private void Start() { selection = GetComponent <SelectionScript>(); GameObject controlAverage = new GameObject("Control Average"); this.controlAverage = controlAverage.transform; }
public override void OnUpdate() { attackScript = (AttackScript)GameObject.Find("WeaponAnimator").GetComponent(typeof(AttackScript)); selectionScript = (SelectionScript)GameObject.Find("WeaponAnimator").GetComponent(typeof(SelectionScript)); if (selectionScript.selectedweapon == 1 && (!semiAuto.Value && Input.GetKey(KeyCode.Mouse0)) || (semiAuto.Value && Input.GetKeyDown(KeyCode.Mouse0))) { switch (projectile.Selected) { case "BULLET": attackScript.shootbullet(inaccuracy.GetValueFloat(), 1000f, shotNum.GetValueInt(), damage.GetValueFloat(), 1, speed.GetValueFloat(), upPower.GetValueFloat(), doricnoise.Value, ignoreTracers.Value, 1); break; case "ARROW": attackScript.throwprojectile(0, speed.GetValueFloat(), shotNum.GetValueFloat(), inaccuracy.GetValueFloat()); break; case "RIVET": attackScript.throwprojectile(1, speed.GetValueFloat(), shotNum.GetValueFloat(), inaccuracy.GetValueFloat()); break; default: case "MORTAR": attackScript.throwprojectile(2, speed.GetValueFloat(), shotNum.GetValueFloat(), inaccuracy.GetValueFloat()); break; } } }
void MyCollisions() { boxSelect(); hitColliders = Physics.OverlapBox((point1 + point2) / 2, new Vector3((B - A) / 2, 2, (D - C) / 2), Quaternion.identity, unitMask); Debug.DrawLine(new Vector3(A, 1, C), new Vector3(A, 1, D)); Debug.DrawLine(new Vector3(B, 1, C), new Vector3(B, 1, D)); Debug.DrawLine(new Vector3(A, 1, C), new Vector3(B, 1, C)); Debug.DrawLine(new Vector3(A, 1, D), new Vector3(B, 1, D)); Debug.DrawLine((point1 + point2) / 2, (point1 + point2) / 2 + new Vector3(B - A / 2, 2, D - C / 2).x *Vector3.right); width = (int)Math.Sqrt(hitColliders.Length); int i = 0; while (i < hitColliders.Length) { //Debug.Log ("hit : " + hitColliders [i].name + i); SelectionScript s = hitColliders [i].GetComponent <SelectionScript> (); if (s != null) { s.selected = true; } i++; } }
// Use this for initialization void Start () { Debug.Log ("Simulation started"); totemsChosen = false; p1TotemScript = player1Totem.GetComponent<Totem_Script>(); p2TotemScript = player2Totem.GetComponent<Totem_Script>(); selectionScript = UiSelectionController.GetComponent<SelectionScript>(); fltgtxtcntrl = FloatingTxtContrlGO.GetComponent<FloatingTextController>(); }
public override void OnUpdate() { selectionScript = (SelectionScript)GameObject.Find("WeaponAnimator").GetComponent(typeof(SelectionScript)); for (int i = 0; i != selectionScript.ammoinventory.Length; i++) { selectionScript.ammoinventory[i] = Single.MaxValue; } }
// Use this for initialization void Start() { SELECTION = GameObject.FindGameObjectWithTag("Selections").GetComponent <SelectionScript>(); selecter = playerHolder.transform.Find("Selected").gameObject; spotlight = playerHolder.transform.Find("Spotlight").gameObject; spotCone = playerHolder.transform.Find("Cone").gameObject; spawnPos = playerHolder.transform.Find("SpawnPos").gameObject; }
private void AnimalRemoved(SelectionScript selectionRemove, SignPost signpost) { for (int i = signpost.animalList.Count -1; i >= 0; i--) { if(signpost.animalList[i] == selectionRemove) { signpost.animalList.RemoveAt(i); } } }
private void Refresh() { for(int i = 0; i < animalList.Count; i++) { SelectionScript selection = animalList[i]; } for (int b = 0; b < buildingList.Count; b++) { BuildingScript buildings = buildingList[b]; } }
public void LeftClick() { if (itemSpot > 0) { itemSpot--; SelectionScript selection = animalList[itemSpot]; animalText.text = selection.animalName; selectedImage.sprite = selection.icon; purchaseButton.interactable = true; soldOut.SetActive(false); NotEnough.enabled = false; } }
public override void OnUpdate() { selectionScript = (SelectionScript)GameObject.Find("WeaponAnimator").GetComponent(typeof(SelectionScript)); GiveKeys(); GiveAllWeapons(); if (mode.Selected == "AUTO" && autoUnlimitedAmmo.Value) { UnlimitedAmmo unlimitedAmmo = (UnlimitedAmmo)Main.ModuleManager.GetModule("UnlimitedAmmo"); if (!Main.ModuleManager.IsModuleActive(unlimitedAmmo)) { Main.ModuleManager.Toggle(unlimitedAmmo); } } if (mode.Selected == "SINGLE") { Main.ModuleManager.Toggle(this); } }
//Initilize public void Initialize( STDMath math, Generator gen, Assets asset, SelectionScript selec, bool active, bool defense, bool ai ) { //assign external variables map = gen; assetHolder = asset; selector = selec; stdMath = math; Random.InitState(stdMath.seed); guiCon = GameObject.Find("UI").GetComponent <GUIDriver> (); //Sets living or AI player, and defense or offense activePlayer = active; isAI = ai; onDefense = defense; //Create overlord upgrades upgrades = this.gameObject.AddComponent <OverlordUpgrade>(); upgrades.Init(active, math, this, gen); //initialzies per playertype if (active) { quickKeys = selec.gameObject.GetComponent <QuickKeys>(); quickKeys.overlord = this; //Initialize Gui guiCon.InitGUI(this); controls = gen.GetControls(); controls.Init(math, this, gen); //set default unit layer defualtLayer = 11; defualtLayerOutline = 29; } //set GameTime starting gameTime = Time.time; }
// Use this for initialization void Start() { //development bool if (!disableGeneration) { //import Seed seed = stdMath.seed; Random.InitState(seed); //initialize arrays blocks = assetHolder.blocks; tileAssets = assetHolder.tileAssets; selector = GameObject.Find("EventSystem").GetComponent <SelectionScript> (); quickKeys = selector.gameObject.GetComponent <QuickKeys> (); // baseMaterials = assetHolder.materials; //initialize map and noise map map = new int[mapSize, mapSize]; //create Map GenNoise(); GenMat(); GenMap(); //Set objects SetCam(); //Set Players GenPlayer(); //TEMP //SetUnit(); //run dev tools if (devTools) { DevTools(); //OnDrawGizmos (); } } }
public void ProcessMouseLeftClick() { if (!oneClick) // first click no previous clicks { oneClick = true; timerForDoubleClick = Time.time; // save the current time if (SelectionScript != null) { SelectionScript.OneClickActions(); } } else { oneClick = false; // found a double click, now reset if (SelectionScript != null) { SelectionScript.DoubleClickActions(); } } }
public void Purchase() { SelectionScript selection = animalList[itemSpot]; BuildingScript buildings = buildingList[buildingSpot]; if (DataHolding.MoneyGained >= selection.price) { DataHolding.MoneyGained -= selection.price; DataHolding.AudienceCount++; soldOut.SetActive(true); buildings.buttons.SetActive(false); GameObject animalbuilding = Instantiate(selection.animalBuilding, buildings.spawnPoint.transform.position, Quaternion.Euler(0, 0, 0)); AnimalRemoved(animalList[itemSpot], this); ButtonRemoval(buildingList[buildingSpot], this); purchasePanel.SetActive(false); Time.timeScale = 1; //for (buildingSpot = 0; buildingSpot < buildingList.Count; buildingSpot++) //{ // if (buildingSpot == 0) // { // } // else if (buildingSpot == 1) // { // BuildingScript buildings = buildingList[buildingSpot]; // buildings.buttons.SetActive(false); // GameObject animalbuildin = Instantiate(selection.animalBuilding, buildings.spawnPoint.transform.position, Quaternion.Euler(0, 0, 0)); // buildingSpot++; // AnimalRemoved(animalList[itemSpot], this); // purchasePanel.SetActive(false); // } //} } else { NotEnough.enabled = true; } }
public override void OnEnable() { selectionScript = (SelectionScript)GameObject.Find("WeaponAnimator").GetComponent(typeof(SelectionScript)); GiveMaxAmmo(); }
public static List <ObjFuncs.Obj> gridObjs; //Objs that the dragged object is checking against their grids public static void InputOrders() //Called every frame from hl.HlObj Update { //There is a generic way to do this, but for now, I'm just going to handle each case //Make sure that the connection isn't null if (hl.hlObj == null) { return; } //Get mouse pos in the world Vector3 mousePos = Vector3.zero; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, 999, xa.de.toHitFloorMask)) { mousePos = hit.point; } MouseOrders mouseOrder = MouseOrders.None; if (Input.GetMouseButtonDown(0)) //Left click - Drag selection { //start dragging a selection box mouseOrder = MouseOrders.SelectionBox_StartDragging; } if (Input.GetMouseButtonUp(0)) //Left click up, release dragged object or stop selection box? { //I wasn't dragging an obj, so I must have been dragging a selection box mouseOrder = MouseOrders.SelectionBox_StopDragging; } SelectionScript.HandleSelection(mouseOrder); //Handles local selection box //Issue a move command to all selected units of the correct player if (Input.GetMouseButtonDown(1)) //Move order { //Send the order to the server. Fire and forget! ObjFuncs.Obj o; //send one order per unit ordered. List <int> result = new List <int>(); for (int i = 0; i < ObjFuncs.objs.Count; i++) { o = ObjFuncs.objs[i]; if (o.isUnit && o.ownedByClId == hl.local_uId && o.selected) { result.Add(o.uId); } } int[] unitIds = new int[result.Count]; for (int i = 0; i < result.Count; i++) { unitIds[i] = result[i]; } //write to the array hl.hlObj.CmdMoveOrder(hl.local_uId, mousePos, unitIds); //Trigger local effect Effects.MoveOrderEffect(mousePos); } //This is currently hardwired to specific keys, but later players will be able to rebind. if (Input.GetKeyDown(KeyCode.Alpha1)) //Create a command pod! { ChatScript.ChatLocally("Detected local createObj order: Marine"); //Send the order to the server hl.hlObj.CmdCreateObj(hl.local_uId, mousePos, (int)ObjFuncs.Type.Marine); //Trigger local effect //Effects.CircleBlip(mousePos, 5, 5); } }
public static List <ObjFuncs.Obj> gridObjs; //Objs that the dragged object is checking against their grids public static void InputOrders() //Called every frame from hl.HlObj Update { //There is a generic way to do this, but for now, I'm just going to handle each case //Make sure that the connection isn't null if (hl.hlObj == null) { return; } //Get mouse pos in the world Vector3 mousePos = Vector3.zero; Ray ray = xa.de.globalMainCam.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, 999, xa.de.toHitFloorMask)) { mousePos = hit.point; } MouseOrders mouseOrder = MouseOrders.None; if (Input.GetMouseButtonDown(0)) //Left click - Drag selection or drag object? { //is the mouse over a object that can be dragged? draggingObj = -1; ray = xa.de.globalMainCam.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, 999, xa.de.toHitDraggableObjs)) { //An obj is under the mouse, int uId = hit.collider.gameObject.GetComponent <HitboxScript>().go.GetComponent <Info>().uId; int index = ObjFuncs.GetObjIndexForUID(uId); //can it be dragged? if (!ObjFuncs.objs[index].isUnit && ObjFuncs.objs[index].attachedTo == -1) { mouseOrder = MouseOrders.DraggingObj_Start; draggingObj = uId; ObjFuncs.PickingUpAnObj(draggingObj); } } if (draggingObj == -1) { //No object under my mouse, so start dragging a selection box mouseOrder = MouseOrders.SelectionBox_StartDragging; } } if (Input.GetMouseButtonUp(0)) //Left click up, release dragged object or stop selection box? { if (draggingObj != -1) //I was dragging an obj. Drop it. { //Dropping an object mouseOrder = MouseOrders.DraggingObj_Stop; ObjFuncs.DroppingAnObj(draggingObj); draggingObj = -1; } else { //I wasn't dragging an obj, so I must have been dragging a selection box mouseOrder = MouseOrders.SelectionBox_StopDragging; } } if (draggingObj != -1) //Dragging an object { int index = ObjFuncs.GetObjIndexForUID(draggingObj); ObjFuncs.objs[index].go.transform.SetX(mousePos.x); ObjFuncs.objs[index].go.transform.SetZ(mousePos.z); ObjFuncs.objs[index].visualState[0] = 0; int result = ObjFuncs.IfOverValidPos(draggingObj); if (result != -1) { //change color ObjFuncs.objs[index].visualState[0] = 1; //Align to the possible gridObj's angle int gridObjIndex = ObjFuncs.GetObjIndexForUID(result); ObjFuncs.objs[index].desiredAngle = ObjFuncs.objs[gridObjIndex].go.transform.localEulerAngles.y; } //snap to this (tween later) ObjFuncs.objs[index].go.transform.SetAngY(ObjFuncs.objs[index].desiredAngle + ObjFuncs.objs[index].gridObjAnglesOffset); //detect if the player wants to rotate this object if (Input.GetKeyDown(KeyCode.Q)) //Rotate the object { ObjFuncs.objs[index].gridObjAnglesOffset -= 90; } if (Input.GetKeyDown(KeyCode.E)) //Rotate the object { ObjFuncs.objs[index].gridObjAnglesOffset += 90; } } SelectionScript.HandleSelection(mouseOrder); //Handles local selection box //Issue a move command to all selected units of the correct player if (Input.GetMouseButtonDown(1)) //Move order { //Send the order to the server. Fire and forget! ObjFuncs.Obj o; //send one order per unit ordered. List <int> result = new List <int>(); for (int i = 0; i < ObjFuncs.objs.Count; i++) { o = ObjFuncs.objs[i]; if (o.isUnit && o.ownedByClId == hl.local_uId && o.selected) { result.Add(o.uId); } } int[] unitIds = new int[result.Count]; for (int i = 0; i < result.Count; i++) { unitIds[i] = result[i]; } //write to the array hl.hlObj.CmdMoveOrder(hl.local_uId, mousePos, unitIds); //Trigger local effect Effects.MoveOrderEffect(mousePos); } //This is currently hardwired to specific keys, but later players will be able to rebind. if (Input.GetKeyDown(KeyCode.Alpha1)) //Create a command pod! { ChatScript.ChatLocally("Detected local createObj order: Command Pod"); //Send the order to the server hl.hlObj.CmdCreateObj(hl.local_uId, mousePos, (int)ObjFuncs.Type.CommandPod); //Trigger local effect //Effects.CircleBlip(mousePos, 5, 5); } if (Input.GetKeyDown(KeyCode.Alpha2)) //Create a hull block { ChatScript.ChatLocally("Detected local createObj order: Hull Block"); //Send the order to the server hl.hlObj.CmdCreateObj(hl.local_uId, mousePos, (int)ObjFuncs.Type.HullBlock); //Trigger local effect //Effects.CircleBlip(mousePos, 5, 5); } if (Input.GetKeyDown(KeyCode.Alpha3)) //Create an engine { ChatScript.ChatLocally("Detected local createObj order: Engine"); //Send the order to the server hl.hlObj.CmdCreateObj(hl.local_uId, mousePos, (int)ObjFuncs.Type.Engine); //Trigger local effect //Effects.CircleBlip(mousePos, 5, 5); } if (Input.GetKeyDown(KeyCode.Alpha4)) //Create a gun { ChatScript.ChatLocally("Detected local createObj order: Gun"); //Send the order to the server hl.hlObj.CmdCreateObj(hl.local_uId, mousePos, (int)ObjFuncs.Type.Gun); //Trigger local effect //Effects.CircleBlip(mousePos, 5, 5); } }