private void Update() { if (Input.touchCount > 0 && Input.touches[0].phase == TouchPhase.Stationary) { source.PlayOneShot(shuri); float posX; if (faceMouse.lookRight) { posX = transform.position.x + 1f; } else { posX = transform.position.x - 1f; } Vector2 pos = new Vector2(posX, transform.position.y); GameObject shur = Instantiate(shuriken, pos, Quaternion.identity); Shuriken shurComp = shur.GetComponent <Shuriken>(); if (faceMouse.lookRight) { shurComp.shoot(Vector2.right); } if (!faceMouse.lookRight) { shurComp.shoot(Vector2.left); } } }
void IntersectionObjectWithSide(Shuriken shur) { Segment[] polySegments; Vector3 intersection = new Vector3(); Vector3 inter = new Vector3(); polySegments = poly.GetSegments(); float distance = polySegments[0].GetLenght(); int index = 0; for (int i = 0; i < polySegments.Length; i++) { intersection = MathG.IntersectionTwoSegments(shur.GetSegment(), polySegments[i]); if (intersection != new Vector3() && shur.GetLastSegment() != polySegments[i]) { if (polySegments[i].GetLenght() <= distance) { distance = polySegments[i].GetLenght(); index = i; inter = intersection; } } } if (inter != new Vector3()) { shur.SetIntersection(inter); shur.SetLastSegment(polySegments[index]); Instantiate(MathG.CreateSphere(inter)); } }
public override void DoSpecial() { var proto = new Shuriken(); foreach (var mob in Dungeon.Level.mobs) { if (!Level.fieldOfView[mob.pos]) { continue; } CurUser.Sprite.Parent.Recycle <MissileSprite>().Reset(CurUser.pos, mob.pos, proto, this); _targets.Add(this, mob); } if (_targets.Count == 0) { GLog.Warning(TxtNoEnemies); return; } CurUser.HP -= (CurUser.HP / 3); CurUser.Sprite.DoZap(CurUser.pos); CurUser.Busy(); }
public void Run() { font = new Font("data/Joystix.ttf", 40); player = new Player(); player.MoveTo(50, 60); Random rnd = new Random(); /* * numEnemies = 2; * enemies = new Enemy[numEnemies]; * for (int i = 0; i < numEnemies; i++) * { * enemies[i] = new Enemy(); * enemies[i].MoveTo( rnd.Next(200, 800), * rnd.Next(50, 400)); * enemies[i].SetSpeed(rnd.Next(1, 5) , 0); * } */ complex = new Complex(retroLook); info = new InfoPanel(); /* * dog = new Dog(); * dog.MoveTo(400, 200); */ finished = false; weapon = new Shuriken(); weapon.Hide(); // Game Loop MainLoop(); }
override protected void InitSkills(Transform owner) { Skill.SetGST(GameObject.Find("Manager").GetComponent <GlobalScriptTeam>()); Transform attackPoint = owner.GetChild(2); Fist fist = new Fist(owner, "Fist", 10, 1, 0, 1f, Skill.SkillType.Melee, attackPoint, 100); Shuriken shuriken = new Shuriken(owner, "Shuriken", 25, 3, 10, 3f, Skill.SkillType.Ranged, 1000, 4, attackPoint); Grenade grenade = new Grenade(owner, "Grenade", 35, 12, 15, 10, Skill.SkillType.Ranged, 500, 5, attackPoint); _skills.set((int)AbilityType.Stype.None, fist); _skills.set((int)AbilityType.Stype.None, shuriken); _skills.set((int)AbilityType.Stype.None, grenade); FireBall fireBall = new FireBall(owner, "FireBall", 35, 3, 15, 3f, Skill.SkillType.Ranged, 1000, 4, attackPoint); _skills.set((int)AbilityType.Stype.Fire, fist); _skills.set((int)AbilityType.Stype.Fire, fireBall); Tornado tornado = new Tornado(owner, "Tornado", 100, 0, 20, 15, Skill.SkillType.OnArea, 5, 5); _skills.set((int)AbilityType.Stype.Wind, fist); _skills.set((int)AbilityType.Stype.Wind, tornado); }
public void Initiation(Shuriken nextStar) { star = nextStar; //star.currentState = Shuriken.starState.SetLocation; star.gameObject.SetActive(true); peakTimer = 0f; shootTimer = 0f; }
void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Shuriken") { Shuriken shuriken = collision.gameObject.GetComponent <Shuriken>(); shuriken.Direction = collision.contacts[0].normal; } }
void CreateShuriken() { _animator.SetTrigger("Throw"); // GameObject go = Instantiate(shurikenPrefab, spawnPoint.position, Quaternion.identity) as GameObject; GameObject go = Network.Instantiate(shurikenPrefab, spawnPoint.position, Quaternion.identity, 0) as GameObject; shuriken = go.GetComponent<Shuriken>(); shuriken.Character = this; shuriken.Direction = _shurikenDirection; }
void SpawnShuriken() { if (shuriken.destroyed) { GameObject g = (GameObject)Instantiate(shurikenPref, new Vector3(0, -4), Quaternion.identity); shuriken = g.GetComponent<Shuriken>(); shuriken.destroyed = false; } }
public void ConstructorArgumentWithMatchingTypeShouldBeUsedIfUsingCallbackWithContextAndTarget() { var expectedWeapon = new Shuriken(); this.kernel.Bind <Samurai>().ToSelf().WithConstructorArgument(typeof(IWeapon), (context, target) => expectedWeapon); var samurai = this.kernel.Get <Samurai>(); samurai.Weapon.Should().Be(expectedWeapon); }
public void CreateStars() { for (int i = 0; i < pooledAmount; i++) { Shuriken obj = Instantiate(starPrefab).GetComponent <Shuriken>(); obj.gameObject.SetActive(false); stars.Add(obj); Initiation(stars[0]); } }
void PeakAndShoot() { for (int i = 0; i < stars.Count; i++) { if (stars[i].gameObject.activeInHierarchy) { star = stars[i]; } } }
void CreateShuriken() { _animator.SetTrigger("Throw"); // GameObject go = Instantiate(shurikenPrefab, spawnPoint.position, Quaternion.identity) as GameObject; GameObject go = Network.Instantiate(shurikenPrefab, spawnPoint.position, Quaternion.identity, 0) as GameObject; shuriken = go.GetComponent <Shuriken>(); shuriken.Character = this; shuriken.Direction = _shurikenDirection; }
public void Attack() { Vector3 dir = _pointerTransform.position - transform.position; dir.Normalize(); Shuriken s = Instantiate(_shurikenPrefab); s.transform.position = transform.position; s.SetDirection(dir); _myAnimator.SetBool("isAttacking", false); }
public void GivenOnlyImplicitBindings_AllBindingsWillResolve() { var shortSword = new ShortSword(); var shuriken = new Shuriken(); kernel.Bind <IWeapon>().ToConstant(shortSword).BindingConfiguration.IsImplicit = true; kernel.Bind <IWeapon>().ToConstant(shuriken).BindingConfiguration.IsImplicit = true; var result = kernel.GetAll <IWeapon>(); result.Should().Contain(shortSword); result.Should().Contain(shuriken); }
public void GivenADefaultAndAConditionalBinding_AllBindingsWillResolve() { var shortSword = new ShortSword(); var shuriken = new Shuriken(); kernel.Bind <IWeapon>().ToConstant(shortSword); kernel.Bind <IWeapon>().ToConstant(shuriken).When(_ => true); var result = kernel.GetAll <IWeapon>(); result.Should().Contain(shortSword); result.Should().Contain(shuriken); }
void SetWave() { for (int i = 0; i < waveLength; i++) { currentStar = stars[i]; if (currentStar.gameObject.activeSelf == false) { stars[i].transform.position = waveLocations[i]; currentStar.gameObject.SetActive(true); } } }
private void FireShuriken() { _actualShuriken.transform.parent = null; Shuriken shuriken = _actualShuriken.GetComponent <Shuriken>(); _throwType = GrabTypes.None; shuriken.Fire(shuriken.VelocityEstimator.GetVelocityEstimate().magnitude *transform.forward); _actualShuriken = null; }
// Use this for initialization void Start() { //polySides = poly.GetVertices(); enemies = new Shuriken[1]; for (int i = 0; i < enemies.Length; i++) { enemies[i] = new Shuriken(); enemies[i].shurikenGO = Instantiate(shurikenGameObject); enemies[i].shurikenGO.transform.parent = this.transform.parent; } }
private static void Main() { IWeapon sword = new Sword(); var warrior1 = new Samurai(sword); IWeapon shuriken = new Shuriken(); var warrior2 = new Samurai(shuriken); const string enemies = "the evildoers"; warrior1.Attack(enemies); warrior2.Attack(enemies); }
public void Initiation() { Shuriken inactiveStar = stars.Find((x) => !x.gameObject.activeInHierarchy); if (inactiveStar != null) { Initiation(inactiveStar); } else { print("non ster"); } }
override protected void InitSkills(Transform owner) { Skill.SetGST(GameObject.Find("Manager").GetComponent <GlobalScriptTeam>()); Transform attackPoint = owner.GetChild(2); Fist fist = new Fist(owner, "Fist", 10, 1, 0, 1f, Skill.SkillType.Melee, attackPoint, 100); Shuriken shuriken = new Shuriken(owner, "Shuriken", 25, 3, 10, 3f, Skill.SkillType.Ranged, 1000, 4, attackPoint); Grenade grenade = new Grenade(owner, "Grenade", 35, 12, 15, 10, Skill.SkillType.Ranged, 500, 5, attackPoint); _skills.set(fist); _skills.set(shuriken); _skills.set(grenade); }
void ThrowShuriken() { Vector3 itemSpawnPos = new Vector3(transform.position.x, transform.position.y + 2f, transform.position.z); // add a little variance to shurikens float varianceRange = Mathf.Sqrt(Vector3.Distance(targetUnit.transform.position, transform.position)); Vector3 variance = Vector3.forward * 1.5f + Vector3.left * Random.Range(-varianceRange, varianceRange); Vector3 dir = targetUnit.transform.position - itemSpawnPos + Vector3.up * 2f + variance; //Quaternion rot = Quaternion.LookRotation(dir); Shuriken newShuriken = Instantiate(shurikenPrefab, itemSpawnPos, Quaternion.identity); newShuriken.Initialize(team, DAMAGE); NetworkServer.Spawn(newShuriken.gameObject); //newShuriken.transform.Rotate(90, 0, 0); newShuriken.GetComponent <Rigidbody>().AddForce(Vector3.Normalize(dir) * 40f, ForceMode.Impulse); }
public void GivenAMixtureOfBindings_OnlyNonImplicitBindingsWillResolve() { var shortSword = new ShortSword(); var sword = new Sword(); var shuriken = new Shuriken(); this.kernel.Bind <IWeapon>().ToConstant(shortSword); this.kernel.Bind <IWeapon>().ToConstant(sword); this.kernel.Bind <IWeapon>().ToConstant(shuriken).BindingConfiguration.IsImplicit = true; var result = this.kernel.GetAll <IWeapon>(); result.Should().Contain(shortSword); result.Should().Contain(sword); result.Should().NotContain(shuriken); }
private void ThrowShuriken() { if (_health.CheckIfDead()) { return; } Shuriken shuriken = Instantiate(shurikenPrefab, shurikenSpawnPoint.transform.position, Quaternion.identity).GetComponent <Shuriken>(); shurikenInstances.Add(shuriken); shurikenCount++; sounds.PlayShoot(); onShoot?.Invoke(); }
public void SetShurikenWall() { for (int i = 0; i < pooledAmount; i++) { ranY = Random.Range(6f, 8f); currentStar = stars[i]; currentStar.transform.position = new Vector3(wallStartLocation, ranY, 0); currentStar.gameObject.SetActive(true); wallStartLocation = wallStartLocation + 0.9f; starsOnField.Add(currentStar); } int ran = Random.Range(0, 5); stars[ran].gameObject.SetActive(false); starsOnField.Remove(starsOnField[ran]); }
public void Disparar() { chispas.Play(); GameObject shuriken = Instantiate(prefabShuriken, puntoDeDisparo.position, Quaternion.identity) as GameObject; Shuriken componenteDelShuriken = shuriken.GetComponent <Shuriken>(); if (transform.localScale.x < 0f) { componenteDelShuriken.direccion = Vector2.left; } else { componenteDelShuriken.direccion = Vector2.right; } }
public override string attackStart() { //throw in only x weally fast or the other way of the x weally fast if (numShots > 0) { //find out the direction to shoot int x = parent.World.MouseX - parent.X > 0 ? 1 : -1; var shurukinian = new Shuriken(x * speed, 0); shurukinian.X = parent.X - 20; shurukinian.Y = parent.Y - 80; parent.World.Add(shurukinian); numShots -= 1; return("Release"); } return(""); }
void Start() { roundManager = GameObject.Find("GameManager").GetComponent <RoundManager>(); player = GameObject.Find("FingerTarget").GetComponent <Player>(); audioManager = GameObject.Find("AudioManager").GetComponent <AudioManager>(); audioSource = GetComponent <AudioSource>(); waves = GetComponent <Waves>(); waveIsOver = true; waves.amountStars = pooledAmount; waveLocations = new Vector3[pooledAmount]; //Create stars - put in available stars list for (int i = 0; i < pooledAmount; i++) { Shuriken obj = Instantiate(star); obj.gameObject.SetActive(false); stars.Add(obj); //obj.currentState = Shuriken.starState.inactive; } wallStartLocation = initialWallStartLocation; speed = initialSpeed; hardReset = 4f; weaponThreshold = 5; katanaThreshold = 5; }
private void CreateShurikens() { Shuriken shuriken = new Shuriken(new Point(0, 0), new Vector3(1, 1, 0), MainSlideFigure.GetPoligon().GetPlaneNormal()); GameObject ShurikenGameObject = Instantiate(ShurikenPrefab, shuriken.InitialPosition, shuriken.InitialRotation); }
/// <summary> /// Gives the player +1 shuriken(duh) /// </summary> public void ReturnShuriken(Shuriken shuriken) { // Remove one shuriken from the scene shurikenCount--; shurikenInstances.Remove(shuriken); }
// Use this for initialization void Start() { shuriken = GameObject.FindGameObjectWithTag("Shuriken").GetComponent<Shuriken>(); InvokeRepeating("SpawnShuriken", 1, 1); }