Пример #1
0
 // Use this for initialization
 void Start()
 {
     rig      = gameObject.GetComponent <Rigidbody2D>();
     cam      = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraFuncs>();
     manager  = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>();
     animator = GetComponent <Animator>();
 }
Пример #2
0
 // Use this for initialization
 void Start()
 {
     rig          = gameObject.GetComponent <Rigidbody2D>();
     rig.velocity = new Vector2(50, rig.velocity.y); //Inital push to make him run onto screen when level starts
     animator     = gameObject.GetComponent <Animator>();
     col          = gameObject.GetComponent <CapsuleCollider2D>();
     cam          = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraFuncs>();
     manager      = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>();
     heart        = GameObject.FindGameObjectWithTag("Heart").GetComponent <Animator>();
 }
Пример #3
0
    public void death()
    {
        try {
            Spawner     spawner  = GameObject.FindGameObjectWithTag("spawner").GetComponent <Spawner>();
            CameraFuncs camfuncs = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraFuncs>();
            if (spawner != null && camfuncs != null && spawner.getCurArray().Count == 1 && (object)spawner.getCurArray()[spawner.getCurArray().Count - 1] == gameObject)
            {
                camfuncs.startSlowMo();
            }
        } catch { }

        rig.velocity       = new Vector2(0, rig.velocity.y);
        rig.gravityScale   = 5f;
        transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0));
        rig.constraints    = RigidbodyConstraints2D.FreezeRotation;
        animator.SetBool("Death", true);
    }
Пример #4
0
    void death()
    {
        try {
            Spawner     spawner  = GameObject.FindGameObjectWithTag("spawner").GetComponent <Spawner>();
            CameraFuncs camfuncs = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraFuncs>();
            if (spawner != null && camfuncs != null && spawner.getCurArray().Count == 1 && (object)spawner.getCurArray()[spawner.getCurArray().Count - 1] == gameObject)
            {
                camfuncs.startSlowMo();
            }
        } catch { }

        state = 3;
        animator.SetBool("Death", true);
        GameObject parts = Instantiate(skeletonParts, transform.position, Quaternion.identity);

        parts.GetComponent <Rigidbody2D>().velocity = GetComponent <Rigidbody2D>().velocity;
        StartCoroutine(waitDestroy());
    }
Пример #5
0
 /*
  * Function that is executed when enemy dies.
  */
 void deathBump()
 {
     try {
         Spawner     spawner  = GameObject.FindGameObjectWithTag("spawner").GetComponent <Spawner>();
         CameraFuncs camfuncs = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraFuncs>();
         if (spawner != null && camfuncs != null && spawner.getCurArray().Count == 1 && (object)spawner.getCurArray()[spawner.getCurArray().Count - 1] == gameObject)
         {
             camfuncs.startSlowMo();
         }
     } catch { }
     state            = 2;
     rig.gravityScale = 3;
     animator.SetBool("Death", true);
     //GetComponent<Collider2D>().isTrigger = false;
     rig.velocity    = new Vector2(rig.velocity.x, 25);
     rig.constraints = RigidbodyConstraints2D.None;
     StartCoroutine(destroyOverTime());
 }
Пример #6
0
    public void death()
    {
        Spawner spawner = null;

        try { spawner = GameObject.FindGameObjectWithTag("spawner").GetComponent <Spawner>(); } catch {}
        CameraFuncs camfuncs = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraFuncs>();

        if (spawner != null && camfuncs != null && spawner.getCurArray().Count == 1 && (object)spawner.getCurArray()[spawner.getCurArray().Count - 1] == gameObject)
        {
            camfuncs.startSlowMo();
        }

        if (!animator.GetBool("Death"))
        {
            animator.SetBool("Death", true);
            rig.constraints = RigidbodyConstraints2D.None;
            rig.velocity    = new Vector2(rig.velocity.x * 3, rig.velocity.y + 30);
            StartCoroutine(destroyOnTime());
        }
    }
Пример #7
0
    // Use this for initialization
    void Start()
    {
        pauseMenu = GameObject.FindGameObjectWithTag("pauseMenu");
        if (pauseMenu != null)
        {
            pauseMenu.SetActive(false);
        }
        Time.timeScale = 1;

        rig = gameObject.GetComponent <Rigidbody2D>();

        if (dashOnStart)
        {
            rig.velocity = new Vector2(50, rig.velocity.y);                       //Inital push to make him run onto screen when level starts
        }
        animator = gameObject.GetComponent <Animator>();
        col      = gameObject.GetComponent <CapsuleCollider2D>();
        cam      = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraFuncs>();
        manager  = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>();
        heart    = GameObject.FindGameObjectWithTag("Heart").GetComponent <Animator>();
    }
Пример #8
0
 void Start()
 {
     animator = gameObject.GetComponent <Animator>();
     cam      = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraFuncs>();
 }
Пример #9
0
    public void PlayerSetting(bool isMe, SessionId index, string nickName, bool isAI = false)
    {
        this.isMe     = isMe;
        this.index    = index;
        this.nickName = nickName;
        this.isAI     = isAI;

        if (this.isMe)
        {
            //Anim = CharactersPrefab[stats.nowCharacter].GetComponent<Animator>();

            // 여기다가 자기 자신 캐릭터에 따라 캐릭터 레벨에 따라 스탯 변경되는거 넣기
            // ...
            foreach (var prefab in CharactersPrefab)
            {
                prefab.SetActive(false);
            }
            //CharactersPrefab[stats.nowCharacter].SetActive(true);
            cameraFuncs = characterCamera.GetComponent <CameraFuncs>();
            stats       = (PlayerStats.Player)BackEndServerManager.instance.myInfo.Copy();

            //Debug.Log("현재 캐릭터들 개수 : " + stats.charactersLevel[stats.nowCharacter]);
            //Debug.Log("현재 캐릭터 : " + stats.nowCharacter);

            //if (stats.charactersLevel[stats.nowCharacter] == 1)
            //{
            //    // 여기 수정 ...
            //    //stats.MaxHp = stats.pMaxHp[stats.nowCharacter];
            //    //stats.Stamina = stats.pStamina[stats.nowCharacter];
            //    //stats.StaminaM = stats.pStaminaM[stats.nowCharacter];
            //    //stats.Damage = stats.pDamage[stats.nowCharacter];
            //    //stats.Penetration = stats.pPenetration[stats.nowCharacter];
            //}
            //else if (stats.charactersLevel[stats.nowCharacter] >= 2)
            //{
            //    // 여기 수정 ...
            //    //stats.MaxHp = stats.pMaxHp[stats.nowCharacter] * (stats.charactersLevel[stats.nowCharacter] * 0.6f);
            //    //stats.Stamina = stats.pStamina[stats.nowCharacter] * (stats.charactersLevel[stats.nowCharacter] * 0.6f);
            //    //stats.StaminaM = stats.pStaminaM[stats.nowCharacter] * (stats.charactersLevel[stats.nowCharacter] * 0.6f);
            //    //stats.Damage = stats.pDamage[stats.nowCharacter] * (stats.charactersLevel[stats.nowCharacter] * 0.6f);
            //    //stats.Penetration = stats.pPenetration[stats.nowCharacter] * (stats.charactersLevel[stats.nowCharacter] * 0.6f);
            //}

            State = PlayerCurState.IDLE;

            Direction = Direction.NONE;
            //StartCoroutine(CR_StaminaHeal());

            transform.position = WorldPackage.instance.startingPoint[0].position;
            transform.rotation = WorldPackage.instance.startingPoint[0].rotation;
        }
        else
        {
            transform.position = WorldPackage.instance.startingPoint[1].position;
            transform.rotation = WorldPackage.instance.startingPoint[1].rotation;

            if (isAI)
            {
                int charKind = Random.Range((int)CharacterKind.기사, (int)CharacterKind.MAX);

                CharactersPrefab[charKind].SetActive(true);

                stats.MaxHp                   = stats.CurHp = BackEndServerManager.instance.myInfo.pMaxHp[charKind];
                stats.Stamina                 = BackEndServerManager.instance.myInfo.pStamina[charKind];
                stats.ReductionStamina        = BackEndServerManager.instance.myInfo.pReductionStamina[charKind];
                stats.WeakAttackDamage        = BackEndServerManager.instance.myInfo.pWeakAttackDamage[charKind];
                stats.WeakAttackStun          = BackEndServerManager.instance.myInfo.pWeakAttackStun[charKind];
                stats.WeakAttackPenetration   = BackEndServerManager.instance.myInfo.pWeakAttackPenetration[charKind];
                stats.StrongAttackDamage      = BackEndServerManager.instance.myInfo.pStrongAttackDamage[charKind];
                stats.StrongAttackStun        = BackEndServerManager.instance.myInfo.pStrongAttackStun[charKind];
                stats.StrongAttackPenetration = BackEndServerManager.instance.myInfo.pStrongAttackPenetration[charKind];
                stats.DefeneseReceivingDamage = BackEndServerManager.instance.myInfo.pDefenseReceivingDamage[charKind];
                stats.DefeneseReductionStun   = BackEndServerManager.instance.myInfo.pDefenseReductionStun[charKind];
                stats.nowCharacter            = charKind;
                Anim = CharactersPrefab[charKind].GetComponent <Animator>();

                gameObject.AddComponent <AIScript>();
            }
        }

        isLive = true;
    }