protected virtual void PowerUpCollected(GameObject gameObjectCollectingPowerUp) { if (gameObjectCollectingPowerUp.tag != "Player") { return; } if (powerUpState == PowerUpState.IsCollected || powerUpState == PowerUpState.IsExpiring) { return; } powerUpState = PowerUpState.IsCollected; playerBrain = gameObjectCollectingPowerUp.GetComponent <PlayerBrain>(); gameObject.transform.parent = playerBrain.gameObject.transform; gameObject.transform.position = playerBrain.gameObject.transform.position; PowerUpEffects(); PowerUpPayload(); foreach (GameObject go in EventSystemListeners.main.listeners) { ExecuteEvents.Execute <IPowerUpEvents>(go, null, (x, y) => x.OnPowerUpCollected(this, playerBrain)); } spriteRenderer.enabled = false; }
private void OnTriggerExit2D(Collider2D col) { //NetworkBehaviour NB = col.gameObject.GetComponent<NetworkBehaviour>(); //if (NB != null) //{ // Objects.Remove(NB); //} Objects.Remove(col.transform); PlayerBrain PB = col.gameObject.GetComponent <PlayerBrain>(); if (PB != null) { Players.Remove(PB); if (Players.Count == 0) { OnNeighborDeActivated(); for (int i = 0; i < Neighbors.Length; i++) { if (Neighbors[i] != null) { Neighbors[i].OnNeighborDeActivated(); } } } return; } //Mob body = col.gameObject.GetComponent<Mob>(); //if (body != null) //{ // MobExit(body); //} }
public void OnPlayerKilled(PlayerBrain playerKilled) { if (gameMode == GameMode.Multiplayer) { if (playerKilled == player1) { player2.playerScore.value++; countdownTimerText.fontSize = 30; countdownTimerText.text = "Player 2 wins! \nHit Bomb Key to Restart"; print("Player 2 won."); } else if (playerKilled == player2) { player1.playerScore.value++; countdownTimerText.fontSize = 30; countdownTimerText.text = "Player 1 wins! \nHit Bomb Key to Restart"; print("Player 1 won"); } } else { countdownTimerText.fontSize = 30; countdownTimerText.text = "Game Over \nHit Bomb Key to Restart"; } stateManager.currentGameState = GameState.GameOver; player1.ready = false; player2.ready = false; }
//abuse public void OnJoinGame(NetworkConnection conn, JoinMessage Join) { NetPlayer NP = Instantiate(playerPrefab).GetComponent <NetPlayer>(); NetworkServer.AddPlayerForConnection(conn, NP.gameObject); PlayerBrain PB = Instantiate(GamePlayer); NetworkServer.Spawn(PB.gameObject, conn); for (int i = 0; i < 25; i++) { ItemBox IB = Instantiate(ItemBox); NetworkServer.Spawn(IB.gameObject); IB.Randomize(); } for (int i = 0; i < 5; i++) { PlatBrain PlB = Instantiate(PlatGuy); PlB.transform.position = new Vector3(300, 300, 0) * Random.insideUnitCircle; NetworkServer.Spawn(PlB.gameObject); PlB.Die(); } //Players.Add(NP.netId, NP); //PlayerBrains.Add(NP.netId, PB); JoinedMessage joined = new JoinedMessage(); //Debug.Log(NP.netId+"|"+PB.netId); joined.id = NP.netId; joined.Player = PB.netId; NetworkServer.SendToAll(joined); }
public void Init(PlayerBrain pb, TopDownPlayerMotor pm, PlayerProjectile pp, Transform we, UIWidget bb) { playerBrain = pb; motor = pm; playerProjectile = pp; gunEnd = we; bulletBox = bb; }
public void Setting(int dmg = 0, float atkRange = 0, PlayerBrain parShooter = null, PatternAction pa = null) { parentShooter = parShooter; _rb2D = GetComponent <Rigidbody2D>(); damage = dmg; range = atkRange; onPatternAction = pa; }
private void Awake() { for (int i = 0; i < ANIMATOR_STATES_COUNT; i++) { _triggersState.Add((AnimatorStates)i, true); } _animator = this.gameObject.GetComponent <Animator>(); _brain = this.gameObject.GetComponent <PlayerBrain>(); }
private void Awake() { if (_playersCombat) { _playerBrain = this.GetComponent <PlayerBrain>(); } else { _enemyBrain = this.GetComponent <EnemyBrain>(); } }
void IPowerUpEvents.OnPowerUpCollected(PowerUp powerUp, PlayerBrain player) { if (!powerUp.expiresImmediately) { activePowerUps.Add(powerUp); UpdateActivePowerUpUi(); } uiText.text = powerUp.powerUpExplanation; uiSubtext.text = powerUp.powerUpQuote; uiTextDisplayTimer = uiTextDisplayDuration; }
internal void SaveCheckPoint(params object[] parametersWrapper) { //print("guardo checkpoint"); Transform checkPointTransform = (Transform)parametersWrapper[0]; PlayerBrain player = UnityEngine.Object.FindObjectOfType <PlayerBrain>(); //CameraBehaviur camera = UnityEngine.Object.FindObjectOfType<CameraBehaviur>(); cameraLocalEulerRot = checkPointTransform.eulerAngles; //camera.transform.localEulerAngles; playerPosition = checkPointTransform.position; playerRotation = checkPointTransform.rotation; // playerLife = player.life; }
void Start() { owner = GetComponent <Ship> (); player = FindObjectOfType <PlayerBrain> (); lr = GetComponent <LineRenderer> (); laserHitEffect = GetComponentInChildren <ParticleSystem> (); laserLight = GetComponentInChildren <Light> (); lr.enabled = false; StopLaserEffect(); scalationAmount = 1.25f; scalationInterval = 0.25f; }
protected new void Awake() { base.Awake(); if (brainType.Equals(BrainType.PLAYER)) { brain = new PlayerBrain(); } else { brain = new MouseAIBrain(); } }
internal void LoadCheckPoint(params object[] parametersWrapper) { PlayerBrain player = Player.GetComponent <PlayerBrain>(); Vector3? playerPosition = CheckPointManager.instance.playerPosition; float? playerLife = CheckPointManager.instance.playerLife; Quaternion? playerRotation = CheckPointManager.instance.playerRotation; player.SetPosition(playerPosition != null ? (Vector3)playerPosition : player.transform.position) // .Setlife(playerLife != null ? (int)playerLife : player.life) .SetRotation(playerRotation != null ? (Quaternion)playerRotation : player.transform.rotation); CameraManager.instance.OnLoadCheckpoint(CheckPointManager.instance.cameraLocalEulerRot); }
private void Awake() { if (Instance == null) { Instance = this; } else { Destroy(this.gameObject); } IsActive = true; }
public void OnJoinedGame(NetworkConnection conn, JoinedMessage Join) { //Debug.Log(NetworkIdentity.spawned.Count+"C"); //Debug.Log(Join.id+"|"+Join.Player); //Debug.Log(NetworkIdentity.spawned.TryGetValue(Join.Player, out) +"PBI"); NetworkIdentity NPI = NetworkIdentity.spawned[Join.id]; NetworkIdentity PBI = NetworkIdentity.spawned[Join.Player]; //Debug.Log(NetworkIdentity.spawned.TryGetValue(Join.id, out NetworkIdentity NPI) + "NPI"); NetPlayer NP = NPI.GetComponent <NetPlayer>(); PlayerBrain PB = PBI.GetComponent <PlayerBrain>(); Players.Add(Join.id, NP); PlayerBrains.Add(Join.id, PB); Debug.Log("Completed"); }
public void Awake() { life = maxLife; if (instance == null) { instance = this; } else { Destroy(this.gameObject); } rb = this.GetComponent <Rigidbody>(); _capsuleCollider = this.GetComponent <CapsuleCollider>(); _capsuleSphere = this.GetComponent <SphereCollider>(); _timer = timeToFall; }
GameObject SpawnPlayerBrain(SpawnMessage msg) { PlayerBrain PB = Instantiate(GamePlayer); if (PB.hasAuthority) { Mob M = PB.gameObject.AddComponent <Mob>(); M.B = PB; } else { NetMob NM = PB.gameObject.AddComponent <NetMob>(); NM.B = PB; } return(PB.gameObject); }
protected virtual void PowerUpCollected(GameObject gameObjectCollectingPowerUp) { // We only care if we've been collected by the player if (gameObjectCollectingPowerUp.tag != "Player") { return; } // We only care if we've not been collected before if (powerUpState == PowerUpState.IsCollected || powerUpState == PowerUpState.IsExpiring) { return; } powerUpState = PowerUpState.IsCollected; // We must have been collected by a player, store handle to player for later use playerBrain = gameObjectCollectingPowerUp.GetComponent <PlayerBrain> (); // We move the power up game object to be under the player that collect it, this isn't essential for functionality // presented so far, but it is neater in the gameObject hierarchy gameObject.transform.parent = playerBrain.gameObject.transform; gameObject.transform.localScale = new Vector3(.1f, .1f, .1f); gameObject.transform.position = playerBrain.gameObject.transform.position + powerUpOffset; // Collection effects PowerUpEffects(); // Payload PowerUpPayload(); // Send message to any listeners //foreach (GameObject go in EventSystemListeners.main.listeners) //{ // ExecuteEvents.Execute<IPowerUpEvents> (go, null, (x, y) => x.OnPowerUpCollected (this, playerBrain)); //} // Now the power up visuals can go away //spriteRenderer.enabled = false; }
public void RpcGetState(PlayerData[] playerdata) { for (int i = 0; i < playerdata.Length; i++) { PlayerData PD = playerdata[i]; if (PD.netid == netId) { continue; } Name = PD.name; Color = PD.color; NetworkIdentity NPI = NetworkIdentity.spawned[PD.netid]; NetworkIdentity PBI = NetworkIdentity.spawned[PD.brainid]; PlayerBrain PB = PBI.GetComponent <PlayerBrain>(); NetSystem.I.PlayerBrains.Add(PD.netid, PB); NetSystem.I.Players.Add(PD.netid, NPI.GetComponent <NetPlayer>()); PB.Body.NamePlate.text = PD.name; PB.Body.GetComponent <SpriteRenderer>().color = PD.color; } }
public void Start() { playerBrain = GetComponent<PlayerBrain>(); }
// Use this for initialization void Start() { Playerbrain = GameObject.Find("SUNman").GetComponent <PlayerBrain>(); m_collider = GetComponent <Collider>(); }
private void OnEnable() { brain = (PlayerBrain)target; _object = new SerializedObject(target); settings = _object.FindProperty("settings"); }
void Start() { owner = GetComponent <Ship> (); player = FindObjectOfType <PlayerBrain> (); }
public void EnterAttack(PlayerBrain defender) { this.defender = defender; myHand.ActivateCardInput(CardSelected); }
private void Start() { player = GameObject.Find("PlayerBall").GetComponent <PlayerBrain>(); }
public override void InitializeBrain() { _brain = new PlayerBrain(this); }
void IPowerUpEvents.OnPowerUpExpired(PowerUp powerUp, PlayerBrain player) { activePowerUps.Remove(powerUp); UpdateActivePowerUpUi(); }
public void BeginAttackPhase(PlayerBrain defender) { this.defender = defender; }