//trigger detection for enemy ships and coins. void OnTriggerEnter2D(Collider2D col) { if (col.tag == "UpgradeCoin") { //Debug.Log ("Trigger Collision: " + col.tag); CoinValue value = col.gameObject.GetComponent <CoinValue> (); PlayerStatsManager.SetPlayerScore(value.GetCoinValue()); value.PassUpgradeValue(); Destroy(col.gameObject); } if (col.tag == "Enemy Ship" || col.tag == "EliteEnemyShip") { PlayerStatsManager.SetPlayerHealth(-enemyCollisionDamage); EnemyAI collide = col.gameObject.GetComponent <EnemyAI> (); if (col.tag == "EliteEnemyShip") { collide.SetDamage(5f); } else { collide.SetDamage(100f); } hurtSound.Play(); } }
//public GameObject successfulPanel; // Use this for initialization void Start() { lSpawner = FindObjectOfType <locationSpawner>(); playerStatsManager = FindObjectOfType <PlayerStatsManager>(); cardDisplay = FindObjectOfType <CardDisplay>(); //officerCard = FindObjectOfType<OfficerCard>(); //successfulPanel.SetActive(false); }
private PlayerStatsManager _instance; //Declare instance variable //Begin Singleton Constructor public PlayerStatsManager Instance() { if (_instance == null) { _instance = new PlayerStatsManager(); } return(_instance); }//End Singleton Constructor
private void Awake() { if (instance != null) { Destroy(this); } instance = this; }
void UpdateSpeed() { var speedLevel = PlayerStatsManager.GetSpeedLevel(); for (int i = 0; i < speedLevel; i++) { speedButtons[i].interactable = false; } speedCostText.text = speedCosts[speedLevel].ToString(); }
void UpdateJumpForce() { var jumpForceLevel = PlayerStatsManager.GetJumpForceLevel(); for (int i = 0; i < jumpForceLevel; i++) { jumpForceButtons[i].interactable = false; } jumpForceCostText.text = jumpForceCosts[jumpForceLevel].ToString(); }
void UpdateDoubleJump() { var doubleJumpLevel = PlayerStatsManager.GetDoubleJumpLevel(); if (doubleJumpLevel == 1) { doubleJumpButton.interactable = false; } doubleJumpCostText.text = doubleJumpCost.ToString(); }
void Start() { target = GameObject.FindGameObjectWithTag("location"); returnTarget = null; NavMeshAgent agent = GetComponent <NavMeshAgent>(); agent.destination = target.transform.position; playerStatsManager = FindObjectOfType <PlayerStatsManager>(); }
//Update the player Upgrade Score. 20 points is the max. Modulus used to divide tiers into x/10 slices. void Update() { if (PlayerStatsManager.GetUpgradePoints() == 20f) { upgradeCounter.text = "Next Upgrade: MAX"; } else { upgradeCounter.text = "Next Upgrade: " + PlayerStatsManager.GetUpgradePoints() % 10 + "/10"; } }
private void Start() { playerStats = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerStatsManager>(); if (playerStats) { currentHealth = playerStats.currentHealth; maxHealth = playerStats.maxHealth; healthWarningThreashold = playerStats.lowHealthThreshold; } }
void Start() { // TODO: instantiate this based on player's save game data. var saveData = GameManager.Instance.saveData; // Remove example items from hierarchy. gridLayoutGroup.gameObject.DestroyAllChildren(); // Assign dynamic component references. playerStatsManager = FindObjectOfType <PlayerStatsManager>(); UpdatePlayerCurrency(saveData.currency); itemsOwned = playerStatsManager.GetItemsOwned(); foreach (var item in itemsOwned) { Debug.Log($"owned: {item.name}"); } // itemsOwned = new List<ScriptableObject>(); // itemsOwned = // Register purchase button event. purchaseButton.onClick.AddListener(() => PurchaseItem()); exitButton.onClick.AddListener(() => { SceneManager.UnloadSceneAsync("Scenes/Store"); }); if (playerStatsManager == null) { Debug.LogError("No player stats manager found, StoreUI cannot function correctly"); } // Create UI entries for each unpurchased item. for (var i = 0; i < storeInventory.Length; i++) { var item = storeInventory[i]; if (!itemsOwned.Contains(item)) { var storeEntry = Instantiate(storeItemPrefab, gridLayoutGroup); var storeItem = storeEntry.GetComponent <StoreItem>(); storeItem.SetItem(item); storeEntry.GetComponent <Button>().onClick.AddListener(() => SetSelection(storeEntry)); storeEntry.name = storeItem.GetItem().name; } } // Set initially selected element for event system. var initialSelection = gridLayoutGroup.childCount > 0 ? gridLayoutGroup.GetChild(0).gameObject : exitButton.gameObject; EventSystem.current.SetSelectedGameObject(initialSelection); }
void Start() { rigidbodyComponent = gameObject.GetComponent <Rigidbody>(); cameraController = GameObject.Find("CamPos").GetComponent <CameraController>(); playerStatsManager = GameObject.Find("PlayerStatsManager").GetComponent <PlayerStatsManager>(); playManager = GameObject.Find("PlayManager").GetComponent <PlayManager>(); cameraController.SetTarget(transform.position);// offset to tips // StartCoroutine(CamMoveToTips()); }
private void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(this.gameObject); } else { Destroy(this.gameObject); } }
private void AddDefaultManagers() { if (gameManager == null) { gameManager = gameObject.AddComponent <GameManager>(); } if (playerStatsManager == null) { playerStatsManager = gameObject.AddComponent <PlayerStatsManager>(); } }
//Checks condition for player explosion private void Explode() { if (PlayerStatsManager.GetPlayerHealth() < 1f && PlayerStatsManager.GetCanSpawn()) { GameObject anim = Instantiate(explosionPrefab) as GameObject; Vector2 spawnPoint = new Vector2(transform.position.x, transform.position.y); anim.transform.position = spawnPoint; PlayerStatsManager.DecrementPlayerLives(1f); explosionSound.Play(); Spawn(); } }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "Player") { PlayerStatsManager playerStatsScript = collision.gameObject.GetComponent <PlayerStatsManager>(); playerStatsScript.currentOxygen += playerStatsScript.oxygenAcquiredPerSheep; if (playerStatsScript.currentOxygen > playerStatsScript.maxOxygen) { playerStatsScript.currentOxygen = playerStatsScript.maxOxygen; } Destroy(gameObject); } }
void Start() { // Initiate the animator. anim = GetComponent <Animator>(); // Initiate the particle effect controller. particle = FindObjectOfType <ParticleController>(); // Initiate the Save Manager. save = FindObjectOfType <PlayerStatsManager>(); // Initiate the UI Controller. ui = FindObjectOfType <LevelUIController>(); }
private void Awake() { controller = GetComponent <CharacterController>(); statsManager = GetComponent <PlayerStatsManager>(); iScanner = GetComponent <InteractableScanner>(); playerObjectInteract = GetComponent <PlayerObjectInteract>(); alignCamera = Camera.main.transform; bat.SetActive(false); dracula.SetActive(true); CurrentStamina = stats.MaxStamina; MenuManager.OnLevelStart += ResetStamina; }
// Use this for initialization void Start() { playerStatsManager = FindObjectOfType <PlayerStatsManager> (); playerMovement = FindObjectOfType <PlayerMovement>(); // all of the public variables are set when the game is start // nameText.text = officerCard.name; descriptionText.text = officerCard.description; displayImage.sprite = officerCard.image; costText.text = officerCard.moneyCost.ToString(); levelText.text = officerCard.level.ToString(); xpText.text = officerCard.xp.ToString(); }
//Spawn player on death if there are lives left. private void Spawn() { if (PlayerStatsManager.GetPlayerLives() > 0f) { Vector2 startPos = new Vector2(-5.3f, 0f); transform.position = startPos; PlayerStatsManager.SetPlayerHealth(maxHealth); PlayerStatsManager.SetUpgradePoints(-10f); } else { PlayerStatsManager.SetCanSpawn(false); SceneManager.LoadScene("game_over"); Destroy(gameObject); } }
private void Awake() { PlayerStatsManager = GameObject.Find("GameStateManager").GetComponent <PlayerStatsManager>(); if (PlayerStatsManager == null) { throw new MissingComponentException("Can't find PlayerStatsManager!"); } CurrentText = GetComponent <Text>(); if (CurrentText == null) { throw new MissingComponentException("Can't find CurrentText!"); } }
private void Start() { // 本地初始化项 player = null; curBreathCount = breathCount; this.scaleCtrlPosY = transform.position.y; // 子组件 enemy_Giant_Face = transform.Find("Face").GetComponent <Enemy_Giant_Face>(); health = GetComponent <Health>(); // 全局组件 mainCameraCMP = GameObject.Find("CamPos").GetComponent <CameraController>(); playManager = GameObject.Find("PlayManager").GetComponent <PlayManager>(); playerStatsManager = GameObject.Find("PlayerStatsManager").GetComponent <PlayerStatsManager>(); }
// Start is called before the first frame update private void Awake() { DontDestroyOnLoad(transform.gameObject); if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } player = GameObject.FindObjectOfType <PlayerStatsManager>(); spawner = GameObject.FindObjectOfType <WaveSpawner>(); //spawner = GameObject }
// Update is called once per frame void Update() { if (player == null || spawner == null) { player = GameObject.FindObjectOfType <PlayerStatsManager>(); spawner = GameObject.FindObjectOfType <WaveSpawner>(); } if (SceneManager.GetActiveScene().buildIndex == 1) { playerScore = player.getCurrentScore(); waveCount = spawner.getCurrentWave(); } Debug.Log(playerScore + ", " + waveCount); }
private void Awake() { FiniteStateMachine = new PlayerFiniteStateMachine(); SkillManager = new PlayerSkillsManager(); StatsManager = new PlayerStatsManager(_playerStatsData); IdleState = new PlayerIdleState(this, FiniteStateMachine, "idle", _idleStateData); MoveState = new PlayerMoveState(this, FiniteStateMachine, "move", _moveStateData); LandState = new PlayerLandState(this, FiniteStateMachine, "land"); JumpState = new PlayerJumpState(this, FiniteStateMachine, "inAir", _jumpStateData); InAirState = new PlayerInAirState(this, FiniteStateMachine, "inAir", _inAirStateData); WallSlideState = new PlayerWallSlideState(this, FiniteStateMachine, "wallSlide", _wallSlideStateData); WallGrabState = new PlayerWallGrabState(this, FiniteStateMachine, "wallGrab"); WallClimbState = new PlayerWallClimbState(this, FiniteStateMachine, "wallClimb", _wallClimbStateData); WallJumpState = new PlayerWallJumpState(this, FiniteStateMachine, "inAir", _wallJumpStateData); LedgeClimbState = new PlayerLedgeClimbState(this, FiniteStateMachine, "ledgeClimbState", _ledgeClimbStateData); DashState = new PlayerDashState(this, FiniteStateMachine, "inAir", _dashStateData); RollState = new PlayerRollState(this, FiniteStateMachine, "rollState", _rollStateData); CrouchIdleState = new PlayerCrouchIdleState(this, FiniteStateMachine, "crouchIdle", _crouchIdleStateData); CrouchMoveState = new PlayerCrouchMoveState(this, FiniteStateMachine, "crouchMove", _crouchMoveStateData); OnRopeStateAim = new PlayerOnRopeState_Aim(this, FiniteStateMachine, "idle", _onRopeStateData); OnRopeStateAttach = new PlayerOnRopeState_Attach(this, FiniteStateMachine, "inAir", _onRopeStateData); OnRopeStateMove = new PlayerOnRopeState_Move(this, FiniteStateMachine, "inAir", _onRopeStateData); OnRopeStateFinish = new PlayerOnRopeState_Finish(this, FiniteStateMachine, "inAir", _onRopeStateData); SwordAttackState01 = new PlayerSwordAttackState_01(this, FiniteStateMachine, "swordAttack01", _swordAttackPosition01, _swordAttackStateData01); SwordAttackState02 = new PlayerSwordAttackState_02(this, FiniteStateMachine, "swordAttack02", _swordAttackPosition02, _swordAttackStateData02); SwordAttackState03 = new PlayerSwordAttackState_03(this, FiniteStateMachine, "swordAttack03", _swordAttackPosition03, _swordAttackStateData03); FireArrowShotStateStart = new PlayerBowFireArrowShotState_Start(this, FiniteStateMachine, "bowFireShotStart", _fireArrowShotAttackPosition, _fireArrowShotStateData); FireArrowShotStateAim = new PlayerBowFireArrowShotState_Aim(this, FiniteStateMachine, "bowFireShotAim", _fireArrowShotAttackPosition, _fireArrowShotStateData); FireArrowShotStateFinish = new PlayerBowFireArrowShotState_Finish(this, FiniteStateMachine, "bowFireShotFinish", _fireArrowShotAttackPosition, _fireArrowShotStateData); StunState = new PlayerStunState(this, FiniteStateMachine, "stun", StunStateData); DeadState = new PlayerDeadState(this, FiniteStateMachine, "dead", _deadStateData); }
private IEnumerator SuckingBlood(int bloodPerSec, float tickRate) { PlayerStatsManager playerStats = player.GetComponent <PlayerStatsManager>(); AudioManager.instance.PlaySound(SoundType.DraculaBite); while (npcController.CurrentHealth > 0) { npcController.DecreaseHealth(bloodPerSec); playerStats.IncreaseSatiationValue(bloodPerSec); playerStats.IncreaseHealthValue(bloodPerSec); Debug.Log("Currently Drinking!"); yield return(new WaitForSeconds(tickRate)); AudioManager.instance.PlaySound(SoundType.DraculaDrink); } player.SuckingBlood = false; AudioManager.instance.PlaySound(SoundType.DraculaDrinkDone); npcController.Dead(); }
void UnlockAbility(string name, int level) { int currentLevel; var availableCoins = PlayerPrefsManager.GetCoins(); switch (name) { case "Double Jump": currentLevel = PlayerStatsManager.GetDoubleJumpLevel(); if (level == currentLevel + 1 && availableCoins >= doubleJumpCost) { PlayerStatsManager.SetDoubleJumpLevel(level); PlayerPrefsManager.SetCoins(availableCoins - doubleJumpCost); } UpdateDoubleJump(); break; case "Speed": currentLevel = PlayerStatsManager.GetSpeedLevel(); if (level == currentLevel + 1 && level - 1 < speedCosts.Length && availableCoins >= speedCosts[level - 1]) { PlayerStatsManager.SetSpeedLevel(level); PlayerPrefsManager.SetCoins(availableCoins - speedCosts[level - 1]); } UpdateSpeed(); break; case "Jump Force": currentLevel = PlayerStatsManager.GetJumpForceLevel(); if (level == currentLevel + 1 && level - 1 < jumpForceCosts.Length && availableCoins >= jumpForceCosts[level - 1]) { PlayerStatsManager.SetJumpForceLevel(level); PlayerPrefsManager.SetCoins(availableCoins - jumpForceCosts[level - 1]); } UpdateJumpForce(); break; default: Debug.LogError("Ability " + name + " not recognized"); break; } UpdateCoins(); }
public ActionResult Player(PlayerStatsFilterViewModel model) { ViewBag.PlayerItems = listItems.Players(); ViewBag.SeasonItems = listItems.Seasons(); if (model.Player == 0 && model.Season == 0) { model.Season = Convert.ToInt64(ViewBag.SeasonItems[0].Value); model.Player = Convert.ToInt64(ViewBag.PlayerItems[0].Value); } ViewBag.CompetitionItems = listItems.CompetitionsOfPlayer(model.Player); IList <PlayerStats> stats = psdao.GetByFilter(model); PlayerStatsManager gsm = new PlayerStatsManager(stats); ViewBag.Stats = gsm.OverAllStats(); ViewBag.RadarStats = gsm.StatsForRadarChart(); return(View()); }
// Update is called once per frame void Update() { if ((Input.GetKey(KeyCode.Space) && Time.time > fireCoolDown) || (Input.GetKeyDown(KeyCode.Space))) { if (PlayerStatsManager.GetUpgradePoints() < 10) { Shoot(0); } if (PlayerStatsManager.GetUpgradePoints() >= 10) { Shoot(1); } if (PlayerStatsManager.GetUpgradePoints() >= 20) { Shoot(2); } fireCoolDown = Time.time + fireRate; } }
void Awake() { // get a reference to the components we are going to be changing and store a reference for efficiency purposes _transform = GetComponent <Transform>(); _rigidbody = GetComponent <Rigidbody2D>(); if (_rigidbody == null) // if Rigidbody is missing { Debug.LogError("Rigidbody2D component missing from this gameobject"); } _animator = GetComponent <Animator>(); if (_animator == null) // if Animator is missing { Debug.LogError("Animator component missing from this gameobject"); } _audio = GetComponent <AudioSource>(); if (_audio == null) { // if AudioSource is missing Debug.LogWarning("AudioSource component missing from this gameobject. Adding one."); // let's just add the AudioSource component dynamically _audio = gameObject.AddComponent <AudioSource>(); } // determine the player's specified layer _playerLayer = this.gameObject.layer; // determine the platform's specified layer _platformLayer = LayerMask.NameToLayer("Platform"); // get stats from stats manager moveSpeed = PlayerStatsManager.GetSpeed(); jumpForce = PlayerStatsManager.GetJumpForce(); doubleJumpIsUnlocked = PlayerStatsManager.GetDoubleJump(); }
void Awake() { Instance = this; }