); if (manaImage != null) { manaImage.fillAmount = p.status.getMP(); } actionMenu.SetActive(false); health = GetComponentInParent <HealthManager>(); updateTowerUI(); initialized = true; if (skillImage != null) { skillImageActive(false); } }
public PlayerActions(B_Player _p, Inputhandler handle, Animator _anim) { player = _p; playerID = player.getID(); actionMenu = player.getCanvas().actionMenu; foreach (var p in player.enemyList) { targets.Add(p.transform); targets.Add(p.Tower.transform); targets.Add(p.Helper.transform); } hand = handle; anim = _anim; int count = 0; for (int i = 0; i < targets.Count; i++) { if (targets[i].GetComponent <B_Player>()) { count = 0; } else if (targets[i].GetComponent <PancakeTower>()) { count = 1; } else { count = 2; } player.getCanvas().giveTargetImage(i, count); //attackCounter = player.status.getCurrentweapon.attackdelay; } Sprite[] sprites = Resources.LoadAll <Sprite>("UI_Images/Icons/message"); foreach (var item in sprites) { messageImages.Add(item.name, item); } }
public override void Effect(Collider c, B_Player p) { int rnd = Random.Range(1, 11); if (rnd >= 9) { IBurn b = c.GetComponent <IBurn>(); if (b == null) { return; } b.burn(); if (fire == null) { return; } GameObject newFire = Instantiate(fire, transform.position, transform.rotation) as GameObject; newFire.transform.SetParent(c.transform); newFire.transform.localPosition = new Vector3(0, 0, 0); } }
public void InitInGame() { ver = StaticStrings.Vertical; hor = StaticStrings.Horizontal; anim = GetComponent <Animator>(); player = GetComponentInChildren <B_Player>(); player.initializeCanvas(); //dependency with statemanager states.init(); camerahandler = GetComponentInChildren <Camerahandler>(); camerahandler.Init(this); playerActions = new PlayerActions(player, this, anim); player.Helper.INITIALIZETARGETEVENT(this); reciveTrget(playerActions.targets[0]); bs = GetComponentInChildren <BulletSpawner>(); bs.INITIALIZING(player); player.reciveAnimator(anim); isInit = true; player.assignWeapons(weaponModel, SpecialWeaponModel); isfrozen = false; }
void Start() { rb = GetComponent <Rigidbody>(); anim = GetComponent <Animator>(); agent = GetComponent <NavMeshAgent>(); helper = GetComponent <KitchenHelper>(); player = helper.getPlayer(); WeaponModel.SetActive(false); EventsInitializing(); STATUS status = helper.status; validStates = new Dictionary <stateType, AIState>(); validStates.Add(stateType.idle, new IdleSM(this.agent, this, helper, status, stateType.idle, anim)); validStates.Add(stateType.attack, new AttackSM(this.agent, this, helper, status, stateType.attack, anim)); validStates.Add(stateType.defence, new DefenceSM(this.agent, this, helper, status, stateType.defence, anim)); validStates.Add(stateType.cake, new MakeCakeSM(this.agent, this, helper, status, stateType.cake, anim)); currentState = validStates[stateType.defence]; pastState = validStates[stateType.cake]; changeState(stateType.idle); isfrozen = false; }
public void INIT(B_Player p) { anim = GetComponent <Animator>(); player = p; ag = GetComponent <NavMeshAgent>(); status = new STATUS(); int selecting = UnityEngine.Random.Range(0, 3); switch (selecting) { case 0: aiType = CpuType.aggressive; break; case 1: aiType = CpuType.balanced; break; case 2: aiType = CpuType.defensive; break; default: aiType = CpuType.aggressive; break; } Weapon wp = new Gun(100, 25, 1f, 1, 1, 1); status.changeWeapon(wp); player.Tower.gameObject.AddComponent <AttackingDetector>(); player.Tower.GetComponent <AttackingDetector>().brainConnetting(this); cpu = new PlayerCPU(anim, player, ag, status, this.transform); cpu.findNewTarget(); ag.speed = 20; GetComponentInChildren <BulletSpawner>().INITIALIZING(player); player.reciveAnimator(anim); initialized = true; tm = player.team; player.onDead(); isfrozen = false; rb = GetComponent <Rigidbody>(); coll = GetComponent <CapsuleCollider>(); BulletSpawner spawner = GetComponentInChildren <BulletSpawner>(); spawner.INITIALIZING(player); }
// Start is called before the first frame update void Start() { instance = this; buff = new BaseCorutine(); stan = new BaseCorutine(); move_x = 0.0f; move_y = 0.0f; buffSpeed = 0.04f; defaultSpeed = 0.03f; speed = defaultSpeed; playerHit_up = false; playerHit_right = false; playerHit_down = false; playerHit_left = false; statusUpFlg = false; buffTime = 10.0f; enemyHitFlg = false; stanTime = 3.0f; }
public override void Effect(Collider c, B_Player p) { Instantiate(gravityZone, transform.position, transform.rotation); }
public SimpleAction(B_Player p, Inputhandler inp, Animator an) : base(p, inp, an) { p.takeIngredient += ontakingIngredient; }
public override void Initialize(B_Player p) { base.Initialize(p); }
public void passDirection(B_Player obj, Vector3 d) { direction = d; attacker = obj; }
public virtual void Initialize(B_Player p) { player = p; }
public override void Effect(Collider c, B_Player p) { Instantiate(jelly, transform.position, transform.rotation); Destroy(gameObject); }