public void rightClick(Vector2 position) { Ray ray = mainCamera.ScreenPointToRay(position); RaycastHit[] hits = Physics.RaycastAll(ray, 200); for (int i = hits.Length - 1; i >= 0; i--) { RaycastHit item = hits[i]; //如果是敌方单位 则进行普通攻击 if (item.transform.gameObject.layer == LayerMask.NameToLayer("enemy")) { PlayerCon con = item.transform.GetComponent <PlayerCon>(); if (Vector3.Distance(myHero.transform.position, item.transform.position) < con.data.aRange) { //记住扩展 如果需要实现分裂攻击 消息体改为 范围内敌人ID数组 this.WriteMessage(Protocol.TYPE_FIGHT, 0, FightProtocol.ATTACK_CREQ, con.data.id); return; } continue; } //己方单位无视 //如果是地板层 则开始寻路 if (item.transform.gameObject.layer == LayerMask.NameToLayer("Water")) { MoveDTO dto = new MoveDTO(); dto.x = item.point.x; dto.y = item.point.y; dto.z = item.point.z; this.WriteMessage(Protocol.TYPE_FIGHT, 0, FightProtocol.MOVE_CREQ, dto); return; } } }
void Start() { enemy = GameObject.FindGameObjectsWithTag("Enemy")[0].GetComponent <Enemy>(); Player = PlayerCon.player; parryStates = new int[] { 1, 0 }; gen = new System.Random(); }
private void atk(AttackDTO dto) { PlayerCon obj = models[dto.userId]; PlayerCon target = models[dto.target]; obj.GetComponent <PlayerCon>().attack(new Transform[] { target.transform }); }
private void damage(DamageDTO value) { foreach (int[] item in value.target) { PlayerCon pc = models[item[0]]; pc.data.hp -= item[1]; //实例化掉血数字 FightScene.instance.NumUp(pc.transform, item[1].ToString()); pc.HpChange(); if (pc.data.id == GameData.User.id) { FightScene.instance.refreshView(pc.data); } if (item[2] == 0) { if (item[0] >= 0) { pc.gameObject.SetActive(false); if (pc.data.id == GameData.User.id) { FightScene.instance.dead = true; } } else { Destroy(pc.gameObject); } } } }
// Use this for initialization void Start() { PC = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerCon>(); EC = GameObject.FindGameObjectWithTag("Enemy").GetComponent <EnemyCon>(); EnemiesinBattle.AddRange(GameObject.FindGameObjectsWithTag("Enemy")); }
public void attack(AttackDTO dto) { PlayerCon obj = models[dto.userID]; PlayerCon target = models[dto.targetID]; obj.attack(new Transform[] { target.transform }); }
public void updateroom(SocketIOEvent obj) { Debug.Log("update Room : " + obj.data); Player load = JsonUtility.FromJson <Player>(obj.data.ToString()); player = Instantiate(playerCon, content) as PlayerCon; player.player = load; play.Add(load); Debug.Log("Play has " + play.Count); }
private void OnTriggerEnter2D(Collider2D hitInfo) { PlayerCon player = hitInfo.GetComponent <PlayerCon>(); if (player != null) { player.TakeDamage(damage); } Destroy(gameObject); }
void Awake() { if (player == null) { player = this; } else if (player != this) { Destroy(this.gameObject); } }
private void OnTriggerEnter(Collider c) { PlayerCon con = c.GetComponentInParent <PlayerCon>(); if (con) { if (con.data.team != GetComponentInParent <PlayerCon>().data.team) { list.Add(c.gameObject); } } }
/// <summary> /// 初始化本英雄面版 /// </summary> /// <param name="model"></param> public void initView(FightPlayerModel model, GameObject go) { myHero = go.GetComponent <PlayerCon>(); headIcon.sprite = Resources.Load <Sprite>("HeroIcon/" + model.code); LvTex.text = model.level.ToString(); int i = 0; foreach (FightSkill item in model.skills) { skills[i].init(item); i++; } }
//ボタンによる進行、keycodeではなく private void Start() { _game_system_obj = GameObject.Find("GameSystem"); _fovangle_obj = GameObject.Find("MainCamera"); _playercon_obj = GameObject.Find("Player"); _gun_obj = GameObject.Find("Gun"); _game_system_sri = _game_system_obj.GetComponent <Game_system>(); _fovangle_sri = _fovangle_obj.GetComponent <FovAngleController>(); _playercon_sri = _playercon_obj.GetComponent <PlayerCon>(); _gun_sri = _gun_obj.GetComponent <Gun>(); OnPause(); }
public void initView(FightPlayerModel model, PlayerCon hero) { myHero = hero; head.sprite = Resources.Load <Sprite>("HeroIcon/" + model.code); hpSlider.value = model.hp / model.maxHp; nameText.text = HeroData.heroMap[model.code].name; levelText.text = model.level.ToString(); int i = 0; foreach (FightSkill item in model.skills) { skills[i].init(item); i++; } }
void Start() { sound = GameObject.FindObjectOfType <SoundManager>(); shop = GameObject.FindObjectOfType <ShopManager>(); player = GameObject.FindObjectOfType <PlayerCon>(); Score = GameObject.Find("Score"); Fever = GameObject.Find("GameView"); Timer = Find.Find_obj(Global.timer); Line = Find.Find_obj(Global.linecount); fevergagemax = 50; Staminer = 1; timer_switch = true; }
public void loadplayer(SocketIOEvent obj) { Debug.Log(obj.data); Room load = JsonUtility.FromJson <Room>(obj.data.ToString()); List <Player> players = new List <Player>(); players = load.players; roomPin.text = "GamePin : " + load.roompin; roomPin.gameObject.SetActive(true); roomName.text = load.roomname; roomName.gameObject.SetActive(true); roomController.room = load; foreach (Player item in load.players) { Debug.Log(item.name); player = Instantiate(playerCon, content) as PlayerCon; player.player = item; play.Add(item); } }
/// <summary> /// 鼠标右键 /// </summary> /// <param name="position"></param> public void leftClick(Vector2 position) { Ray ray = Camera.main.ScreenPointToRay(position); RaycastHit[] hits = Physics.RaycastAll(ray, 200); List <Transform> list = new List <Transform>(); Vector3 tigger = Vector3.zero; for (int i = hits.Length - 1; i >= 0; i--) { RaycastHit item = hits[i]; if (item.transform.gameObject.layer == LayerMask.NameToLayer("enemy"))//点击的是enenmy { PlayerCon con = item.transform.GetComponent <PlayerCon>(); if (fight == null) { return; } //CursorManager._instance.setAttack(); if (Vector3.Distance(myHero.transform.position, item.transform.position) < con.data.aRange) { //进行攻击 fight.applyAttack(con.data.id); } else { } tigger = item.point; } list.Add(item.transform); if (skill == -1) { } } if (skill != -1) { //技能攻击 myHero.baseSkill(skill, list.ToArray(), tigger); } skill = -1; }
public void damage(DamageDTO value) { foreach (int[] item in value.target) { PlayerCon pc = models[item[0]]; pc.data.hp -= item[1]; //掉血效果 Debug.Log("受到伤害掉血"); //更新ui gohpDic[pc.data.id].GetComponent <HpBar>().refesh(pc.data); if (pc.data.id == GameData.user.id) { //如果是自己受到伤害 } if (item[2] == 0)//hp没有了 { if (item[0] >= 0) { //pc.gameObject.SetActive(false); //gohpDic[pc.data.id].SetActive(false); //models.Remove(pc.data.id);//将该英雄从列表中移除 pc.death(); //血条处理 Destroy(gohpDic[pc.data.id]); gohpDic.Remove(pc.data.id); //gohpDic.Remove(); if (pc.data.id == GameData.user.id) { //s设置-->死亡 deathMask.gameObject.SetActive(true); } } else { Destroy(pc.gameObject); } } } }
//private void Awake() //{ // player = GetComponent<PlayerCon>(); // rank = GetComponent<Rank>(); // camv = Camera.main.GetComponent<Camer_Follow>(); //} void Start() { Debug.Log("Run"); if (!isLocalPlayer) { Debug.Log("Run1"); player = GetComponent <PlayerCon>(); player.Name_Player = Name_Player; rank = GetComponent <Rank>(); MapPos = GameObject.Find("Pos"); x = Instantiate(MapSlider, new Vector3(0, MapPos.transform.position.y, MapPos.transform.position.z), MapPos.transform.rotation) as Slider; x.transform.SetParent(GameObject.FindGameObjectWithTag("MainCanvas").transform, false); rank.SetGetFinishPoint = x.GetComponent <Slider>(); player.enabled = false; } else if (isLocalPlayer) { Debug.Log("Run2"); Debug.Log(ultimatebar); //Camer_Follow camv = Camera.main.GetComponent<Camer_Follow>(); //camv.SetGetPlayer = this.gameObject; Camer_Follow.player = this.gameObject; ultimatebar = GameObject.FindGameObjectWithTag("UltimateBar"); Debug.Log(ultimatebar); staminabar = GameObject.FindGameObjectWithTag("StaminaBar"); Debug.Log(finishbar); finishbar = GameObject.FindGameObjectWithTag("FinishBar"); CountTime = GameObject.Find("CountTime").GetComponent <Text>(); Debug.Log(CountTime); rank = GetComponent <Rank>(); player = GetComponent <PlayerCon>(); player.SetGetStamina = staminabar.GetComponent <Slider>(); player.SetGetultimatebar = ultimatebar.GetComponent <Slider>(); rank.SetGetFinishPoint = finishbar.GetComponent <Slider>(); player.SetGetSpeedText = GameObject.Find("Speed").GetComponent <Text>(); player.SetGetContTimetext = CountTime; player.Name_Player = Name_Player; Debug.Log("Run3"); } }
protected PlayerCon actor; //技能释放者对象 public void init(PlayerCon actor, float speed, float maxDis) { this.actor = actor; this.maxDis = maxDis; this.speed = speed; }
// Start is called before the first frame update void Start() { myRB = GetComponent <Rigidbody>(); thePlayer = FindObjectOfType <PlayerCon>(); }
// Start is called before the first frame update protected override void Start() { player = PlayerCon.player; }
// Start is called before the first frame update void Start() { enemy = GameObject.FindGameObjectsWithTag("Enemy")[0].GetComponent <Enemy>(); player = GameObject.FindGameObjectsWithTag("Player")[0].GetComponent <PlayerCon>(); }
private void start(FightRoomModel value) { room = value; int myTeam = -1; foreach (AbsFightModel item in value.teamOne) { if (item.id == GameData.user.id) { myTeam = item.team; } } if (myTeam == -1) { foreach (AbsFightModel item in value.teamTwo) { if (item.id == GameData.user.id) { myTeam = item.team; } } } foreach (AbsFightModel item in value.teamOne) { GameObject go; if (item.type == ModelType.HUMAN) { go = (GameObject)Instantiate(Resources.Load <GameObject>("prefab/Player/" + item.code), startPosition.position + new Vector3(Random.Range(0.5f, 1.5f), 0, Random.Range(0.5f, 1.5f)), startPosition.rotation); PlayerCon pc = go.GetComponent <PlayerCon>(); pc.init((FightPlayerModel)item, myTeam); } else { go = (GameObject)Instantiate(Resources.Load <GameObject>("prefab/build/1_" + item.code), positions[item.code - 1].position, positions[item.code - 1].rotation); } this.models.Add(item.id, go); if (item.id == GameData.user.id) { FightScene.instance.initView((FightPlayerModel)item, go); FightScene.instance.lookAt(); } } foreach (AbsFightModel item in value.teamTwo) { GameObject go; if (item.type == ModelType.HUMAN) { go = (GameObject)Instantiate(Resources.Load <GameObject>("prefab/Player/" + item.code), startPosition1.position + new Vector3(Random.Range(5, 15), 0, Random.Range(5, 15)), startPosition1.rotation); PlayerCon pc = go.GetComponent <PlayerCon>(); pc.init((FightPlayerModel)item, myTeam); } else { go = (GameObject)Instantiate(Resources.Load <GameObject>("prefab/build/2_" + item.code), positions1[item.code - 1].position, positions1[item.code - 1].rotation); } this.models.Add(item.id, go); if (item.id == GameData.user.id) { FightScene.instance.initView((FightPlayerModel)item, go); FightScene.instance.lookAt(); } } }
public void ply(GameObject pl){ player = pl.GetComponent<PlayerCon>(); }
public void start(FightRoomModel model) { int MyTeam = -1; foreach (AbsFightModel item in model.teamOne) { if (item.id == GameData.user.id) { MyTeam = item.team; } } foreach (AbsFightModel item in model.teamTwo) { if (item.id == GameData.user.id) { MyTeam = item.team; } } int team1 = 0; foreach (AbsFightModel item in model.teamOne) { GameObject go = null; GameObject hp = null; PlayerCon pc = null; if (item.type == ModelType.HUMAN) { //实例化英雄 go = LoadPlayer(item.code, teamOnePoints[team1]); pc = go.GetComponent <PlayerCon>(); pc.init((FightPlayerModel)item, MyTeam); hp = LoadHP(go, (FightPlayerModel)item); gohpDic.Add(item.id, hp); if (item.id == GameData.user.id) { FightUI._instance.initView((FightPlayerModel)item, go); FightUI._instance.LookAt(); } team1++; } else if (item.type == ModelType.BUILD) { //实例化防御塔 FightBuildModel build = (FightBuildModel)item; go = Instantiate(Resources.Load("Prefab/Build/1-" + item.code)) as GameObject; go.transform.position = new Vector3(build.defaultVec.x, build.defaultVec.y, build.defaultVec.z); pc = go.GetComponent <PlayerCon>(); } this.teamOne.Add(item.id, go); this.models.Add(item.id, pc); } int team2 = 0; foreach (AbsFightModel item in model.teamTwo) { GameObject go; PlayerCon pc; GameObject hp = null; if (item.type == ModelType.HUMAN) { //实例化英雄 go = LoadPlayer(item.code, teamTwoPoints[team2]); pc = go.GetComponent <PlayerCon>(); pc.init((FightPlayerModel)item, MyTeam); hp = LoadHP(go, (FightPlayerModel)item); gohpDic.Add(item.id, hp); if (item.id == GameData.user.id) { FightUI._instance.initView((FightPlayerModel)item, go); FightUI._instance.LookAt(); } team2++; } else { FightBuildModel build = (FightBuildModel)item; go = Instantiate(Resources.Load("Prefab/build/2-" + item.code)) as GameObject; go.transform.position = new Vector3(build.defaultVec.x, build.defaultVec.y, build.defaultVec.z); pc = go.GetComponent <PlayerCon>(); } this.teamTwo.Add(item.id, go); this.models.Add(item.id, pc); } }
void Start() { pcontroller = GetComponent <PlayerCon>(); }
public void ply(GameObject pl) { player = pl.GetComponent <PlayerCon>(); }