public override int GetHashCode() { unchecked { int hashCode = (Status != null ? Status.GetHashCode() : 0); hashCode = (hashCode * 397) ^ Enabled.GetHashCode(); hashCode = (hashCode * 397) ^ (int)MasterStatus; hashCode = (hashCode * 397) ^ (StateReason != null ? StateReason.GetHashCode() : 0); hashCode = (hashCode * 397) ^ (Name != null ? Name.GetHashCode() : 0); hashCode = (hashCode * 397) ^ ProjectionId.GetHashCode(); hashCode = (hashCode * 397) ^ Epoch.GetHashCode(); hashCode = (hashCode * 397) ^ Version.GetHashCode(); hashCode = (hashCode * 397) ^ (int)Mode; hashCode = (hashCode * 397) ^ (Position != null ? Position.GetHashCode() : 0); hashCode = (hashCode * 397) ^ Progress.GetHashCode(); hashCode = (hashCode * 397) ^ (LastCheckpoint != null ? LastCheckpoint.GetHashCode() : 0); hashCode = (hashCode * 397) ^ EventsProcessedAfterRestart; hashCode = (hashCode * 397) ^ BufferedEvents; hashCode = (hashCode * 397) ^ (CheckpointStatus != null ? CheckpointStatus.GetHashCode() : 0); hashCode = (hashCode * 397) ^ WritePendingEventsBeforeCheckpoint; hashCode = (hashCode * 397) ^ WritePendingEventsAfterCheckpoint; hashCode = (hashCode * 397) ^ PartitionsCached; hashCode = (hashCode * 397) ^ ReadsInProgress; hashCode = (hashCode * 397) ^ WritesInProgress; hashCode = (hashCode * 397) ^ (EffectiveName != null ? EffectiveName.GetHashCode() : 0); hashCode = (hashCode * 397) ^ (ResultStreamName != null ? ResultStreamName.GetHashCode() : 0); hashCode = (hashCode * 397) ^ CoreProcessingTime.GetHashCode(); return(hashCode); } }
public void Reset() { // start in fall state FSM.ChangeState(FallState); // used for bunnyhop avoidance JumpKeyReleased = true; // reset velocity rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; // Reset player and objects according to check point if (LastCheckpoint == null) { Debug.Log("Only happens at the start of each level"); // reset player position transform.position = startTransform.position; } else { Checkpoint check = LastCheckpoint.GetComponent <Checkpoint>(); if (check != null) { check.loadCheckpoint(transform); } else { // reset player position transform.position = startTransform.position; } } }
private void SaveLastCheckPoint(ResolvedEvent resolvedEvent) { if (resolvedEvent.OriginalPosition.HasValue) { using (var client = _clientsManager.GetClient()) { var lastCheckpoint = new LastCheckpoint(resolvedEvent.OriginalPosition.Value); client.Set(LastcheckpointKey, lastCheckpoint); } } }
// Use this for initialization void Start() { if (!tutorialCheckpoint) audioSource = GetComponent<AudioSource>(); savedPOS = gameObject.transform.position; savedROT = gameObject.transform.rotation; shieldCharge = 0; bombCharge = 0; hullHealth = 0; pData = GameObject.FindGameObjectWithTag("Player").GetComponent<LastCheckpoint>(); pController = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController> (); if (!tutorialCheckpoint) particles = transform.FindChild ("CheckPoint Model").FindChild ("Field Particles"); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); pController = player.GetComponent<PlayerController>(); savedData = player.GetComponent<LastCheckpoint>(); }
//Transports the player to the specified coordinates //Resets their stats to saved data //Usually called by a button in the Canvas UI public void reloadCheckP(LastCheckpoint savedData) { if (paused) { paused = false; } if(Time.timeScale != 1.0f) { Time.timeScale = 1.0f; } Cursor.visible = false; //Teleport Player + Camera gameObject.transform.position = savedData.getCheckPOS(); gameObject.transform.rotation = savedData.getCheckROT(); GameObject.FindGameObjectWithTag("MainCamera").transform.position = savedData.getCheckPOS(); GameObject.FindGameObjectWithTag("MainCamera").transform.rotation = savedData.getCheckROT(); //Reset stats currHullIntegrity = savedData.getHealth(); shield.setCurrShieldCharge(savedData.getShield()); armorGauge.updateChunks(currHullIntegrity); bomb.setUseCharge(0); GameObject[] deathLasers = GameObject.FindGameObjectsWithTag("Death Laser"); if (deathLasers != null) { foreach (GameObject deathLaser in deathLasers) { deathLaser.GetComponent<GiantDeathLaserOfDoom>().reset(); } } //Overwrite data //savePlayer(); //Turn off turrets + Destroy bullets GameObject[] allTurrets, allBullets; allTurrets = GameObject.FindGameObjectsWithTag ("Turret"); allBullets = GameObject.FindGameObjectsWithTag ("Projectile"); for (int numTurret = 0; numTurret < allTurrets.Length; ++numTurret) { allTurrets [numTurret].GetComponent<Turret> ().TurnOff (); } /*for (int numBullet = 0; numBullet < allBullets.Length; ++numBullet) { Destroy(allBullets[numBullet]); }*/ }