public virtual GameObject CreateFist(string name = "Fist") { GameObject fistObject = new GameObject { name = name }; BoxCollider boxCollider = fistObject.AddComponent <BoxCollider>(); boxCollider.center = new Vector3(0, 0, 0.06f); boxCollider.size = new Vector3(0.17f, 0.24f, 0.22f); boxCollider.isTrigger = true; Melee meleeObject = fistObject.AddComponent <Melee>(); meleeObject.Type = WeaponType.Fist; meleeObject.Damage = 20; meleeObject.Cooldown = 0.5f; meleeObject.DamageResponseWaitTime = 0; CreateObjectAtTransform(fistObject, StaticStrings.aim_transform_key); CreateObjectAtTransform(fistObject, StaticStrings.aim_left_hand_transform_key); CreateObjectAtTransform(fistObject, StaticStrings.model_transform_key); CreateObjectAtTransform(fistObject, StaticStrings.tall_cover_left_transform_key); CreateObjectAtTransform(fistObject, StaticStrings.tall_cover_right_transform_key); CreateObjectAtTransform(fistObject, StaticStrings.low_cover_left_transform_key); CreateObjectAtTransform(fistObject, StaticStrings.low_cover_right_transform_key); return(fistObject); }
// On Main Camera void Awake() { S = this; reflectorSword = transform.GetChild(0).gameObject; // As log as sword is child on camera, is this a good idea? :( anim = reflectorSword.GetComponent <Animator>(); //animation = reflectorSword.GetComponent<Animation>(); }
protected override void Start() { m_line = GetComponent <LineRenderer>(); //m_agent = GetComponent<NavMeshAgent>(); //m_audioSource = GetComponent<AudioSource>(); //m_enemyAnimator = GetComponentInChildren<Animator>(); m_stateMachine = new StateMachine <AI>(this); m_stateMachine.ChangeState(new FindCover()); m_state = STATE.FINDCOVER; m_coverChance = 50f; m_peekChance = 50f; m_relativeCoverChance = m_coverChance; m_relativePeekChance = m_peekChance; m_seekChance = 0f;; m_relativeToSeekChance = (100f - m_seekChance) / 100f; m_stateCounter = 0; //m_timerBetweenShots = m_timeBeforeShootCover; //m_timerBeforeGlint = m_timeBeforeGlintCover; m_choice = Random.Range(0f, 100f); if (m_weaponController.GetEquippedGun() != null) { m_gun = m_weaponController.GetEquippedGun(); m_gun.SetInfiniteAmmo(true); } else if (m_weaponController.GetEquippedMelee() != null) { m_melee = m_weaponController.GetEquippedMelee(); } base.Start(); }
static void Main(string[] args) { Console.WriteLine("input weapon type"); Console.WriteLine("1 - Melee"); Console.WriteLine("2 - Ranged"); Console.WriteLine("3 - Magic"); Console.WriteLine(); ConsoleKeyInfo MeleeMenu; MeleeMenu = Console.ReadKey(); if (MeleeMenu.Key == ConsoleKey.D1) { Console.WriteLine("input base melee damage"); Console.WriteLine(); int userBD = int.Parse(Console.ReadLine()); Console.WriteLine(); Console.WriteLine("input base melee range"); Console.WriteLine(); int userBR = int.Parse(Console.ReadLine()); Console.WriteLine(); Console.WriteLine("input base melee crit damage"); Console.WriteLine(); int userBCD = int.Parse(Console.ReadLine()); Console.WriteLine(); Melee newMelee = new Melee(userBD, userBR, userBCD, 85); Console.WriteLine(); string meleeResult = newMelee.meleeAttack(); Console.WriteLine(meleeResult); } }
private void OnFrameEnter(int frameIndex, int frameValue) { if (frameIndex == 2) { Melee.DoAttack(); } }
public static void AddNewSkladStorage(string NameFaction) { const int Pistols = 1000; const int Rifle = 1000; const int SMG = 1500; const int Shotgun = 2500; const int Melee = 2500; const int Armor = 2500; const int Medicals = 2500; switch (NameFaction) { case "Start": Dictionary <string, string> parametersStatr = new Dictionary <string, string> { { "@NameFaction", NameFaction }, { "@Pistols", Pistols.ToString() }, { "@Rifle", Rifle.ToString() }, { "@SMG", SMG.ToString() }, { "@Shotgun", Shotgun.ToString() }, { "@Melee", Melee.ToString() }, { "@Armor", Armor.ToString() }, { "@Medicals", Medicals.ToString() } }; DataTable resultStatr = Database.ExecutePreparedStatement("INSERT INTO sklad_faction_storages (NameFaction, Pistols, Rifle, SMG, Shotgun, Melee, Armor, Medicals) " + DatabaseValues, parametersStatr); break; } }
public HashSet <Tile> GetAvailableTargets(Tile tile) { HashSet <Tile> h = new HashSet <Tile>(Melee.StaticGetTiles(tile)); h.UnionWith(IncreasedRange.StaticGetTiles(tile)); return(h); }
public static LangMap GetWeaponsOfType(string targetFile, WeaponType weaponType, IndexOrId by) { var weaponClassType = weaponType.ToClassType(); var weaponTypeName = Path.GetFileNameWithoutExtension(weaponType.ToDatFileName()); var values = new LangMap(); IEnumerable <IWeapon> weapons; if (weaponClassType == typeof(Melee)) { weapons = Melee.LoadData(targetFile).GetSingleStructList(); } else if (weaponClassType == typeof(Ranged)) { weapons = Ranged.LoadData(targetFile).GetSingleStructList(); } else { throw new InvalidOperationException($"Unrecognized weapon type: {weaponClassType.Name}"); } foreach (var weapon in weapons) { foreach (var lang in Global.LANGUAGES) { if (!values.ContainsKey(lang)) { values[lang] = new Dictionary <uint, string>(); } values[lang][(uint)(by == IndexOrId.Id ? weapon.Id : weapon.Index)] = DataHelper.weaponData[lang][weaponTypeName ?? throw new InvalidOperationException()][weapon.GMD_Name_Index];
protected override AttackMode GetAttackMode() { PhysicalAttack p = new PhysicalAttack(DesignFilter()); Melee m = new Melee(); return(new AttackMode(p, m)); }
public HashSet <Tile> GetAvailableTargets(Tile tile) { Unit host = GetComponent <Unit>(); HashSet <Tile> retVal = new HashSet <Tile>(); if (host == null) { Debug.LogError("host not found for Cure"); } else { foreach (Tile t in Melee.StaticGetTiles(tile)) { if (t.isOccuppied && !host.isHostile(t.Unit)) { retVal.Add(t); } } foreach (Tile t in IncreasedRange.StaticGetTiles(tile)) { if (t.isOccuppied && !host.isHostile(t.Unit)) { retVal.Add(t); } } } return(retVal); }
private static Melee ParseMeleeCombatData(XElement element) { Melee melee = new Melee(); if (element.Attribute("min") is XAttribute minAttribute) { melee.Min = short.Parse(minAttribute.Value); } if (element.Attribute("max") is XAttribute maxAttribute) { melee.Max = short.Parse(maxAttribute.Value); } if (element.Attribute("skill") is XAttribute skillAttribute) { melee.Skill = byte.Parse(skillAttribute.Value); } if (element.Attribute("attack") is XAttribute attackAttribute) { melee.Attack = ushort.Parse(attackAttribute.Value); } return(melee); }
public override void EvaluateAttack() { if (character is Hero) { bool canAttackEnemy = false; if (IsInAttackRange()) { canAttackEnemy = true; } else if (character.currentTarget != null) { Melee enemyMelee = character.currentTarget.GetComponent <Melee>(); if (enemyMelee) { canAttackEnemy = enemyMelee.canAttackHero(); } } Game.game.inflictDamage(character.currentTarget, this, (float)character.getCriticalPoints() / 100.0f, !canAttackEnemy); if (canAttackEnemy) { character.currentTarget.onAttackFrom(character, this); } else { (character as Hero).abortAttackChain = true; } } }
private void Awake() { meleeRef = GetComponentInChildren <Melee>(); ability1 = Resources.Load("Prefabs/Abilities/Ability1_Starshot") as GameObject; ability2 = Resources.Load("Prefabs/Abilities/Ability2_RadiantSun") as GameObject; ability3 = Resources.Load("Prefabs/Abilities/Ability3_SpatialSuspension") as GameObject; ability4 = Resources.Load("Prefabs/Abilities/Ability4_Ascension") as GameObject; }
public Firebat() { name = "Firebat"; moveBehavior = new OnFoot(); attackBehavior = new Melee(); Debug.Log(string.Format("{0} is created.", name)); }
public override void Enter() { melee = GetComponent <Melee>(); melee.enemy_animator.SetBool("Run", true); melee.enemy_navmesh.speed = melee.speed * 2; timer = 0; }
// Use this for initialization void Start() { _animator = GetComponent <Animator>(); _rigidbody = GetComponent <Rigidbody>(); _spawnerMaster = GameObject.FindGameObjectWithTag("SpawnerMaster").GetComponent <SpawnerMaster>(); _playerTransform = GameObject.FindGameObjectWithTag("Player").transform; _playerMelee = GameObject.FindGameObjectWithTag("Player").GetComponent <Melee>(); _health = MaxHealth; }
// Start is called before the first frame update new void Start() { base.Start(); base.TowerPosition = gameObject.transform.position; CurrentUnit = Instantiate(Unit, new Vector3(TowerPosition.x + 20, TowerPosition.y, TowerPosition.z), new Quaternion(0, 0, 0, 0)); CurrentUserStat = CurrentUnit.GetComponent(typeof(Melee)) as Melee; CurrentUserStat.speed = 0f; AttackTimer = coolDown; }
public override void Enter() { melee = GetComponent <Melee>(); distanceToPoint = 1.0f; melee.enemy_animator.SetTrigger("Walk"); AssignRandom(); melee.enemy_navmesh.speed = melee.speed; }
private void CreateMelee(Melee.Target meleeTarget, Sprite meleeSprite, float offset) { Melee newMelee = Instantiate(_meleePrefab); newMelee.OnActivate += OnCardChosen; newMelee.transform.position = _meleePosition.position + new Vector3(offset, 0, 0); newMelee.transform.SetParent(transform); newMelee.Initialize(meleeSprite, meleeTarget, _meleeBaseDamage, _meleeBaseStaminaCost); _meleeActions.Add(newMelee); }
//SetFriendParty setScript; void Awake() { cameraScript = GetComponent <ThirdPersonCameraNET>(); controllerScript = GetComponent <ThirdPersonControllerNET>(); healthScript = GetComponentInChildren <Health>(); scoreScript = GetComponent <Highscore>(); meleeScript = GetComponentInChildren <Melee>(); dmgScript = GetComponent <Damage>(); // setScript = GetComponent<SetFriendParty>(); }
private void CreateNoMelee(float offset) { Melee newMelee = Instantiate(_meleePrefab); newMelee.OnActivate += OnCardChosen; newMelee.transform.position = _meleePosition.position + new Vector3(offset, 0, 0); newMelee.transform.SetParent(transform); newMelee.Initialize(_meleeSprites.Last(), Melee.Target.NONE, 0, 0); _meleeActions.Add(newMelee); }
public override int GetHashCode() { var hashCode = -1014974063; hashCode = hashCode * -1521134295 + Health.GetHashCode(); hashCode = hashCode * -1521134295 + Stamina.GetHashCode(); hashCode = hashCode * -1521134295 + Weight.GetHashCode(); hashCode = hashCode * -1521134295 + Melee.GetHashCode(); hashCode = hashCode * -1521134295 + Speed.GetHashCode(); return(hashCode); }
protected override void ShootLogic() { base.ShootLogic(); GameObject go = Instantiate(projectilePrefab, firingPoint.transform.position, transform.rotation); Melee melee = go.GetComponent <Melee>(); melee.Init(player.playerNumber, damage, duration); }
// [SerializeField] private UnityEngine.UI.Text text2; void Start() { var q = MeleeWeaponUpdator.Initialise(); var a = new Melee(); Debug.Log(q.Update(a.GetType()).GetType().Name); var b = new Class1(); Debug.Log(q.Update(b.GetType()).GetType().Name); }
public override void Enter() { melee = GetComponent <Melee>(); melee.enemy_navmesh.isStopped = true; timer = 0; melee.directionAttack = (melee.enemy_navmesh.transform.position - melee.player.transform.position).normalized; melee.enemy_animator.enabled = false; }
private void Start() { renderer = GetComponent <SpriteRenderer>(); melee = GetComponent <Melee>(); pos = transform.localPosition; isSwinging = false; reachedMiddle = true; offset = new Vector3(); }
public static bool PlayfieldObject_FindDamage(PlayfieldObject __instance, PlayfieldObject damagerObject, ref bool generic) { if (!__instance.isAgent || !damagerObject.isMelee) { return(true); } Agent ag = (Agent)__instance; Melee me = damagerObject.playfieldObjectMelee; if (me.agent != ag && me.invItem.invItemName == "CupOfMoltenChocolate" && !ag.statusEffects.hasStatusEffect("Invincible")) { me.invItem.database.SubtractFromItemCount(me.invItem, 1); ag.knockedOut = ag.knockedOutLocal = true; __instance.gc.tileInfo.DirtyWalls(); ag.lastHitByAgent = ag.justHitByAgent2 = me.agent; ag.healthBeforeKnockout = ag.health; ag.deathMethodItem = ag.deathMethodObject = ag.deathMethod = me.invItem.invItemName; ag.deathKiller = me.agent.agentName; ag.statusEffects.ChangeHealth(-200f); ag.tranqTime = 0; string rel = ag.relationships.GetRel(me.agent); if (rel != "Aligned" && rel != "Submissive") { ag.relationships.SetRel(me.agent, "Hateful"); ag.dead = false; ag.relationships.SetRelHate(me.agent, 5); ag.dead = true; } return(false); } else if (me.invItem.contents.Exists(c => c.StartsWith("Sharpened:"))) { string sharpenedStr = me.invItem.contents.Find(c => c.StartsWith("Sharpened:")); string numStr = sharpenedStr.Substring("Sharpened:".Length); int num = int.Parse(numStr); me.invItem.contents.Remove(sharpenedStr); if (--num > 0) { me.invItem.contents.Add("Sharpened:" + num); } generic = true; ag.relationships.SetRel(me.agent, "Hateful"); ag.relationships.SetRelHate(me.agent, 50); } return(true); }
//destroys any currently equipped weapon and equips a new melee weapon public void EquipMelee(Melee a_meleeToEquip) { if (EquippedGun != null) { Destroy(EquippedGun.gameObject); } else if (EquippedMelee != null) { Destroy(EquippedMelee.gameObject); } EquippedMelee = Instantiate(a_meleeToEquip, WeaponHold) as Melee; EquippedMelee.transform.parent = WeaponHold; }
public HashSet <Tile> GetAvailableTargets(Tile tile) { Unit host = GetComponent <Unit>(); HashSet <Tile> retVal = new HashSet <Tile>(); foreach (Tile t in Melee.StaticGetTiles(tile)) { if (t.isOccuppied && host.isHostile(t.Unit) && !t.Unit.invisible) { retVal.Add(t); } } return(retVal); }
public virtual void SetupMelee() { Melee melee = weapon_prefab.GetComponent <Melee>(); MeleeStats melee_stats = weapon_scriptable.melee_stats; if (melee == null) { melee = weapon_prefab.AddComponent <Melee>(); } melee.Type = melee_stats.Type; melee.Damage = melee_stats.Damage; melee.Cooldown = melee_stats.Cooldown; melee.DamageResponseWaitTime = melee_stats.DamageResponseWaitTime; }
void Start(){ melee = transform.root.GetComponent<Melee>(); }
protected Melee (Melee other) : base(other) { this.Exhaustion = other.Exhaustion; }
protected override void Awake() { base.Awake (); if(stat != null) { stat.hpChangeCallback += OnHPChange; } if(entMove != null) { entMove.onDirXChange += onDirXChange; } //projectiles within enemies are considered melees //default off mMelee = GetComponentInChildren<EnemyProjectile>(); meleeMode = Melee.Off; }
// Use this for initialization void Awake () { meleeCheck = GetComponent<Melee>(); isMeleeing = GetComponent<MeleewithoutNetwork> (); }
protected override void StateChanged() { switch(state) { case State.spawning: meleeMode = Melee.Off; if(mMelee != null) { mMelee.transform.localScale = Vector3.one; } break; case State.die: Blink(dieDelay); Giblet.Generate(transform.position, numGiblets, Random.Range(gibletMinScale, gibletMaxScale)); break; } }
// Use this for initialization void Start() { rb2d = this.gameObject.GetComponent<Rigidbody2D>(); anim = this.gameObject.GetComponent<Animator>(); audioSource = this.gameObject.GetComponent<AudioSource>(); meleeHandler = GetComponentInChildren<Melee>(); gravityStore = rb2d.gravityScale; }