//装备枪支 void AdornGun(GUN type, Text priceText) { GUN oldType; OwnList[type] = true; //储存为装备中 priceText.text = "装备中"; //标记为已装备 GunManager.SetUseGun(type, out oldType); //装备 if (OwnList.ContainsKey(oldType)) { OwnList[oldType] = false; //储存为装备中 } switch (oldType) { case GUN.ak47: akPriceText.text = "已拥有"; break; case GUN.m16: m16PriceText.text = "已拥有"; break; case GUN.m9: m9PriceText.text = "已拥有"; break; case GUN.mk12: mk12PriceText.text = "已拥有"; break; case GUN.mp5: mp5PriceText.text = "已拥有"; break; default: break; } }
new void Start() { base.Start(); lerp = this.GetComponent <lerpColor>(); _velocidade = 10.0F; currentGun = GUN.SHOOT; }
public void updateAOE(GUN spell)//bool activate) { AoE.gameObject.SetActive(true); Color _newColor = Color.clear; switch (currentGun) { case GUN.SHOOT: AoE.gameObject.SetActive(false); break; case GUN.EXPLOSIVE: _newColor = Color.red; break; case GUN.MAGNETIC: _newColor = Color.yellow; break; case GUN.FREEZING: _newColor = Color.cyan; break; } _newColor.a = 0.7f; AoE.GetComponent <Renderer>().material.color = _newColor; //AoE.GetComponent<checkValidSpot>().canPlant = activate; //AoE.GetComponent<checkValidSpot>().setColor(); }
public void BuyGun(GUN type) { switch (type) { case GUN.ak47: if (!OwnList.ContainsKey(GUN.ak47)) { Buy(akPrice, type, akPriceText); } else if (!OwnList[type]) { AdornGun(type, akPriceText); } break; case GUN.mp5: if (!OwnList.ContainsKey(GUN.mp5)) { Buy(mp5Price, type, mp5PriceText); } else if (!OwnList[type]) { AdornGun(type, mp5PriceText); } break; case GUN.m9: if (!OwnList.ContainsKey(GUN.m9)) { Buy(m9Price, type, m9PriceText); } else if (!OwnList[type]) { AdornGun(type, m9PriceText); } break; case GUN.m16: if (!OwnList.ContainsKey(GUN.m16)) { Buy(m16Price, type, m16PriceText); } else if (!OwnList[type]) { AdornGun(type, m16PriceText); } break; case GUN.mk12: if (!OwnList.ContainsKey(GUN.mk12)) { Buy(mk12Price, type, mk12PriceText); } else if (!OwnList[type]) { AdornGun(type, mk12PriceText); } break; } }
void Start() { transform.Translate(0f, 0f, zslide); rb.velocity = transform.right * speed; bl = GameObject.FindGameObjectWithTag("bullet").GetComponent <Rigidbody2D>(); gunscript = GetComponent <GUN>(); }
public Networking() { try { GUN.Init(); AttributeManager = new AttributeManager(); Client = new GUNetClient(new GUNClientSettings(AttributeManager, "1.0", IPAddress.Parse("127.0.0.1"), 8888, false, true)); AttributeManager.AddClass(this); new Thread(() => { while (Client != null) { try { if (!Client.Connected) { if (!Client.Connecting) { try { Client.ConnectToServer(); } catch { } } } else { Client.HandleNetworkingData(); } MainWindow.Instance.Dispatcher.Invoke(() => { if (Client != null && Client.Connected) { MainWindow.Instance.Title = "BOSShop - Verbunden"; } else { MainWindow.Instance.Title = "BOSShop"; } }); } catch { } Thread.Sleep(1); } }).Start(); } catch { } }
// Update is called once per frame void Update() { GameObject UZI = GameObject.Find("Ak47"); GUN gunScript = UZI.GetComponent <GUN>(); //Debug.Log(gunScript.numofbulletsak47); numberleftUZI = 20 - gunScript.numofbulletsUZI; GetComponent <Text>().text = numberleftUZI + "/20"; }
// Update is called once per frame void Update() { GameObject Ak47 = GameObject.Find("Ak47"); GUN gunScript = Ak47.GetComponent <GUN>(); //Debug.Log(gunScript.numofbulletsak47); numberleftak47 = 30 - gunScript.numofbulletsak47; GetComponent <Text>().text = numberleftak47 + "/30"; }
// Update is called once per frame void Update() { GameObject pistol = GameObject.Find("Ak47"); GUN gunScript = pistol.GetComponent <GUN>(); //Debug.Log(gunScript.numofbulletsak47); bulletsleftpistol = 12 - gunScript.numofbulletspistol; GetComponent <Text>().text = bulletsleftpistol + "/12"; }
//设置携带枪支 public static void SetUseGun(GUN gunType, out GUN oldGun) { oldGun = GUN.none; if (useGun.Count >= maxGunNum) { oldGun = useGun[0]; useGun.RemoveAt(0); } useGun.Add(gunType); }
void Buy(float price, GUN gunType, Text priceText) { if (StaticData.PlayerMoney >= price) { StaticData.PlayerMoney -= price; //收钱 PlayerMoneyShow(StaticData.PlayerMoney); //刷新金钱显示 OwnList.Add(gunType, false); //交货 priceText.text = "已拥有"; //标记为已拥有 hintPanel.Open(); hintPanel.SetHint("再次点击按钮装备此枪支"); } }
// Update is called once per frame void Update() { GameObject ak47 = GameObject.Find("Ak47"); GUN gunScript = ak47.GetComponent <GUN>(); totalbulletsleftak47 = 180 - gunScript.totalbulletsak47; GetComponent <Text>().text = totalbulletsleftak47 + ""; if (totalbulletsleftak47 < 0) { GetComponent <Text>().text = 0 + ""; } }
// Update is called once per frame void Update() { GameObject usi = GameObject.Find("Ak47"); GUN gunScript = usi.GetComponent <GUN>(); totalbulletsleftuzi = 200 - gunScript.totalbulletsUZI; GetComponent <Text>().text = totalbulletsleftuzi + ""; if (totalbulletsleftuzi < 0) { GetComponent <Text>().text = 0 + ""; } }
static void Main(string[] args) { GUN.Init(); AttributeManager = new AttributeManager(); Server = new GUNetServer(new GUNServerSettings(AttributeManager, "1.0", IPAddress.Parse("127.0.0.1"), 8888, false, 12, 12, 0, true, new NullAuthenticator())); Server.StartServer(); WebServer = new WebServer(); AttributeManager.AddClass(new ClientCommunicator()); new Thread(InputThread).Start(); while (true) { Server.HandleNetworkingData(); Console.Title = "Server - " + Server.Clients.Count; Thread.Sleep(1); } }
void Update() { //só verifica se não estiver pausado o jogo //if (GameManager.Instance.isPaused) //{ // return; //} //mouse controller if (Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0) { Vector3 mousePos = Input.mousePosition; Vector3 objectPos = Camera.main.WorldToScreenPoint(transform.position); mousePos.x -= objectPos.x; mousePos.y -= objectPos.y; float angle = (Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg) - 90; transform.rotation = Quaternion.Euler(new Vector3(0, -angle, 0)); } /*JOY TEST*/ float Xon = Mathf.Abs(Input.GetAxis("Joy X")); if (Xon > 0.1) { this.transform.Rotate(0, Input.GetAxis("Joy X") * joysensitivityX, 0); } if (Input.GetKeyDown(KeyCode.Space) || Input.GetButtonUp("Fire")) { //if (currentGun == GUN.SHOOT) //{ // Shoot(); //} //else //{ // if (AoE.GetComponent<checkValidSpot>().canPlant) // { // PutTrap(); // } // else // { // // UIManager.Instance.showFeedback("Not Enough Mana"); // } //} } else if (Input.GetKeyDown(KeyCode.Tab) || Input.GetMouseButtonDown(1) || Input.GetButtonUp("WeaponPlus")) { gunChanged = true; validChoice = false; tempGun = currentGun; if ((int)tempGun == 3) { tempGun = GUN.SHOOT; } else { tempGun++; } } else if (Input.GetButtonUp("WeaponLess")) { gunChanged = true; validChoice = false; tempGun = currentGun; if ((int)tempGun == 0) { tempGun = GUN.FREEZING; } else { tempGun--; } } if (Input.GetKeyDown(KeyCode.Alpha1) || Input.GetKeyDown(KeyCode.Keypad1) || (tempGun == GUN.SHOOT && gunChanged)) { tempGun = GUN.SHOOT; // EventManager.TriggerEvent(Events.usingGun); validChoice = true; } if (Input.GetKeyDown(KeyCode.Alpha2) || Input.GetKeyDown(KeyCode.Keypad2) || (tempGun == GUN.EXPLOSIVE && gunChanged)) { tempGun = GUN.EXPLOSIVE; // EventManager.TriggerEvent(Events.usingBomb); validChoice = true; } if (Input.GetKeyDown(KeyCode.Alpha3) || Input.GetKeyDown(KeyCode.Keypad3) || (tempGun == GUN.MAGNETIC && gunChanged)) { tempGun = GUN.MAGNETIC; // EventManager.TriggerEvent(Events.usingBomb); validChoice = true; } if (Input.GetKeyDown(KeyCode.Alpha4) || Input.GetKeyDown(KeyCode.Keypad4) || (tempGun == GUN.FREEZING && gunChanged)) { tempGun = GUN.FREEZING; // EventManager.TriggerEvent(Events.usingBomb); validChoice = true; } if (validChoice && gunChanged) { // EventManager.TriggerEvent(Events.UIUpdate); currentGun = tempGun; updateAOE(currentGun); gunChanged = false; validChoice = false; } }