// プレイヤーがJetAreaに触れているときにボタン入力がされたときにPlayerのアクションを呼び出す private void OnTriggerStay2D(Collider2D collision) { // レイヤーの当たり判定 if (PLAYER_LAYER != collision.gameObject.layer) { // Player以外のレイヤーの当たり判定をとらない return; } Player.PlayerController player = null; // エラー検知 try { // 接触したのはプレイヤーなのでGetComponentで取得 player = collision.GetComponent <Player.PlayerController>(); player.JetAction(nextArea, nextPlanet, rot); } catch { // 例外処理 Debug.LogError("PlayerContrllerのGetComponentで例外発生"); } // カメラの移動先が設定されていれば移動させる if (!nextCameraPos) { return; } if (MyInputManager.AllController.A) { Camera.CameraController.Instance.Move(nextCameraPos, player.JetTime); } }
void Update() { if (Util.GameState.state != Util.GameState.State.Playing) { return; } if (die) { transform.Translate(-transform.up * Time.deltaTime * 2); deathTime -= Time.deltaTime; if (deathTime < 0) { Player.PlayerController player = GetComponentInChildren <Player.PlayerController>(); if (player != null) { player.gameObject.transform.parent = null; foreach (Collider c in floor) { c.enabled = false; } } else { Destroy(this.gameObject); } } } }
public override async Task Execute() { Trigger.ProcessCollisions = true; while (Game.IsRunning) { Collision firstCollision = await Trigger.NewCollision(); PhysicsComponent otherCollider = Trigger == firstCollision.ColliderA ? firstCollision.ColliderB : firstCollision.ColliderA; Player.PlayerController isPlayer = otherCollider.Entity.Get <Player.PlayerController>(); if (isPlayer != null) { CollisionStarted(otherCollider.Entity.Transform.Position); } Collision collision; do { collision = await Trigger.CollisionEnded(); }while (collision != firstCollision); if (isPlayer != null) { CollisionStarted(Vector3.Zero); } } }
private void HealIllness(Player.PlayerController playerController) { if (playerController.stateController.GetState() == Player.State.ILL) { playerController.stateController.RemoveIllState(); } }
private void Awake() { if (characterController == null) { characterController = GameObject.FindGameObjectWithTag("Player").GetComponent <Player.PlayerController>(); } }
public void SetUp(float angle, ObjectCreator objectCreatorCache, EnemyAttackKinds enemyAttackKinds, Player.PlayerController targetPlayerController) { Angle = angle; ObjectCreator = objectCreatorCache; EnemyAttackKinds = enemyAttackKinds; TargetPlayerController = targetPlayerController; // 싱글턴 변수 만들어서 싱글턴 넣기 }
// Start is called before the first frame update void Start() { ChooseGoalPos(); _awareRange = kAwareRange; _moveSpeedBasic = URandom.Range(kSpeedBaseMin, kSpeedBaseMax); _slowTimer = new Timer(); _escapeTimer = new Timer(); ToMoveAround(); if (Player == null) { Player = GameObject.FindGameObjectWithTag("Player")?.GetComponent <Player.PlayerController>(); } }
void Start() { player = FindObjectOfType <Player.PlayerController>(); state = 0; prevState = 0; health = startHealth; backUpDuration = 30; backUpTimer = 31; doOnce = false; animDone = false; backOff = false; currentNode = 0; navObjectMask = 1 << 10; machine = new LittleBuddyStateMachine(aggresionRadius, fleeDistance, timeCanChase, waitTime, restTime, coward, fearless, followDistance); }
public override void Start() { base.Start(); // Get the navigation component on the same entity as this script Navigation = Entity.Get <NavigationComponent>(); // Will search for an CharacterComponent within the same entity as this script Character = Entity.Get <CharacterComponent>(); Entity charEntity = Entity.Scene.Entities.FirstOrDefault(x => string.Equals(x.Name, "PlayerCharacter")); PlayerRef = charEntity.Get <Player.PlayerController>(); Entity atimerE = new Entity { new Core.Timer() }; SceneSystem.SceneInstance.RootScene.Entities.Add(atimerE); AttackTimer = atimerE.Get <Core.Timer>(); // Get the navigation component on the same entity as this script Navigation = Entity.Get <NavigationComponent>(); MoveDestination = Entity.Transform.WorldMatrix.TranslationVector; }
public override async Task Execute() { Trigger.ProcessCollisions = true; Entity atimerE = new Entity { new Core.Timer() }; SceneSystem.SceneInstance.RootScene.Entities.Add(atimerE); AttackTimer = atimerE.Get <Core.Timer>(); while (Game.IsRunning) { Collision firstCollision = await Trigger.NewCollision(); PhysicsComponent otherCollider = Trigger == firstCollision.ColliderA ? firstCollision.ColliderB : firstCollision.ColliderA; Player.PlayerController isPlayer = otherCollider.Entity.Get <Player.PlayerController>(); if (isPlayer != null) { CollisionStarted(isPlayer); } } }
void Start() { this.player = this.transform.parent.GetComponentInChildren <Player.PlayerController>(); StartCoroutine(StartManager(this.player.PlayerId, "PieceInfo", "Piece")); }
protected void CollisionStarted(Player.PlayerController player) { //Action for hitting player. player.HitAttempt(); }
void Start() { player = FindObjectOfType<Player.PlayerController>(); state = 0; prevState = 0; health = startHealth; backUpDuration = 30; backUpTimer = 31; doOnce = false; animDone = false; backOff = false; currentNode = 0; navObjectMask = 1 << 10; machine = new LittleBuddyStateMachine(aggresionRadius, fleeDistance, timeCanChase, waitTime, restTime, coward, fearless, followDistance); }
private void OnGUI() { if (!enabled) { return; } GUI.Label(new Rect(10, 10, 200, 40), "CheatCodeGUI"); GUI.Label(new Rect(10, 50, 100, 100), "FPS: " + (int)(1.0f / Time.smoothDeltaTime)); if (GUI.Button(new Rect(10, 100, ButtonWidth, ButtonHeight), "Get Infinte Energy")) { Transform player = LevelHandler.GetPlayer(); if (player == null) { Setinfo("No Player Found. Are you inside a level?"); } else { Player.PlayerController controller = player.GetComponent <Player.PlayerController>(); controller.EnergyAmount = Byte.MaxValue; Setinfo("Gave Player Infinite Energy."); } } if (GUI.Button(new Rect(10, 150, ButtonWidth, ButtonHeight), "Become Invulerable")) { Transform player = LevelHandler.GetPlayer(); if (player == null) { Setinfo("No Player Found. Are you inside a level?"); } else { Player.PlayerController controller = player.GetComponent <Player.PlayerController>(); controller.IsInvincible = true; Setinfo("Made Player Invincible."); } } if (GUI.Button(new Rect(10, 200, ButtonWidth, ButtonHeight / 2), "Jump To Next Checkpoint")) { if (LevelHandler.GetCurrentLevel() != null) { LevelHandler.SetCurrentCheckPointIndex(LevelHandler.GetCurrentCheckPointIndex() + 1); LevelHandler.Respawn(); Setinfo("Jumped to next Checkpoint."); } else { Setinfo("No Level Found. Are you inside a level?"); } } if (GUI.Button(new Rect(10, 220, ButtonWidth, ButtonHeight / 2), "Jump To Previous Checkpoint")) { if (LevelHandler.GetCurrentLevel() != null) { LevelHandler.SetCurrentCheckPointIndex(LevelHandler.GetCurrentCheckPointIndex() - 1); LevelHandler.Respawn(); Setinfo("Jumped to previous Checkpoint."); } else { Setinfo("No Level Found. Are you inside a level?"); } } if (GUI.Button(new Rect(10, 250, ButtonWidth, ButtonHeight), "Skip Level")) { try { UnityEngine.SceneManagement.SceneManager.LoadScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex + 1); Setinfo("Trying to skip to next level"); } catch { Setinfo("Unable to load next Level"); } } GUI.Label(new Rect(10, 300, ButtonWidth, ButtonHeight), "Checkpoint: " + LevelHandler.GetCurrentCheckPointIndex()); GUI.Label(new Rect(10, 350, ButtonWidth, ButtonHeight), "GameState: " + GameState.GetState().ToString()); if (GUI.Button(new Rect(10, 400, ButtonWidth, ButtonHeight), "Change State")) { int val = (int)GameState.GetState() + 1; val = val % Enum.GetNames(typeof(GameState.State)).Length; GameState.SetState((GameState.State)val); } //mixerVolumes GUI.Label(new Rect(300, 150, 100, 30), "Audio Mixer"); GUI.Label(new Rect(300, 180, 70, 30), "Master"); volume = GUI.VerticalSlider(new Rect(300, 200, 30, 80), volume, 20, -80); GUI.Label(new Rect(370, 180, 70, 30), "Steps"); stepsVolume = GUI.VerticalSlider(new Rect(370, 200, 30, 80), stepsVolume, 20, -80); GUI.Label(new Rect(440, 180, 70, 30), "Player"); playerVolume = GUI.VerticalSlider(new Rect(440, 200, 30, 80), playerVolume, 20, -80); GUI.Label(new Rect(300, 320, 70, 30), "Enemies"); enemiesVolume = GUI.VerticalSlider(new Rect(300, 340, 30, 80), enemiesVolume, 20, -80); GUI.Label(new Rect(370, 320, 70, 30), "Ambience"); ambienceVolume = GUI.VerticalSlider(new Rect(370, 340, 30, 80), ambienceVolume, 20, -80); GUI.Label(new Rect(440, 320, 70, 30), "Objects"); objectsVolume = GUI.VerticalSlider(new Rect(440, 340, 30, 80), objectsVolume, 20, -80); mixer.SetFloat("Volume", volume); mixer.SetFloat("PlayerVolume", playerVolume); mixer.SetFloat("AmbienceVolume", ambienceVolume); mixer.SetFloat("StepsVolume", stepsVolume); mixer.SetFloat("ObjectsVolume", objectsVolume); mixer.SetFloat("EnemiesVolume", enemiesVolume); //Info text if (Time.timeSinceLevelLoad - informationStringSetTimeStamp > 2) { informationString = ""; } GUI.Label(new Rect(150, 10, 200, 40), informationString); shouldDebug = GUI.Toggle(new Rect(350, 10, 100, 30), shouldDebug, "Show Debug?"); //Debug Log if (shouldDebug) { GUIStyle logStyle = new GUIStyle(GUI.skin.label); logStyle.richText = true; GUI.Label(new Rect(600, 10, 500, 1000), myLog, logStyle); } else { string s = "Shortcuts: \n F7: QuickSave \n F8: QuickLoad \n Esc: Return to main menu \n"; s += "Sound Listeners: \n"; foreach (var item in SoundMechanicHandler.GetListeners()) { s += item.name + "\n"; } s += "\n Energy Sources: \n"; foreach (var item in EnergyHandler.GetEnergyObjects()) { s += item.GetTransform().name + "\n"; } GUI.Label(new Rect(600, 10, 500, 1000), s); } }
public AIBehaviour state;//States for AI #endregion private void Start() { playerController = player.GetComponent <Player.PlayerController>(); NextState(); }
private void Reset() { _player = FindObjectOfType <Player.PlayerController>(); }