private void OnPlayerEnter(PlayerShooter player) { if (mgr.NumKills < 1) { hearticles.Play(); } }
float timeToMergePos = 1f; //Time for blob to go to mergePos void Start() { myCollider = GetComponent <Collider2D>(); animator = GetComponent <Animator>(); playerShooter = mergePos.GetComponent <PlayerShooter>(); rigidBody = GetComponent <Rigidbody2D>(); }
public void Shoot(PlayerShooter shooter) { if (GameManager.isRestarting == false && !GameManager.GameIsPaused && !GameManager.playerPauseTheGame) { if (shooter.currentWeapon.FireRate <= 0f) { if (Input.GetButtonDown("Fire1")) { shooter.Shoot(); } } else { if (Input.GetButtonDown("Fire1")) { shooter.ShootRepeating(); } else if (Input.GetButtonUp("Fire1")) { shooter.CancelShoot(); } } } else { shooter.CancelShoot(); } }
private void OnPlayerExit(PlayerShooter player) { if (hearticles.isPlaying) { hearticles.Stop(); } }
// Start is called before the first frame update void Start() { _shooter = GetComponent <PlayerShooter>(); grabber.pickupActions[Pickup.PickupItem.Mask] = MaskAction; grabber.pickupActions[Pickup.PickupItem.Sanitizer] = SanitizerAction; }
private void Magnetic(float value) { PlayerShooter shooter = _player.GetComponent <PlayerShooter>(); shooter.magneticSnowballs = true; shooter.magnetForceMultiplier = value; }
// Start is called before the first frame update void Start() { myText = GetComponent <Text>(); playerShooter = FindObjectOfType <PlayerShooter>(); SetAmmoCount(); }
void Awake() { m_FloorMask = LayerMask.GetMask("World"); m_Rigidbody = GetComponent<Rigidbody>(); m_Transform = GetComponent<Transform>(); m_Weapon = GetComponentInChildren<PlayerShooter>(); }
private PlayerShooter playerShooter; //플레이어 슈터 컴포넌트 private void Awake() { playerAnimator = GetComponent <Animator>(); playerAudioPlayer = GetComponent <AudioSource>(); playerMovement = GetComponent <PlayerMovement>(); playerShooter = GetComponent <PlayerShooter>(); }
// Gets the keyboard input from the user, if it's movement related - returns the new X-Direction. // if enter is pressed, shoot player bullet. private Vector2 getKeyboardInput(GameTime i_GameTime) { Vector2 newVelocity = Vector2.Zero; // We only want to detect one click of enter to shoot. if (InputManager.KeyPressed(PlayerController.ShootKey)) { PlayerShooter.ShootBullet(); } // We keep all if statements in case of multiple key presses. We increment\decrement by one // to indicate that a key was pressed. if (InputManager.KeyboardState.IsKeyDown(PlayerController.RightKey)) { newVelocity.X++; } if (InputManager.KeyboardState.IsKeyDown(PlayerController.LeftKey)) { newVelocity.X--; } Vector2 changeInPosition = newVelocity * (k_KeyboardMovementSpeedPlayerShip * (float)i_GameTime.ElapsedGameTime.TotalSeconds); return(changeInPosition); }
// Gets the mouse input from the user, if it's movement related - returns the new X-Direction. // if left click is pressed, shoot player bullet. private Vector2 getMouseInput(out bool o_IsMouseTriggered) { o_IsMouseTriggered = false; // Init vector to unreachable location on screen. Vector2 newPosition = Vector2.Zero; // If mouse is outside of screen, don't allow movement of the ship in order to keep offset at ship location. bool isMouseWithinScreen = InputManager.MouseState.Position.X > (Game as BaseGame).GameWindowBounds.Left && InputManager.MouseState.Position.X < (Game as BaseGame).GameWindowBounds.Right; if (isMouseWithinScreen && InputManager.MousePositionDelta != Vector2.Zero) { o_IsMouseTriggered = true; newPosition.X = InputManager.MousePositionDelta.X; } // If a click was detected (switch from pressed to released) if (InputManager.ButtonPressed(eInputButtons.Left)) { PlayerShooter.ShootBullet(); } return(newPosition); }
private void Start() { spawnPoints = FindObjectsOfType <SpawnPoint>().Where(sp => sp.gameObject.activeInHierarchy).ToArray(); playerMotor = GetComponent <PlayerMotor>(); playerShooter = GetComponent <PlayerShooter>(); playerHealth = GetComponent <PlayerHealth>(); }
private void Start() { playerInput = GetComponent <PlayerInput>(); playerShooter = GetComponent <PlayerShooter>(); animator = GetComponent <Animator>(); characterController = GetComponent <CharacterController>(); followCam = Camera.main; }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); return; } #if UNITY_STANDALONE_WIN activeInput = new Keyboard(); #elif UNITY_ANDROID Mobile mobile = new Mobile(); GameObject ui = GameObject.Find("MobileUI"); for (int i = 0; i < ui.transform.childCount; i++) { ui.transform.GetChild(i).gameObject.SetActive(true); } mobile.moveJoystick = ui.GetComponentInChildren <FixedJoystick>(); mobile.touchField = ui.GetComponentInChildren <FixedTouchField>(); FixedButton[] buttons = ui.GetComponentsInChildren <FixedButton>(); for (int i = 0; i < buttons.Length; i++) { if (buttons[i].gameObject.name == "ShootButton") { mobile.shootButton = buttons[i]; } else if (buttons[i].gameObject.name == "PauseButton") { mobile.pauseButton = buttons[i]; } else { Debug.Log("Buttons names cant be recognize"); } } activeInput = mobile; #else activeInput = new Keyboard(); #endif if (m_player) { m_controller = m_player.GetComponent <PlayerController>(); m_motor = m_player.GetComponent <PlayerMotor>(); m_shooter = m_player.GetComponent <PlayerShooter>(); } else { m_player = GameObject.FindGameObjectWithTag("Player"); Debug.Log("InputManager: player is null"); } }
void Start() { rb = GetComponent <Rigidbody2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); originalCol = spriteRenderer.color; healthDisplay.text = GameManager.instance.GetHealth().ToString(); ItemManager.instance.onPriorityItemChange += UpdatePriorityItem; playerShooter = GetComponent <PlayerShooter>(); }
void GetPlayerComnponents() { animator = GetComponent <Animator>(); playerAudioPlayer = GetComponent <AudioSource>(); playerHealth = GetComponent <PlayerHealth>(); playerMovement = GetComponent <PlayerMovement>(); playerShooter = GetComponent <PlayerShooter>(); }
private void OnTriggerExit2D(Collider2D other) { PlayerShooter player = other.GetComponent <PlayerShooter>(); if (player != null) { OnPlayerExit(player); } }
void Start() { for (int i = 0; i < guns.Length; i++) { gunDictionary.Add(guns[i].gunName, guns[i]); } playerInput = GetComponent <PlayerInput>(); playerShooter = GetComponent <PlayerShooter>(); playerAnimator = GetComponent <Animator>(); }
void Start() { //startSpeed = speed; scriptPlayerShoot = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerShooter>(); InvokeRepeating("ShowAndHide", 0.1f, 0.1f); sideBar = GameObject.Find("Side Bar"); prefabSmoke = (GameObject)Resources.Load("SparkleParticles"); }
void Start() { //startSpeed = speed; scriptPlayerShoot = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerShooter>(); InvokeRepeating("ShowAndHide", 0.1f, 0.1f); sideBar = GameObject.Find("Side Bar"); prefabSmoke = (GameObject)Resources.Load("SparkleParticles"); }
public void Deactivate() { player = null; active = false; foreach (IObserver observer in observers) { observer.OnNotify(); } }
public void Use(GameObject target) { PlayerShooter playerShooter = target.GetComponent <PlayerShooter>(); //전달받은 게임 오브젝트로 부터 playershooter컴포넌트 가져옴 if (playerShooter != null && playerShooter.gun != null) { //오브젝트가 존재하면 playerShooter.gun.photonView.RPC("AddAmmo", RpcTarget.All, ammo); //총 남은 탄환수를 ammo만큼 더하기, 모든 클라이언트 실행 } PhotonNetwork.Destroy(gameObject); //모든 클라이언트에서 자신 파괴 }
public void Use(GameObject target) { PlayerShooter playerShooter = target.GetComponent <PlayerShooter>(); if (playerShooter != null) { playerShooter.gun.ammoRemain += ammo; } Destroy(gameObject); }
// Start is called before the first frame update private void Start() { playerMovement = GetComponent <PlayerMovement>(); playerShooter = GetComponent <PlayerShooter>(); playerHealth = GetComponent <PlayerHealth>(); playerAudioPlayer = GetComponent <AudioSource>(); playerHealth.OnDeath += HandleDeath; UIManager.Instance.UpdateLifeText(lifeRemains); Cursor.visible = false; }
// 게임오버 UI 활성화 public void SetActiveGameoverUI(bool active) { gameoverUI.SetActive(active); PlayerHealth ph = Player.GetComponent <PlayerHealth>(); PlayerShooter ps = Player.GetComponent <PlayerShooter>(); MoveController mc = Player.GetComponent <MoveController>(); mc.moveJoystick.gameObject.SetActive(false); // 움직임 컨트롤러 ps.attackJoystick.gameObject.SetActive(false); // 공격버튼 컨트롤러 ps.reloadJoystick.gameObject.SetActive(false); // 재장전버튼 컨트롤러 for (int i = 0; i < hideInGameUI.Length; i++) { hideInGameUI[i].SetActive(false); } nickNameText.text = Social.localUser.userName; rank = GameManager.Instance.currentPlayers; if (rank <= 0) { rank = 1; } rankText.text = "#" + rank.ToString(); totalPlayersText.text = PhotonNetwork.CurrentRoom.MaxPlayers.ToString(); if (rank <= 40 && rank > 10) { announceText.text = "그럴 수 있어. 이런 날도 있지 뭐."; } else if (rank <= 10 && rank >= 2) { announceText.text = "TOP 10 달성!!"; } else if (rank <= 1) { announceText.text = "이겼닭! 오늘 저녁은 치킨이닭!"; } killPoint = ph.GetKillCount(); hitPoint = ps.GetHitPoint(); totalPoint = hitPoint + killPoint; ratingPoint = rank; aliveTimePoint = TimeManager.Instance.gamingSecondTime; killPointText.text = killPoint.ToString(); hitPointText.text = hitPoint.ToString(); totalPointText.text = totalPoint.ToString(); ratingPointText.text = ratingPoint.ToString(); aliveTimePointText.text = aliveTimePoint.ToString(); }
private void Start() { playerMovement = GetComponent <PlayerMovement>(); playerShooter = GetComponent <PlayerShooter>(); playerHealth = GetComponent <PlayerHealth>(); playerAudioPlayer = GetComponent <AudioSource>(); playerHealth.OnDeath += HandleDeath; Cursor.visible = false; }
private void Start() { healthSlider.minValue = 0f; SetMaxHealth(health); if (AffectiveManager.instance.AffectiveEnabled()) { AffectiveManager.instance.emotionManager.onNewEmotion += HandleEmotion; } playerShooter = GetComponent <PlayerShooter>(); }
public void Activate(PlayerShooter player) { this.player = player; active = true; transitionSFX.Play(); foreach (IObserver observer in observers) { observer.OnNotify(); } }
private void Awake() { if (myUnityEvent == null) { myUnityEvent = new UnityEvent(); } pc = GetComponentInChildren <ParticleSystem>(); refPS = FindObjectOfType <PlayerShooter>(); Time.timeScale = 0; }
public int ammo = 30; // 충전할 총알 수 public void Use(GameObject target) { // 전달 받은 게임 오브젝트로부터 PlayerShooter 컴포넌트를 가져오기 시도 PlayerShooter playerShooter = target.GetComponent <PlayerShooter>(); // PlayerShooter 컴포넌트가 있으며, 총 오브젝트가 존재하면 if (playerShooter != null && playerShooter.gun != null) { playerShooter.gun.photonView.RPC("AddAmmo", RpcTarget.All, ammo); // 총의 남은 탄환 수를 ammo만큼 더하기. 모든 클라이언트에서 실행 } PhotonNetwork.Destroy(gameObject); // 모든 클라이언트에서 자신 파괴 }
private void Awake() { _shooter = GetComponent <PlayerShooter>(); _playerAnimator = GetComponent <PlayerAnimator>(); _mover = GetComponent <PlayerMover>(); _health = GetComponent <Health>(); _mana = GetComponent <Mana>(); _playerAudio = GetComponent <CharacterAudio>(); _gameControls = new GameControls(); _gameControls.Gameplay.Shoot.started += OnShootActionStarted; _gameControls.Gameplay.Shoot.canceled += OnShootActionCancelled; }
// Use this for initialization void Start() { Mover = GetComponentInParent <PlayerMover>(); Inventory = GetComponentInParent <PlayerInventory>(); Input = GetComponentInParent <PlayerInput>(); Shooter = GetComponentInParent <PlayerShooter>(); CurrentTurn = FindObjectOfType <Turn>(); //meshes firingMesh.SetActive(false); meleeMesh.SetActive(false); acting = false; }