private void OnTriggerEnter(Collider other) { if (other.gameObject.name.Contains("PlayerBullet") || other.gameObject.name.Contains("Enemy")) { other.gameObject.SetActive(false); if (other.gameObject.name.Contains("PlayerBullet")) { PlayerFire player = GameObject.Find("Player").GetComponent <PlayerFire>(); // 리스트에 총알 삽입 player.bulletObjectPool.Add(other.gameObject); } else if (other.gameObject.name.Contains("Enemy")) { GameObject emObject = GameObject.Find("EnemyManager"); EnemyManager manager = emObject.GetComponent <EnemyManager>(); manager.enemyObjectPool.Add(other.gameObject); } } else { Destroy(other.gameObject); } }
private void Awake() { cam = GetComponent <CinemachineVirtualCamera>(); shake = cam.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>(); dash = FindObjectOfType <PlayerDash>(); fire = FindObjectOfType <PlayerFire>(); }
private void OnCollisionEnter(Collision other) { // 현재점수++ ScoreManager.Instance.Score++; GameObject explosion = Instantiate(explosionPrefab); explosion.transform.position += transform.position; // 충돌 개체가 총알일 시 if (other.gameObject.name.Contains("PlayerBullet")) { other.gameObject.SetActive(false); PlayerFire player = GameObject.Find("Player").GetComponent <PlayerFire>(); // 리스트에 총알 삽입 player.bulletObjectPool.Add(other.gameObject); } else { Destroy(other.gameObject); } gameObject.SetActive(false); GameObject emObject = GameObject.Find("EnemyManager"); EnemyManager manager = emObject.GetComponent <EnemyManager>(); manager.enemyObjectPool.Add(gameObject); }
private void OnCollisionEnter(Collision other) { // 에너미를 잡을 때마다 현재 점수를 표시하고 싶다. ScoreManager.Instance.Score++; //2. 폭발 효과 공장에서 폭발 효과를 하나 만들어야한다. GameObject explosion = Instantiate(explosionFactory); explosion.transform.position = transform.position; if (other.gameObject.name.Contains("Bullet")) { //2. 부딪힌 물체를 비활성화 other.gameObject.SetActive(false); //Player 클래스 얻어오기 PlayerFire player = GameObject.Find("Player").GetComponent <PlayerFire>(); //리스트에 총알 삽입 player.bulletObjectPool.Add(other.gameObject); } else { Destroy(other.gameObject); } // Destroy(gameObject); gameObject.SetActive(false); //EnemyManager 클래스 얻어오기 GameObject emObject = GameObject.Find("EnemyManager"); EnemyManager manager = emObject.GetComponent <EnemyManager>(); //리스트에 총알 삽입 manager.enemyObjectPool.Add(gameObject); }
private void Awake() { if (Instance == null) { Instance = this; } }
private void Awake() { movement = GetComponent <PlayerMovement>(); fire = GetComponent <PlayerFire>(); anim = GetComponent <Animator>(); input = GetComponent <PlayerInputCustom>(); }
private void OnCollisionEnter(Collision collision)//충돌검사시 사용하는 함수 { if (collision.collider.name.Contains("PBullet")) { HP -= 5.0f; //Destroy(collision.gameObject);//충돌체의 게임 오브젝트를 없앰 collision.gameObject.SetActive(false); //오브젝트풀에 추가만 해준다 PlayerFire pf = GameObject.Find("Player").GetComponent <PlayerFire>(); pf.bulletPool.Enqueue(collision.gameObject); } else if (collision.collider.name.Contains("MBullet")) { HP -= 3.0f; Destroy(collision.gameObject);//충돌체의 게임 오브젝트를 없앰 } else if (collision.collider.tag.Contains("Player")) { HP -= 10.0f; //직접 부딪히는 경우 HP가 더 많이 떨어진다 //플레이어의 HP도 감소시켜준다(여기서 에러남) //int playerHP = playerLife.getLife(); //playerLife.setLife(2); //playerLife.showLife(); } ShowCrashFx(); SetHPBar(); //HP가 0이 될 경우 파괴된다 if (HP <= 0) { DestroyEnemy(collision); } }
//1. 적이 다른 물체와 충돌 했으니까. private void OnCollisionEnter(Collision other) { // 에너미를 잡을 때마다 현재 점수 표시하고 싶다. ScoreManager.Instance.Score++; //2.폭발 효과 공장에서 폭발 효과를 하나 만들어야 한다. GameObject explosion = Instantiate(explosionFactory); //3.폭발 효과를 발생(위치) 시키고 싶다. explosion.transform.position = transform.position; // 만약 부딪힌 객체가 Bullet 인 경우에는 비활성화 시켜 탄창에 다시 넣어준다. //1.만약 부딪힌 물체가 Bullet 이라면 if (other.gameObject.name.Contains("Bullet")) { //2.부딪힌 물체를 비활성화 other.gameObject.SetActive(false); // PlayerFire 클래스 얻어오기 PlayerFire player = GameObject.Find("Player").GetComponent <PlayerFire>(); // list 에 총알 삽입 player.bulletObjectPool.Add(other.gameObject); } //3.그렇지 않으면 제거 else { Destroy(other.gameObject); } // EnemyManager 클래스 얻어오기 EnemyManager manager = GameObject.Find("EnemyManager").GetComponent <EnemyManager>(); // list 에 총알 삽입 manager.enemyObjectPool.Add(gameObject); //Destroy(gameObject); gameObject.SetActive(false); }
private void OnCollisionEnter(Collision other) { //적파괴시 점수 계산 ScoreManager.Instance.Score++; //폭발효과 GameObject explosion = Instantiate(explosionFactory); explosion.transform.position = transform.position; //부딪친 객체 삭제 if (other.gameObject.name.Contains("Bullet")) { other.gameObject.SetActive(false); PlayerFire player = GameObject.Find("Player").GetComponent <PlayerFire>(); player.bulletObjectPool.Add(other.gameObject); } else { Destroy(other.gameObject); } //enemy. 자기자신 삭제 gameObject.SetActive(false); //enemy장전 EnemyManager.Instance.setEnemyObject(other.gameObject); }
private void OnTriggerEnter(Collider other) { //1.만약 부딪힌 물체가 Bullet 이라면 if (other.gameObject.name.Contains("Bullet") || other.gameObject.name.Contains("Enemy")) { //2.부딪힌 물체를 비활성화 other.gameObject.SetActive(false); //3. 부딪힌 물체가 총알일 경우 총알 리스트에 삽입 if (other.gameObject.name.Contains("Bullet")) { // PlayerFire 클래스 얻어오기 PlayerFire player = GameObject.Find("Player").GetComponent <PlayerFire>(); // list 에 총알 삽입 player.bulletObjectPool.Add(other.gameObject); } else if (other.gameObject.name.Contains("Enemy")) { // EnemyManager 클래스 얻어오기 GameObject emObject = GameObject.Find("EnemyManager"); EnemyManager manager = emObject.GetComponent <EnemyManager>(); // list 에 총알 삽입 manager.enemyObjectPool.Add(other.gameObject); } } }
IEnumerator FireByDelay(int i, float delay) { if (StaticData.IsSoundOn() && fireShootSource) { fireShootSource.Play(); } yield return(new WaitForSeconds(delay)); PlayerFire fire = GetFires(); //If its null we will spawn and add to the pool list if (fire == null) { if (GameManager.instance.isPowerUp2X) { fire = Instantiate(bullet2XPrefab); fires2X.Add(fire); } else { fire = Instantiate(bulletPrefab); fires.Add(fire); } } fire.transform.position = firePoint[i].transform.position + firePoint[i].transform.forward * firePointOffset.z; fire.transform.rotation = firePoint[i].transform.rotation; fire.gameObject.SetActive(true); fire.Fire(fireSpeed); }
void Awake() { if (instance == null) { instance = this; } }
private void OnCollisionEnter(Collision other) { ScoreManager.Instance.Score++; GameObject explosion = Instantiate(explosionFactory); explosion.transform.position = transform.position; if (other.gameObject.name.Contains("Bullet")) { other.gameObject.SetActive(false); PlayerFire player = GameObject.Find("Player").GetComponent <PlayerFire>(); player.bulletObjectPool.Add(other.gameObject); } else { Destroy(other.gameObject); } EnemyManager manager = GameObject.Find("EnemyManager").GetComponent <EnemyManager>(); manager.enemyObjectPool.Add(gameObject); gameObject.SetActive(false); }
public void Init(NetworkInstanceId playerAskingID) { if (_init) { return; } _init = true; PlayerNetwork[] playerNetworks = FindObjectsOfType <PlayerNetwork>(); for (int i = 0; i < playerNetworks.Length; i++) { if (playerNetworks[i].netId == playerAskingID) { playerObserver = playerNetworks[i].gameObject; break; } } _playerNetwork = playerObserver.GetComponent <PlayerNetwork>(); _playerLife = GetComponentInChildren <PlayerLife>(); _playerLife.SetPlayerNetwork(_playerNetwork); _playerMovement = GetComponent <PlayerMovement>(); _playerFire = GetComponent <PlayerFire>(); _playerFire.SetPlayerNetwork(_playerNetwork); _playerCamera = GetComponent <PlayerCamera>(); GameManager.GetInstance().localPlayerNetwork = _playerNetwork; if (isServer) { GameManager.GetInstance().PlayerJoin(this); GameManager.GetInstance().ShowLog(_playerNetwork.playerName + " joined the fight !"); } }
void HandleFire() { //We will compare the last fire time with current time to give delay in bullet spawn if (Time.time >= lastFireTime + delayBetweenFire) { //Setting last fire time to current time lastFireTime = Time.time; for (int i = 0; i < firePoint.Count; i++) { //Getting Fire Prefab from Pool list PlayerFire fire = GetFires(); //If its null we will spawn and add to the pool list if (fire == null) { fire = Instantiate(bulletPrefab); fires.Add(fire); } fire.transform.position = firePoint[i].transform.position; fire.transform.rotation = firePoint[i].transform.rotation; fire.gameObject.SetActive(true); //Calling fire function to add force fire.SetDroneProperty(bulletDelayToLookTarget, rotationSpeedForBullet); fire.Fire(fireSpeed); } } }
//just in case, ignore more stuff private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.name.Equals("man") && laserType == LaserType.Man) { Physics2D.IgnoreCollision(collision.gameObject.GetComponent <Collider2D>(), gameObject.GetComponent <Collider2D>()); } else if (collision.gameObject.name.StartsWith("Invader") && (laserType == LaserType.Invader)) { Physics2D.IgnoreCollision(collision.gameObject.GetComponent <Collider2D>(), gameObject.GetComponent <Collider2D>()); } else if (collision.gameObject.name == "Finish Line") { Physics2D.IgnoreCollision(collision.gameObject.GetComponent <Collider2D>(), gameObject.GetComponent <Collider2D>()); } else { //stop the laser from moving this.GetComponent <Rigidbody2D> ().velocity = Vector3.zero; //destroy the laser Destroy(gameObject, 0.08f); if (laserType == LaserType.Man) { playerFire = GameObject.Find("man").GetComponent("PlayerFire") as PlayerFire; //in the FireLaser script, set laserActive to false //so that we can fire another one playerFire.setLaserActive(false); } } }
// Use this for initialization void Start() { move = GetComponent <PlayerMovement>(); fire = GetComponent <PlayerFire>(); move.FacingDirection = Vector2.right; }
private void OnTriggerEnter(Collider other) { //이곳에서 트리거에 감지된 오브젝트 제거하기(총알, 에너미) //Destroy(other.gameObject); //if(other.gameObject.name.Contains("Bullet")) //{ // other.gameObject.SetActive(false); //} //레이어로 충돌체 찾기 if (other.gameObject.layer == LayerMask.NameToLayer("Bullet") || other.gameObject.layer == LayerMask.NameToLayer("BossBullet")) { other.gameObject.SetActive(false); //플레이어 오브젝트의 플레이어파이어 컴포넌트의 리스트오브젝트풀 속성을 가져와서 추가해준다 PlayerFire pf = GameObject.Find("Player").GetComponent <PlayerFire>(); pf.bulletPool.Add(other.gameObject); } //충돌된 오브젝트가 총알이라면 총알풀에 추가한다 //if (other.gameObject.name.Contains("Bullet")) //{ // //총알 오브젝트는 비활성화 시킨다 // other.gameObject.SetActive(false); // //오브젝트풀에 추가만 해준다 // PlayerFire pf = GameObject.Find("Player").GetComponent<PlayerFire>(); // pf.bulletPool.Enqueue(other.gameObject); //} }
private void Awake() { gunScript = GetComponent <PlayerFire>(); if (!gunScript) { Debug.LogError("Can't find PlayerFire component!", this); } }
private void Awake() { movement = GetComponent <PlayerMovement>(); animations = GetComponent <PlayerAnimations>(); dash = GetComponent <PlayerDash>(); fire = GetComponent <PlayerFire>(); stats = GetComponent <PlayerStats>(); }
protected override void Start() { playerInitialPos = this.transform; base.Start(); controllerMovement = GetComponent <PlayerMovement>(); controllerFire = GetComponent <PlayerFire>(); healthManager = GetComponent <PlayerHealth>(); }
// Start is called before the first frame update void Start() { PlayBoom = GetComponent <PlayerFire>(); BoomNum = 3; MaxBoombNum = BoomNum; PlayerCurHp = PlayerHp; PlayLifeNum = 0; PlayerLife.text = "X : " + PlayLifeNum; }
// Start is called before the first frame update void Start() { instance = FindObjectOfType <GameManager>(); player = GameObject.FindGameObjectWithTag("Player"); if (player) { playerFireScript = player.GetComponent <PlayerFire>(); } }
void OnTriggerEnter2D(Collider2D other) { PlayerFire player = other.GetComponent <PlayerFire>(); if (player != null) { player.CollectPowerup(this); GameObject.Destroy(gameObject); } }
public void FireAdded() { //GameObject f = GameObject.FindGameObjectWithTag("flame-ripple"); //f.transform.position = fire.transform.position; //f.GetComponent<ParticleSystem>().Emit(1); hasFire = false; GameObject.Destroy(fire.gameObject); fire = null; lastFirePos = new Vector3(0, 0, 0); }
public bool SpawnFire() { if (!hasFire) { fire = Instantiate(playerFirePrefab); fire.player = this; hasFire = true; return(true); } return(false); }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.name.Contains("Bullet")) { collision.gameObject.SetActive(false); //오브젝트 풀에 추가만 해준다 PlayerFire pf = GameObject.Find("Player").GetComponent <PlayerFire>(); pf.bulletPool.Enqueue(collision.gameObject); BossHpLoss(); } }
/// <summary> /// Used for initialization /// </summary> void Awake() { // retrieve necessary components and information myLook = GetComponent <FaceMousePosition>(); myFire = GetComponent <PlayerFire>(); myTriggerCollider = GetComponent <CircleCollider2D>(); mySanity = GetComponent <SanityControl>(); if (!effectsContainer) { effectsContainer = transform.GetChild(1); // assumed to be second child under player } }
//로드 할떄 재소환 public void LoadEnemy() { ReStart = true; //로드햇을떄 숫자가 다르면 다 비워주고 if (ReStart == true) { for (int i = 0; i < EnemyList.Count; i++) { EnemyList[i].gameObject.SetActive(false); } EnemyList.Clear(); EnemyDieList.Clear(); ETransform.Clear(); SpawnStart.Clear(); SpawnEnd.Clear(); ReSpawnSize = Stage; for (int i = 0; i < ReSpawnSize; i++) { //SpawnStart[i] = new Vector3(Random.Range(-9+i, i-8), 0.5f, Random.Range(13, 15)); SpawnStart.Add(new Vector3(Random.Range(i + 1, i - 1), 0.5f, Random.Range(13, 15))); ETransform.Add(SpawnStart[i]); } for (int i = 0; i < ReSpawnSize; i++) { SpawnEnd.Add(new Vector3(Random.Range(i + 1, i - 1), 0.5f, Random.Range(7, 12))); } for (int i = 0; i < Stage; i++) { //EnemyPre.GetComponent<EnemyParams>().CurHp = 20; Enemy = ObjectPool.Instance.SpawnFromPool("Enemy", ETransform[i], Quaternion.identity).GetComponent <PlayerFire>(); EnemyList.Add(Enemy); EnemyEffect = ObjectPool.Instance.SpawnFromPool("Effect", ETransform[i], Quaternion.identity).GetComponent <ParticleSystem>(); EnemyEffect.Stop(); EnemyDieList.Add(EnemyEffect); } ReStart = false; } }
private void Awake() { walkController = player.GetComponent <PlayerWalk>(); dashController = player.GetComponent <PlayerDash>(); jumpController = player.GetComponent <PlayerJump>(); fireController = player.GetComponent <PlayerFire>(); thisTransform = gameObject.GetComponent <Transform>(); energy = player.GetComponent <EnergyController>(); playerBody = player.GetComponent <Rigidbody2D>(); sprite = GetComponent <SpriteRenderer>(); sounds = GetComponent <Sounds>(); }
void Awake() { _animator = GetComponent<Animator>(); _scoreManager = GameObject.Find("Game Manager").GetComponent<UIScoreManager>(); _playerFire = GetComponent<PlayerFire>(); _playerImmortal = GetComponent<PlayerImmortalEffect>(); }
// Use this for initialization void Start() { tempFire = gameObject.GetComponent<PlayerFire>(); tempMana = gameObject.GetComponent<PlayerMana>(); _inSkill01 = false; _inSkill02 = false; _inSkill03 = false; _cooldown01 = 5.0f; //coolTime01 = GameObject.FindGameObjectWithTag("CoolTime01").GetComponent<Text>(); //coolTime03 = GameObject.FindGameObjectWithTag("CoolTime03").GetComponent<Text>(); }