protected override void Start() { base.Start(); //jump = new Vector3(0.0f, 2.0f, 0.0f); // set jump height value here _playerFrozenState = GetComponent <PlayerFrozenState>(); _animationSwitcher = GetComponent <AnimationSwitcher>(); }
public void UnFreezeMe() { // Debug.Log("Unfreezing player " + playerIdentifier.myPlayerNum); isActive = true; turnCounted = false; playerFrozenState = PlayerFrozenState.Not_Frozen; rb.constraints = RigidbodyConstraints.None; rb.useGravity = true; myCanvasUpdater.turnText.text = ""; GetComponentInChildren <WeaponSwitcher>().ResetWeaponCooldowns(); GetComponent <CharacterController>().enabled = true; GetComponent <FirstPersonController>().enabled = true; // Debug.Log(playerFrozenState); }
protected override void Start() { base.Start(); timeLeft = movementTimeLimit; // Set the time that the user has to move to the movementTimeLimit _holdingState = GetComponent <PlayerHoldingState>(); _frozenState = GetComponent <PlayerFrozenState>(); _animationSwitcher = GetComponent <AnimationSwitcher>(); _audioController = GetComponent <AudioController>(); _gameOverlay = GetComponent <GameOverlay>(); _holdingState.MaxRunWithBallTime = movementTimeLimit; }
void Start() { pickups.AddRange(FindObjectsOfType <Pickup>()); // otherPlayer = GetComponent<StealthPlayerSwitcher>().otherPlayer; maxActionPoints = myActionPoints; playerIdentifier = GetComponent <PlayerIdentifier>(); myCanvasUpdater = myCanvas.GetComponent <PlayerCanvasUpdater>(); firstPersonController = GetComponent <FirstPersonController>(); playerFrozenState = PlayerFrozenState.Frozen; rb = GetComponent <Rigidbody>(); playerSwitcher = GetComponent <StealthPlayerSwitcher>(); if (playerIdentifier.myPlayerNum == 0) { UnFreezeMe(); // Debug.Log("I'm unfrozen! I am player " + playerIdentifier.myPlayerNum); } if (playerIdentifier.myPlayerNum == 1) { FreezeMe(); // Debug.Log("I'm frozen! I am player " + playerIdentifier.myPlayerNum); } }
public void TrackPlayerAction() { //restrict jumping based on AP // if(TimeManager.actionPoints < ap_jumpCost){ // // firstPersonController.Get // firstPersonController.canJump = false; // } else { // firstPersonController.canJump = true; // } //Deplete AP when you move if (playerIdentifier.myPlayerNum == 0) { if (CrossPlatformInputManager.GetAxisRaw("Horizontal") != 0 || CrossPlatformInputManager.GetAxisRaw("Vertical") != 0) { // TimeManager.DepleteAP(ap_walkCost); if (!firstPersonController.m_Crouching) { myActionPoints -= ap_walkCost; } else if (firstPersonController.m_Crouching) { myActionPoints -= ap_walkCost * (firstPersonController.m_WalkSpeed / firstPersonController.m_RunSpeed); } } } if (playerIdentifier.myPlayerNum == 1) { if (CrossPlatformInputManager.GetAxisRaw("P2_Horizontal") != 0 || CrossPlatformInputManager.GetAxisRaw("P2_Vertical") != 0) { // TimeManager.DepleteAP(ap_walkCost); if (!firstPersonController.m_Crouching) { myActionPoints -= ap_walkCost; } else if (firstPersonController.m_Crouching) { myActionPoints -= ap_walkCost * (firstPersonController.m_WalkSpeed / firstPersonController.m_RunSpeed); } } } if (CrossPlatformInputManager.GetAxisRaw("Mouse X") != 0 || CrossPlatformInputManager.GetAxisRaw("Mouse Y") != 0) { // TimeManager.DepleteAP(ap_lookCost); myActionPoints -= ap_lookCost; } //deplete AP when you jump and update alert text if (GetComponent <JumpScript>().isJumping) { // float ap_cost = 20f; // if(TimeManager.actionPoints >= ap_jumpCost){ if (myActionPoints >= ap_jumpCost) { // TimeManager.DepleteAP(ap_jumpCost); myActionPoints -= ap_jumpCost; } else { TimeManager.apAlertString = "Not enough AP to jump!"; Invoke("ClearAlertString", 3f); } } //deplete AP when you fire if (CrossPlatformInputManager.GetButtonDown("Fire1")) { // Debug.Log("Lol! You fired!"); // otherPlayer.GetComponent<PlayerHealthManager>().DepleteHealth(10); if (myActionPoints >= ap_attackCost) { // if(TimeManager.actionPoints >= ap_attackCost){ // TimeManager.DepleteAP(ap_attackCost); } } if (myActionPoints <= 0) { // if(TimeManager.actionPoints <= 0){ playerFrozenState = PlayerFrozenState.Frozen; turnEnded = true; // FreezeMe(); myCanvas.GetComponent <Canvas>().enabled = true; Invoke("SwitchToOtherPlayer", 3.5f); // SwitchToOtherPlayer(); return; } }