void OnCollisionEnter2D(Collision2D collision) { ; if (collision.gameObject.layer == LayerMask.NameToLayer("PlayerBullets")) { PlayerShot PS = collision.gameObject.GetComponent <PlayerShot>(); Debug.Log(PS.FiredFrom + " " + PassThrough); if (PS != null && PS.FiredFrom != PassThrough) { Debug.Log("Blocked"); Destroy(collision.gameObject); hitAudio.PlayOneShot(deflectClip, hitVolume * Random.Range(0.5f, 1.5f)); } else { BossHealth BH = transform.GetComponentInParent <BossHealth>(); if (BH) { BH.TakeDamage(); } } } }
public void GameOn() { this.WelcomeMessage(); while (true) { Console.WriteLine(this.inputMessage); string input = Console.ReadLine(); bool areInputCoordinates = Validation.InstanceOfValidation.AreInputCoordinates(input); bool isInputCommand = Validation.InstanceOfValidation.IsInputCommand(input); if (areInputCoordinates == true) { this.Shots++; PlayerShot playerShot = new PlayerShot(); PlayerShot.InstanceOfPlayerShot.ConvertInputToCoordinates(input, ref playerShot); Grid.InstanceOfGrid.UpdateGrid(playerShot); } else if (isInputCommand == true) { switch (input) { case "show": this.instanceOfCommand.Show(); break; case "exit": this.instanceOfCommand.Exit(); break; default: break; } } } }
void Awake() { v = 0.0f; h = 0.0f; forwardSpeed = 0.0f; tr = GetComponent <Transform>(); rg = GetComponent <Rigidbody>(); anim = transform.Find("FighterInterceptor").GetComponent <Animator>(); Booster_1 = transform.Find("FighterInterceptor").transform.Find("Booster_1").GetComponent <ParticleSystem>(); Booster_2 = transform.Find("FighterInterceptor").transform.Find("Booster_2").GetComponent <ParticleSystem>(); Speed_Particle = transform.Find("BoosterParticle").GetComponent <ParticleSystem>(); Shot = transform.Find("FighterInterceptor").transform.Find("Fire_Effect").GetComponent <ParticleSystem>(); Controller_Tr = transform.Find("[CameraRig]").transform.GetChild(0).transform.GetChild(1).GetComponent <Transform>(); Controller_Tr2 = transform.Find("[CameraRig]").transform.GetChild(1).transform.GetChild(1).GetComponent <Transform>(); check_tr_1 = check_ctrl_left.GetComponent <Transform>(); check_tr_2 = check_ctrl_right.GetComponent <Transform>(); playerShot = GetComponent <PlayerShot>(); playerHealth = GetComponent <PlayerHealth>(); // xPort = Sym.Sym4D_X_Find(); // wPort = Sym.Sym4D_W_Find(); myAudio = GetComponent <AudioSource>(); if (photonView.IsMine) { followCam = Camera.main.GetComponent <FollowCam>(); followCam.target = tr; } }
private void Start() { curPlayerHealth = 25.0f; tr = GetComponent <Transform>(); PlayerMove = GetComponent <PlayerMove>(); needRescue = transform.Find("FighterInterceptor").transform.Find("Fuselage").GetComponent <MeshRenderer>(); smoke = transform.Find("DestroySmoke").GetComponent <ParticleSystem>(); repairParticle = transform.Find("RepairParticle").GetComponent <ParticleSystem>(); fireEffect = transform.Find("FighterInterceptor").transform.Find("Fire_Effect").GetComponent <ParticleSystem>(); shotPos = transform.Find("ShotPos").gameObject; gameoverPanel = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas").transform.Find("GameOver").gameObject; hp_1 = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas_UI").transform.Find("HP_Panel").transform.Find("HP_1").gameObject; hp_2 = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas_UI").transform.Find("HP_Panel").transform.Find("HP_2").gameObject; hp_3 = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas_UI").transform.Find("HP_Panel").transform.Find("HP_3").gameObject; hp_4 = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas_UI").transform.Find("HP_Panel").transform.Find("HP_4").gameObject; hp_5 = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas_UI").transform.Find("HP_Panel").transform.Find("HP_5").gameObject; damageImage = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas").transform.Find("Damaged").gameObject; hpBar = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("Canvas_UI").gameObject; laser = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("[CameraRig]").gameObject; myaudio = GetComponent <AudioSource>(); boss_Health = GameObject.Find("Boss_position").transform.Find("BOSS").GetComponent <Boss_Health>(); clearCanv = GameObject.Find("CameraRig").transform.Find("Camera").transform.Find("ClearCanvas").gameObject; playerShot = GetComponent <PlayerShot>(); }
private void UpdatePlayerShots(GameTime gameTime) { // if we are allowed to fire, add a shot to the list if (_player != null && InputManager.ControlState.Fire && gameTime.TotalGameTime.TotalMilliseconds - _lastTime > 500) { // create a new shot over the ship PlayerShot ps = new PlayerShot(); ps.Position = new Vector2((_player.Position.X + _player.Width / 2.0f) - ps.Width / 2.0f, _player.Position.Y - ps.Height); _playerShots.Add(ps); _lastTime = gameTime.TotalGameTime.TotalMilliseconds; AudioManager.PlayCue(AudioManager.Cue.PlayerShot); } // enumerate the player shots on the screen for (int i = 0; i < _playerShots.Count; i++) { PlayerShot playerShot = _playerShots[i]; playerShot.Update(gameTime); // if it's off the top of the screen, remove it from the list if (playerShot.Position.Y + playerShot.Height < 0) { _playerShots.RemoveAt(i); } } }
void GetAndSetCompoents() { _collider = GetComponent <QuadtreeCollider>(); _life = GetComponent <Life>(); _shot = GetComponent <PlayerShot>(); _move = GetComponent <DragMove>(); }
private void AddPlayerShot() { // create a new shot over the ship PlayerShot ps = new PlayerShot(); ps.Position = _player.Position + (_player.Size / 2) - (ps.Size / 2) - new Vector2(0, ps.Height); _playerShots.Add(ps); }
/// <summary> /// 球の生成 /// </summary> /// <param name="go">生成する球のプレハブ</param> /// <param name="shotMoveDir">球の移動方向</param> void CreateShot(PlayerShot go, Vector3 shotMoveDir) { playerShot = Instantiate(go); freezeExist = true; playerShot.transform.position = shotCenterPos + transform.position + (shotMoveDir * shotPos); playerShot.moves = shotMoveDir; SEMaster.Play(shotSound); }
//Main switcher public void TakeShot(string address) { ShowShotBoard(); PlayerShot currentShot = new PlayerShot(address); currentPlayer.game.shots.Add(currentShot); DisplayShot(currentShot); }
/// <summary> /// /// </summary> /// <param name="pShot"></param> public void DestroyShot(PlayerShot pShot) { GameObject.Destroy(pShot.gameObject); if (mShots.Contains(pShot)) { mShots.Remove(pShot); } }
void Shoot() { if (Input.GetMouseButtonDown(0) && pt.getAmmo() > 0) { pt.takeAmmo(); PlayerShot s = Instantiate(shot, transform.GetChild(0).position, Quaternion.identity).GetComponent <PlayerShot>(); s.setSpeed(shotSpeed); } }
public void AddShot() { PlayerShot shot = new PlayerShot( new DynamicShape( player.GetCannonPoint(), new Vec2F(0.008F, 0.027F))); playerShots.AddDynamicEntity(shot); }
public static PlayerShot Add(string tag_name, float x, float y, float z) { // Enemyインスタンスの取得 PlayerShot ps = parent.Add(x, y, z); ps.SetTagName(tag_name); return(ps); }
public void Run() { const int NUM_ENEMIES = 4; ConsoleKeyInfo userkey; Spaceship ship = new Spaceship(); MovingBackground back = new MovingBackground(); Scoreboard sb = new Scoreboard(); Enemy[] enemies = new Enemy[NUM_ENEMIES]; enemies[0] = new EnemyLevel1(); enemies[1] = new EnemyLevel2(); enemies[2] = new EnemyLevel3(); enemies[3] = new EnemyLevel4(); Mothership ms = new Mothership(); PlayerShot shot1 = new PlayerShot(20, 10); EnemyShot shot2 = new EnemyShot(15, 1); while (true) { // Update elements position and appearance back.Update(); ms.Update(); ship.Update(); foreach (Enemy e in enemies) { e.Update(); } shot1.Update(); shot2.Update(); // Screen update Console.Clear(); back.Draw(); sb.Draw(); ms.Draw(); ship.Draw(); foreach (Enemy e in enemies) { e.Draw(); } shot1.Draw(); shot2.Draw(); // Get user input userkey = Console.ReadKey(true); switch (userkey.Key) { case ConsoleKey.A: ship.MoveLeft(); break; case ConsoleKey.D: ship.MoveRight(); break; case ConsoleKey.Escape: return; } } }
private void IncrementStatPlayerDestroyEnemy(PlayerShot playerShot, int value) { enemiesKilled++; enemyKillScore += value; //Debug.Log(playerShot.FiredFrom.ToString() + " scored a kill"); overallScore += value; ShowOverallScore(); StartEnemiesKilledSlider(); CalculateRating(); }
void OnCollisionEnter2D(Collision2D collision2d) { PlayerShot playerShot = collision2d.rigidbody.GetComponent <PlayerShot>(); if (playerShot) { playerShot.HandleCollisionWithEnemy(this); this.SustainDamage(playerShot.damage); } }
private void DisplayShot(PlayerShot shot) { Transform tilePos; if ((tilePos = currentBoard.transform.Find(shot.coords)) != null) { Debug.Log("Shot -" + tilePos); Peg curPeg = Instantiate(pegObject, Vector3.zero, Quaternion.identity) as Peg; curPeg.transform.position = tilePos.position; } }
// Update is called once per frame void Update() { timeUntilShot -= Time.fixedDeltaTime; if (timeUntilShot <= 0) { PlayerShot newshot = Instantiate(shotType, transform.position, transform.rotation); shotType.transform.parent = null; timeUntilShot = shotInterval; } }
public void shot() { PlayerShot shot = new PlayerShot( new DynamicShape(new Vec2F(Entity.Shape.Position.X + Entity.Shape.Extent.X / 2, Entity.Shape.Position.Y + Entity.Shape.Extent.Y - 0.01f), new Vec2F(0.008f, 0.027f)), new Image(Path.Combine("Assets", "Images", "BulletRed2.png"))); Game.PlayerShots.Add(shot); }
/// <summary> Called when a shot hit something </summary> /// <param name="_shot"> Shot's script </param> public void ShotHit(PlayerShot _shot, GameObject _objHit) { shotPFXPool.RetrieveOrCreate(shotHitPFXPrefab).transform.position = _shot.transform.position; shotsPool.Recycle(_shot.gameObject); Enemy enemy = _objHit.GetComponentInParent <Enemy>(); if (enemy != null) { enemy.OnShot(); } }
void shoot() { int xdir = dirs[0]; int ydir = dirs[1]; if (xdir == 0 && ydir == 0 && !abilities[2]) { xdir = faceDir ? 1 : -1; } PlayerShot newBullet = Instantiate(bullet, new Vector3(this.transform.position.x + (xdir * xBulletOffset), this.transform.position.y + (ydir * yBulletOffset), this.transform.position.z), Quaternion.identity); newBullet.setDirs(xdir, ydir); }
/// <summary> /// /// </summary> private void SpawnShot() { float offsetX = mLookDir.LookLeft ? -0.5f : 0.5f; float offsetY = (this.State == ePlayerState.Crouch) ? 0.75f : 1.6f; Vector3 offset = new Vector3(offsetX, offsetY, 0); GameObject newObj = GameObject.Instantiate(this.PrefabShot, this.transform.position + offset, Quaternion.identity); LookDirection dir = newObj.GetComponent <LookDirection>(); dir.LookLeft = this.mLookDir.LookLeft; PlayerShot pShot = newObj.GetComponent <PlayerShot>(); pShot.ShotType = this.CurrentWeapon; mShots.Add(pShot); }
public void FirePlayerShot() { if (levelActive && playerShotPool != null && Time.time - lastFireTime >= fireRate) { lastFireTime = Time.time; Transform pstrans = playerShotPool.Spawn(); PlayerShot ps = pstrans.GetComponent <PlayerShot>(); ps.PlayerShotStart(this); pstrans.position = PositionOnCircle(playerShip.selfTransform.position, playerInput.pathRingTransform.position, shipDistance - ps.spawnShipGap); ps.moving = true; ps.movementSpeed = playerShotSpeed; ps.movementDirection = ((Vector2)(playerInput.pathRingTransform.position - pstrans.position)).normalized; } }
// Fires a shot if the cooldown from the previous shot has ended. public void Fire() { if (this.cooldownEndTime > Time.time) { // Cooldown ends in the future. Do nothing. return; } // Fire shot. PlayerShot shot = Instantiate <PlayerShot>(this.shotPrefab, this.transform.position, Quaternion.identity); shot.angle = this.shotAngleDeg * Mathf.Deg2Rad; this.cooldownEndTime = Time.time + this.cooldown; }
// true if player is on turn public bool ExecutePlayerShot(PlayerShot shot, string userID) { GamePlayer player = this.players.Where(player => player.User.ID == userID).FirstOrDefault(); if (player == null) { return(false); } if (!player.PlayerTurn) { return(false); } return(this.Shot(shot, player)); }
internal bool Use(Player player, Transform transform, ProjectileShotDirection direction, out RecordableAction resultingAction) { if (Uses > 0) { PlayerShot shot = new PlayerShot(PowerupType, player, transform.Pos.Xy, direction); shot.Do(); resultingAction = shot; Uses--; return(true); } resultingAction = null; return(false); }
private void OnEnable() { _player = GetComponent <PlayerProperty>(); _playerShotter = GetComponent <PlayerShot>(); _rig2D = GetComponent <Rigidbody2D>(); _trigger = new GameObject("Aim Detecter").AddComponent <CircleCollider2D>(); _trigger.transform.parent = transform; _trigger.transform.position = transform.position; _trigger.radius = _player.DetectRadius; _trigger.gameObject.layer = LayerMask.NameToLayer("Background"); _trigger.isTrigger = true; _detecter = _trigger.gameObject.AddComponent <Detecter>(); _playerShotter.enabled = false; }
private void UpdatePlayerShots(GameTime gameTime) { // enumerate the player shots on the screen for (int i = 0; i < _playerShots.Count; i++) { PlayerShot playerShot = _playerShots[i]; playerShot.Update(gameTime); // if it's off the top of the screen, remove it from the list if (playerShot.Position.Y + playerShot.Height < 0) { _playerShots.RemoveAt(i); } } }
void Shoot() { // GameObject bulletPrefab = AssetDatabase.LoadAssetAtPath("Assets/Models/Megaman/Bullet.prefab", typeof(GameObject)) as GameObject; PlayerShot bullet = bulletPrefab.GetComponent <PlayerShot>(); bullet.chargeLevel = chargeLevel; bullet.direction = Mathf.Sign(spriteBody.localScale.x); gunLocation.x = Mathf.Sign(spriteBody.localScale.x) * Mathf.Abs(gunLocation.x); if (animator.GetBool("isWallSliding")) { gunLocation.x *= -1; bullet.direction *= -1; } bulletPrefab.transform.localScale = new Vector3(Mathf.Sign(gunLocation.x), 1, 1); Instantiate(bulletPrefab, gunLocation + transform.position, Quaternion.identity); }
private void HandleCollisions(GameTime gameTime) { // see if a player shot hit an enemy for (int i = 0; i < _playerShots.Count; i++) { PlayerShot playerShot = _playerShots[i]; // check the shot and see if it it collided with an enemy if (playerShot != null && _enemyGroup.HandlePlayerShotCollision(_playerShots[i])) { // remove the shot, add the score _playerShots.RemoveAt(i); _score += 100; _explosion.Play(); } } // see if an enemy shot hit the player if (_player != null && _enemyGroup.HandleEnemyShotCollision(_player)) { // blow up the player _playerExplosion = new Explosion(); Vector2 center = _player.Position + (_player.Size / 2.0f); _playerExplosion.Position = center - (_playerExplosion.Size / 2.0f); _player = null; _explosion.Play(); } // if the player explosion animation is running, update it if (_playerExplosion != null) { // if this is the last frame if (_playerExplosion.Update(gameTime)) { // remove it _playerExplosion = null; // reset the board _enemyGroup.Reset(); _playerShots.Clear(); _player = new Player(); _player.Position = PlayerStartPosition; } } }