void Start() { // TODO figure out a better way to do this LevelManager.isPaused = false; alive = true; ship = gameObject.GetComponentInParent <ShipController>(); targetIndicatorEnabled = false; velocityVector = gameObject.transform.Find("VelocityVector").GetComponent <LineRenderer>(); fc = gameObject.GetComponent <FiringController>(); ship.IFF = "green"; menuCanvas = GameObject.Find("MenuCanvas"); Debug.Log("Canvas found with name: " + menuCanvas.name); menuCanvas.SetActive(false); levelManager = GameObject.Find("LevelManager").GetComponent <LevelManager>(); weaponText = GameObject.Find("UIWeaponText").GetComponent <WeaponTextScript>(); radarText = GameObject.Find("UIRadarText").GetComponent <UIRadarText>(); fuelSlider = GameObject.Find("FuelSlider").GetComponent <Slider>(); healthSlider = GameObject.Find("HealthSlider").GetComponent <Slider>(); initialHealth = ship.health; selectedWeapon = Weapon.plasma; weaponText.SetUIWeapontext("plasma"); SetCursorGame(); float distance = transform.position.z - Camera.main.transform.position.z; camera.orthographicSize = initialZoom; InvokeRepeating("UpdateUI", 0.00001f, 0.5f); }
// Use this for initialization void Start() { movementActuator = this.GetComponentInParent <CharacterMovementActuator>() as CharacterMovementActuator; contactSensor = this.GetComponentInParent <CharacterContactSensor>() as CharacterContactSensor; aimingController = this.GetComponent <AimingController>() as AimingController; firingController = this.GetComponent <FiringController>() as FiringController; itemManager = this.GetComponent <ItemManager> () as ItemManager; }
void Start() { camSetting = (SettingsStatic.CamSettings)SettingsManager.GetCameraSetting(); camPlayerSet = false; ScoreKeeper.shots = 0; ScoreKeeper.hits = 0; ScoreKeeper.playerKills = 0; // TODO figure out a better way to do this LevelManager.isPaused = false; alive = true; ship = gameObject.GetComponentInParent <ShipController>(); ship.owner = gameObject.GetComponent <PlayerController>(); targetIndicatorEnabled = false; velocityVector = gameObject.transform.Find("VelocityVector").GetComponent <LineRenderer>(); leadLine.enabled = false; fc = gameObject.GetComponent <FiringController>(); //ship.IFF = "green"; menuCanvas = GameObject.Find("MenuCanvas"); hintsCanvas = GameObject.Find("HintsCanvas"); // Debug.Log("Canvas found with name: " + menuCanvas.name); if (menuCanvas != null) { menuCanvas.SetActive(false); } if (hintsCanvas != null) { hintsCanvas.SetActive(false); } levelManager = GameObject.Find("LevelManager").GetComponent <LevelManager>(); weaponText = GameObject.Find("UIWeaponText").GetComponent <WeaponTextScript>(); radarText = GameObject.Find("UIRadarText").GetComponent <UIRadarText>(); fuelSlider = GameObject.Find("FuelSlider").GetComponent <Slider>(); healthSlider = GameObject.Find("HealthSlider").GetComponent <Slider>(); contactsText = GameObject.Find("UIContactsText").GetComponent <UIContactsText>(); initialHealth = ship.health; selectedWeapon = Weapon.plasma; weaponText.SetUIWeapontext("Plasma"); radarText.SetUIRadarText("off"); SetCursorGame(); // float distance = transform.position.z - Camera.main.transform.position.z; camera.fieldOfView = initialZoom; InvokeRepeating("UpdateUI", 0.00001f, 0.5f); Invoke("LateStart", 0.5f); lockIndicator.SetActive(false); ResizeMinimap(); }
public void Fire() { FiringController f = FiringController.GetOrCreateFiringController(); f.FiringControlReady += f_FiringControlReady; f.TryInitialize(); System.Threading.Thread.Sleep(1000); Assert.AreEqual(false, isFiring); }
public void RegisterCharacterComponentsWithWeapon() { aimingController = this.transform.parent.parent.Find("ActionControllers").GetComponent <AimingController>(); firingController = this.transform.parent.parent.Find("ActionControllers").GetComponent <FiringController>(); movementController = this.transform.parent.parent.Find("ActionControllers").GetComponent <MovementController>(); character = this.transform.parent.parent.GetComponent <Character>() as Character; contactSensor = this.transform.parent.parent.GetComponent <CharacterContactSensor>() as CharacterContactSensor; }
void RegisterControllers() { GameObject actionControllers = this.transform.parent.FindChild("ActionControllers").gameObject; movementController = actionControllers.GetComponent <MovementController>(); aimingController = actionControllers.GetComponent <AimingController>(); firingController = actionControllers.GetComponent <FiringController>(); itemManager = actionControllers.GetComponent <ItemManager>(); corpus = GetComponentInParent <CharacterCorpus> () as CharacterCorpus; }
public CharacterComponentData(Character C) { character = C; aimingController = C.GetComponentInChildren <AimingController> () as AimingController; firingController = C.GetComponentInChildren <FiringController> () as FiringController; movementController = C.GetComponentInChildren <MovementController> () as MovementController; movementActuator = C.GetComponent <CharacterMovementActuator> () as CharacterMovementActuator; itemManager = C.GetComponentInChildren <ItemManager>() as ItemManager; corpus = C.GetComponent <CharacterCorpus> () as CharacterCorpus; characterTransform = movementActuator.transform; }
void Start() { horizontalAiming = 0; verticalAiming = 0; horizontalInput = 0; verticalInput = 0; isAiming = false; isWallAdjacent = false; wallSide = MovementDirection.NEUTRAL; firingController = GetComponent <FiringController> () as FiringController; characterContact = this.transform.parent.GetComponent <CharacterContactSensor>() as CharacterContactSensor; movementActuator = GetComponentInParent <CharacterMovementActuator> () as CharacterMovementActuator; }
// Use this for initialization void Start() { firingController = this.transform.parent.GetComponentInChildren <FiringController> () as FiringController; aimingController = this.transform.parent.GetComponentInChildren <AimingController>() as AimingController; movementActuator = GetComponentInParent <CharacterMovementActuator> () as CharacterMovementActuator; character = GetComponentInParent <Character> () as Character; hand = this.transform.parent.GetComponentInChildren <Hand> () as Hand; componentData = new CharacterComponentData(character); itemWheel = GetComponentInChildren <ItemWheel> () as ItemWheel; instantiatedDefault = Instantiate(defaultItemPrefab, this.transform.position, Quaternion.identity) as Item; instantiatedDefault.SetItemStateHeld(); EquipItem(instantiatedDefault); inventory = new List <Item>(); AddItemToInventory(instantiatedDefault); }
public MainWindow() { // one sensor is currently supported this.kinectSensor = KinectSensor.GetDefault(); // get the coordinate mapper this.coordinateMapper = this.kinectSensor.CoordinateMapper; // open the reader for the body frames this.bodyFrameReader = this.kinectSensor.BodyFrameSource.OpenReader(); this.colorFrameReader = this.kinectSensor.ColorFrameSource.OpenReader(); this.audioReader = this.kinectSensor.AudioSource.OpenReader(); // get the depth (display) extents FrameDescription jointFrameDescription = this.kinectSensor.DepthFrameSource.FrameDescription; FrameDescription colorFrameDescription = this.kinectSensor.ColorFrameSource.CreateFrameDescription(ColorImageFormat.Bgra); FrameDescription infraredFrameDescription = this.kinectSensor.InfraredFrameSource.FrameDescription; colorRenderer = new ColorFrameRenderer(colorFrameDescription.Width, colorFrameDescription.Height, jointFrameDescription.Width, jointFrameDescription.Height, infraredFrameDescription.Width, infraredFrameDescription.Height); var drawingGroup = new DrawingGroup(); var drawingImage = new DrawingImage(drawingGroup); hudRenderer = new HudRenderer(drawingGroup, drawingImage, colorFrameDescription.Width, colorFrameDescription.Height); AudioSource audioSource = this.kinectSensor.AudioSource; // Allocate 1024 bytes to hold a single audio sub frame. Duration sub frame // is 16 msec, the sample rate is 16khz, which means 256 samples per sub frame. // With 4 bytes per sample, that gives us 1024 bytes. this.audioBuffer = new byte[audioSource.SubFrameLengthInBytes]; this.colorFrameReader.FrameArrived += this.Reader_ColorFrameArrived; this.audioReader.FrameArrived += audioReader_FrameArrived; //on startup hide the audio meter AudioMeterVisibility = Visibility.Hidden; this.infraredFrameReader = this.kinectSensor.InfraredFrameSource.OpenReader(); //Infrared // open the reader for the depth frames this.infraredFrameReader = this.kinectSensor.InfraredFrameSource.OpenReader(); // wire handler for frame arrival this.infraredFrameReader.FrameArrived += this.colorRenderer.Reader_InfraredFrameArrived; // set IsAvailableChanged event notifier this.kinectSensor.IsAvailableChanged += this.Sensor_IsAvailableChanged; // open the sensor this.kinectSensor.Open(); // set the status text TODO: change namespace name in resources this.StatusText = this.kinectSensor.IsAvailable ? Microsoft.Samples.Kinect.BodyBasics.Properties.Resources.RunningStatusText : Microsoft.Samples.Kinect.BodyBasics.Properties.Resources.NoSensorStatusText; // use the window object as the view model in this simple example this.DataContext = this; // initialize the components (controls) of the window this.InitializeComponent(); //register the code which will tell the system what to do when keys are pressed SetupKeyHandlers(); //initialize panTilt = PanTiltController.GetOrCreatePanTiltController(); firingControl = FiringController.GetOrCreateFiringController(); var panTiltErr = panTilt.TryInitialize(); var firingErr = firingControl.TryInitialize(); if (panTiltErr != null) { //crash the app. we can't do anything if it doesn't intialize throw panTiltErr; } if (firingErr != null) { //crash the app. we can't do anything if it doesn't intialize throw firingErr; } string safetyText; if (this.firingControl.VirtualSafetyOn) { safetyText = Microsoft.Samples.Kinect.BodyBasics.Properties.Resources.SafetyDisengagedText; } else { safetyText = Microsoft.Samples.Kinect.BodyBasics.Properties.Resources.SafetyEngagedText; } panTilt.TryInitialize(); //draw the headsup display initially this.hudRenderer.RenderHud(new HudRenderingParameters() { CannonX = this.CannonX, CannonY = this.CannonY, //CannonTheta = this.CannonTheta, StatusText = this.statusText, SystemReady = (this.kinectSensor.IsAvailable && this.kinectSensor.IsOpen && this.panTilt.IsReady), FrameRate = this.FrameRate, TrackingMode = this.trackingMode, FiringSafety = this.firingControl.VirtualSafetyOn, FiringSafetyText = safetyText }); //set voice synth to Hazel this.voiceSynth.SelectVoice("Microsoft Hazel Desktop"); this.voiceSynth.SpeakAsync("Kinect Cannon Fully Initialized"); //debug start frame rate counter FPSTimerStart(); // Try to use the controller }
void Start() { Singleton = this; fire = true; }
public void ParseGameContentXML(XDocument x) { foreach (XElement xel in x.Root.Elements()) { BaseModel model; if (xel.Attribute("type").Value == "Generic") { model = modelFactory.BuildGenericEnemyModel( xel.Attribute("type").Value, xel.Attribute("texture").Value, Double.Parse(xel.Attribute("startlife").Value), Double.Parse(xel.Attribute("endlife").Value), new Point(Int32.Parse(xel.Attribute("x").Value), Int32.Parse(xel.Attribute("y").Value)), Int32.Parse(xel.Attribute("health").Value), Double.Parse(xel.Attribute("speed").Value)); } else { model = modelFactory.Build( xel.Attribute("type").Value, xel.Attribute("texture") != null ? xel.Element("texture").Value : xel.Attribute("type").Value, Double.Parse(xel.Attribute("startlife").Value), Double.Parse(xel.Attribute("endlife").Value), Int32.Parse(xel.Attribute("x").Value), Int32.Parse(xel.Attribute("y").Value)); model.SetRate(xel.Attribute("speed") != null ? Double.Parse(xel.Attribute("speed").Value) : model.Rate); } foreach (XElement xxel in xel.Elements()) { if (xxel.Name.LocalName == "move") { string name = xxel.Attribute("type").Value; AbstractMovePattern movePattern = MoveFactory.Build(name); // we have options if (xxel.Element("options") != null) { var options = xxel.Element("options"); movePattern.WithOptions(options); } double start = Double.Parse(xxel.Attribute("start").Value); double stop = Double.Parse(xxel.Attribute("stop").Value); MoveController.From(model).Between(start, stop).Pattern(movePattern); } else if (xxel.Name.LocalName == "firingpattern") { // set the required parameters for the initial firing pattern string name = xxel.Attribute("type").Value; AbstractFiringPattern firingPattern = FiringFactory.Build(name); double start = Double.Parse(xxel.Attribute("start").Value); double stop = Double.Parse(xxel.Attribute("stop").Value); // parse any extra options if (xxel.Element("options") != null) { var options = xxel.Element("options"); firingPattern.WithOptions(options); firingPattern.WithCoreOptions(options); } // get the base firing pattern firingPattern = FiringController.From(model).Between(start, stop).Pattern(firingPattern); // handle firing patterns for all bullets based off the base firing pattern NestedFiringPatterns(firingPattern, xxel); } } } }
void f_FiringControlReady(FiringController sender, FiringControllerReadyArgs args) { sender.VirtualSafetyOn = false; sender.Fire(500); isFiring = sender.IsFiring(); }