// Use this for initialization public void Init(int _level) { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_Manager>().gameObject; playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>(); e_spriteManager = GetComponent <SpriteManager>(); // set default equipments(will be moved to savefile) e_spriteManager.SetHeadEquip(SpriteManager.S_Wardrobe.HEADP_NULL); e_spriteManager.SetTopEquip(SpriteManager.S_Wardrobe.TOP_NULL); e_spriteManager.SetBottomEquip(SpriteManager.S_Wardrobe.BOTTOM_NULL); e_spriteManager.SetShoesEquip(SpriteManager.S_Wardrobe.SHOES_NULL); e_spriteManager.SetWeaponEquip(SpriteManager.S_Weapon.DAGGER); chasingTimer = 4f; maxSpeed = 5f; // Setting Skeleton Initial State as IDLE. skeletonState = EnemySkeletonState.IDLE; enemyToPatrolTimer = 5f; canCountDownPatrolTimer = false; canPatrol = false; // Setting the range for Enemy State to be CHASE. enemyChaseRange = 5f; // Setting the range for Enemy State to be ATTACk. enemyAttackRange = 1f; enemyAttackTimer = 1f; canCountDownAttackTimer = false; canAttack = false; //Initialize Stats from the leveling system enemyLevel = _level; levelingSystem = GetComponent <LevelingSystem>(); levelingSystem.Init(this, false); }
void Start() { levelingSystem = new LevelingSystem(); battleSystem = new BattleSystem(this, battleCanvas); actionSystem = new ActionSystem(this); Player aragorn = new Aragorn(); Player kvothe = new Kvothe(); Player netero = new Netero(); Player tyrande = new Tyrande(); aragorn.addExperience(200000f); kvothe.addExperience(200000f); netero.addExperience(200000f); tyrande.addExperience(200000f); aragorn.sprite = aragornSprite; kvothe.sprite = kvotheSprite; netero.sprite = neteroSprite; tyrande.sprite = tyrandeSprite; teamPlayer = new List <Entity> { aragorn, kvothe, netero, tyrande }; strategies = new List <BattleStrategy> { new EasyStrategy(), new NormalStrategy() }; soundSystem = gameObject.GetComponent <SoundSystem> (); soundSystem.playAmbientSound(); }
/* Initializing of Stats */ void Start() { /* Stats will be updated accordingly with the leveling system with function <LevelingSystem.Update()> */ levelingSystem = GetComponent <LevelingSystem>(); levelingSystem.Init(this, true); LevelingEffect = GameObject.FindGameObjectWithTag("Holder").GetComponent <StructureObjectHolder>().LevelUpEffect; }
public async Task RemoveXp(SocketGuildUser user, uint amount) { LevelingSystem.GiveUserXp(user, (SocketTextChannel)Context.Channel, (uint)-amount); await Task.Delay(500); await Context.Channel.SendMessageAsync( $"**{user.Username}** had {amount} xp removed. They are now have {UserAccountsManager.GetAccount(user).Xp} xp in total."); }
private void Awake() { levelingSystem = FindObjectOfType <LevelingSystem>(); GameObject plane = GameObject.FindGameObjectWithTag("LevelFloor"); planeSize = plane.GetComponent <MeshRenderer>().bounds.size; xScale = GameObject.FindGameObjectWithTag("LevelBase").transform.localScale.x; zScale = GameObject.FindGameObjectWithTag("LevelBase").transform.localScale.z; xBoundry = (planeSize.x / 2) - (250 * xScale); zBoundry = (planeSize.z / 2) - (250 * zScale); Debug.Log(planeSize.x * -1); }
public static bool CanLevelUp(StatObject stat) { if (stat.Level >= stat.MaxLevel) { return(false); } if (!XP_Handler.DoesHaveLevelUp(stat.XP, stat.XPToNextLevel)) { return(false); } LevelingSystem.PlayLevelUpSound(); return(true); }
// Use this for initialization public void Init(int _level) { m_playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>(); m_level = _level; levelingSystem = GetComponent <LevelingSystem>(); levelingSystem.Init(this, false); /* Initialize State Machine with its states */ m_StateMachine = new StateMachine(); m_StateMachine.AddState(new StateBossIdle("StateIdle", gameObject)); m_StateMachine.AddState(new StateBossAttack("StateAttack", gameObject)); m_StateMachine.AddState(new StateBossRage("StateRage", gameObject)); m_StateMachine.SetNextState("StateIdle"); dead = false; }
void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_Manager>().gameObject; playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2D_StatsHolder>(); maxSpeed = 30f; followTimer = 2f; // The amount of HP that a Pet will use to heal Player. addPlayerHP = 20f; HealCoolDownTimer = 10f; SpriteRenderTimer = 3f; HasPetHeal = false; CanHealCoolDown = false; CanActivateSprite = false; // Pet Recovery State CanPetRecover = false; HasPetRecover = false; PetRecoverTimer = 20f; // Pet current state to be GUARD. petState = PetState.FOLLOW; // Setting the range for Pet State to be GUARD. PetGuardRange = 1f; // Setting the range for Pet to heal the Player. PetHealRange = 2.5f; // Setting the range for Pet State to be TELEPORT. PetFollowRange = 5f; HasPetTeleport = false; // Setting the range for Pet to ATTACK. PetAttackRange = 1f; HasPetAttack = false; //Initialize Stats from the leveling system levelingSystem = GetComponent <LevelingSystem>(); levelingSystem.Init(this, false); // Ignore Collision between Player and Pet. Physics2D.IgnoreCollision(GetComponent <Collider2D>(), player.GetComponent <Collider2D>()); }
public void Init() { m_LevelingSystem = GetComponent <LevelingSystem>(); m_LevelingSystem.Init(this, false); }
private void Awake() { levelingSystem = FindObjectOfType <LevelingSystem>(); }
private void Awake() { levelingSystem = FindObjectOfType <LevelingSystem>(); gameController = FindObjectOfType <GameController>(); }
void Start() { bite = GetComponent<BiteScript>(); trail = transform.parent.gameObject.GetComponent<Trail>(); levelingSystem = GameObject.FindObjectOfType<LevelingSystem>(); }
public async Task BlacklistChannel(InteractionContext ctx, [Choice("add", "add")] [Choice("remove", "remove")] [Option("option", "option")] string option, [Option("channel", "channel")] DiscordChannel channel) => await LevelingSystem.EditBlacklist(ctx, option, channel);
void Start() { if(isRemote == false) { bite = GetComponent<BiteScript>(); trail = transform.parent.gameObject.GetComponent<Trail>(); levelingSystem = GameObject.FindObjectOfType<LevelingSystem>(); } BenchmarkController benchmarker = BenchmarkController.instance; if(benchmarker != null) { benchmarker.SettleSnakeHead(this); } }
public Task ReactionAdded(Cacheable <IUserMessage, ulong> cache, ISocketMessageChannel channel, SocketReaction reaction) { try { SocketGuildUser user = (SocketGuildUser)reaction.User; //Make sure user isn't null if (user == null) { return(Task.CompletedTask); } //Make sure the user isn't a bot as well if (user.IsBot) { return(Task.CompletedTask); } //Something happened, make sure the message ID isn't 0, this is just in case if (reaction.MessageId == 0) { return(Task.CompletedTask); } SocketGuild guild = ((SocketGuildChannel)channel).Guild; ServerList server = ServerListsManager.GetServer(guild); //If the message the user reacted to is the rules message if (reaction.MessageId == server.RuleMessageId && server.RuleEnabled) { if (reaction.Emote.Name != server.RuleReactionEmoji) //Check to make sure it is the right emoji { return(Task.CompletedTask); } //Add the role SocketRole role = RoleUtils.GetGuildRole(guild, server.RuleRoleId); user.AddRoleAsync(role); return(Task.CompletedTask); } //If this message is a vote if (server.GetVote(reaction.MessageId) != null) { Vote vote = server.GetVote(reaction.MessageId); if (reaction.Emote.Name == vote.YesEmoji) { vote.YesCount++; } else if (reaction.Emote.Name == vote.NoEmoji) { vote.NoCount++; } ServerListsManager.SaveServerList(); return(Task.CompletedTask); } //So the reaction wasn't anything important, so add some XP to the user LevelingSystem.GiveUserXp(user, (SocketTextChannel)reaction.Channel, 5); } catch (Exception ex) { Logger.Error("An error occured while managing reaction added event! {@Exception}", ex); } return(Task.CompletedTask); }
private void Start() { Player = FindObjectOfType <PlayerController>(); Time.timeScale = 1f; levelingSystem = FindObjectOfType <LevelingSystem>(); }
public async Task BlacklistView(InteractionContext ctx) => await LevelingSystem.ViewBlacklist(ctx);
void Start() { system = FindObjectOfType<LevelingSystem>(); snake = FindObjectOfType<SnakeController>(); checkNExecuteDeactivationCondition(); }
public async Task ResetLevel(InteractionContext ctx, [Option("user", "the user")] DiscordUser user) => await LevelingSystem.ResetLevel(ctx, user);
public async Task AddLevelRole(InteractionContext ctx, [Option("role", "role to give")] DiscordRole role, [Option("level", "level to give role at")] long level) => await LevelingSystem.EditLevelRole(ctx, role, level);
private void AddExp(int currentSafeZoneIdx) { _playerManager.CharacterController.AddExp(LevelingSystem.CalculateExp(currentSafeZoneIdx, _controlRLR.CurrentLevel, GameControl.GameState.SetDifficulty, GameControl.GameState.SetGameMode)); }