private string ProcessSnipeCommand(string txt) { var splt1 = txt.Split(' '); if (splt1.Length < 2) { return("Pokemon or location cannot be read"); } var splt2 = splt1[1].Split(','); if (splt2.Length < 2) { return("Location cannot be read"); } var pokemon = getPokemonID(splt1[0]); if (pokemon == PokemonId.Missingno) { return("Pokemon cannot be read"); } var location = getLatLng(splt2[0], splt2[1]); Sniper.SendToSnipe(pokemon, location); return("Command sent succefully to the bot."); }
private DataHeroes() { if (SaveData.isHaveData(saveDataFileName)) { archerExp = instance.archerExp; sniperExp = instance.sniperExp; rogueExp = instance.rogueExp; dukunExp = instance.dukunExp; archerLocked = instance.archerLocked; sniperLocked = instance.sniperLocked; rogueLocked = instance.rogueLocked; dukunLocked = instance.dukunLocked; } else { archerExp = 0; sniperExp = 0; rogueExp = 0; dukunExp = 0; archerLocked = true; sniperLocked = true; rogueLocked = true; dukunLocked = true; } archerModel = new Archer(archerExp, archerLocked); sniperModel = new Sniper(sniperExp, sniperLocked); dukunModel = new Dukun(dukunExp, dukunLocked); rogueModel = new Rogue(rogueExp, rogueLocked); }
// Update is called once per frame void Update() { Sniper Player = FindObjectOfType <Sniper>(); //Player variable set by finding the player object Text text = GetComponent <Text>(); //Get the text component of the object text.text = "Firing Speed : " + Player.FireSpeed; //Set text to be firing speed : + players firing speed }
// Start is called before the first frame update void Start() { s = GetComponent <Sniper>(); targetAcquired = s.playerFound; currTimeBeforeShoot = -10; shootOrigin = s.rayPoint; }
// Update is called once per frame void Update() { Sniper Player = FindObjectOfType <Sniper>(); //Player Variable which is set by finding the player in the world Text text = GetComponent <Text>(); //Get the text component of the object text.text = "Mass : " + Player.Mass + " G"; //Text is equal to Mass + Player mass + G }
public void Setup() { _mockSniperListener = new Mock <ISniperListener>(); _mockAuction = new Mock <IAuction>(); _sniper = new Sniper(_mockAuction.Object, new Item(ItemId, StopPrice)); _sniper.AddSniperListener(_mockSniperListener.Object); }
// Update is called once per frame void Update() { Sniper sniper = FindObjectOfType <Sniper>(); //As there is only one player you can just find the sniper object Physics = GetComponent <MyPhysics>(); //Gets Physics component from object (Makes sure physics is up to date) Transformation = GetComponent <myTransformation>(); //Gets Transformation Component from object (Makes sure transformation is up to date) //Checks if timer is more then 0.2, this stops explosions being instant if (timeoutDestructor > 0.2f) { //Checks if the player is creating an explosion if (sniper.Explosion == true) { //If physic object has collided run these scripts if (Physics.Collided == true) { GameObject go = new GameObject("Explosion"); //Create a new invisble game object called explosion go.AddComponent <Explosion>(); //Add Explosion go.AddComponent <myTransformation>(); //Add Transformation TransformationInit Temp; //Create an initiation structre for transformation Temp.Translation = this.Transformation.Translation; //Set translalation Temp.Translation.y -= 20; //Decrease height, this makes the explosion more impactfull Temp.Scale = this.Transformation.Scale; //Sets scale Temp.Rotation = this.Transformation.Rotation; //sets rotation go.GetComponent <myTransformation>().Initialise(Temp); //Sets the transformation to initation structure timeoutDestructor = 10000; //Kill the bullet } } } //Add Delta Time TO timeout Destructor timeoutDestructor += Time.deltaTime; }
public override void Execute() { Sniper copiedSniper = _unit.Copy() as Sniper; Vector3 randomPosition = new Vector3(Random.Range(-10, 10), Random.Range(5, 20), Random.Range(-10, 10)); copiedSniper.transform.SetPositionAndRotation(randomPosition, new Quaternion()); }
private void Start() { lr = GetComponentInChildren <LineRenderer>(); npcManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <NPCManager>(); switch (myClasse) { case classe.GUNNER: { Alliee a = new Gunner(gameObject, npcManager); npcManager.AddAlliee(a); me = a; break; } case classe.SNIPER: { Alliee a = new Sniper(gameObject, npcManager); npcManager.AddAlliee(a); me = a; break; } case classe.SPECIALIST: { Alliee a = new Specialist(gameObject, npcManager); npcManager.AddAlliee(a); me = a; break; } case classe.CANNONFODDER: { Ennemy e = new CannonFodder(gameObject, npcManager); npcManager.AddEnnemy(e); me = e; break; } case classe.RUNNER: { Ennemy e = new Runner(gameObject, npcManager); npcManager.AddEnnemy(e); me = e; break; } case classe.BOSS: { Ennemy e = new Boss(gameObject, npcManager); npcManager.AddEnnemy(e); me = e; break; } default: throw new System.ArgumentException("Invalid classe."); } rb = GetComponent <Rigidbody>(); }
//private MachineGun machinegun; //private Rocket rocket; void Start() { guntype = "sniper"; pos = player.transform; sniper = GetComponent <Sniper>(); // future plans for more waeponry //rocket = GetComponent<Rocket>(); //machinegun = GetComponent<MachineGun>(); }
private void Start() { //thread PlayerManager = GameObject.Find("Player").GetComponent <PlayerManager>(); asaultRifle = GameObject.Find("WeaponManager+Weapons").GetComponent <AsaultRifle>(); sniper = GameObject.Find("WeaponManager+Weapons").GetComponent <Sniper>(); }
void SetComponents() { gunFireAudioSource = GetComponent <AudioSource>(); spriteRenderer = GetComponent <SpriteRenderer>(); gameObject.AddComponent <PlayerController>(); gun = GetComponent <Gun>(); shotgun = GetComponent <Shotgun>(); rifle = GetComponent <Rifle>(); rpg = GetComponent <Rpg>(); sniper = GetComponent <Sniper>(); }
public void JoinAuction(Item item) { var auction = _auctionHouse.AuctionFor(item); var sniper = new Sniper(auction, item); auction.AddAuctionEventListener(sniper); _collector.AddSniper(sniper); auction.Join(); }
static void Main(string[] args) { //Character character = new Warrior(100, 15, 1, 67); //character.PrintHealth(); //virtual zeby uzyc metod z warriora //character.PrintAttack(); //nie wirtual zeby uzyc z character //character.PrintMana(); //Warrior warrior = new Warrior(100, 10, 5, 15); //warrior.PrintHealth(); //nawet bez wirtual uzyje character //warrior.PrintAttack(); //warrior.PrintMana(); Character warrior = new Warrior(500, 70, 0, 65); Character rouge = new Rouge(400, 70, 0, 65); Character mage = new Mage(300, 30, 3000, 10); Character ranger = new Ranger(400, 60, 300, 30); Paladin paladin = new Paladin(700, 70, 100, 30, 50); Berserker berserker = new Berserker(700, 70, 0, 55); Assassin assassin = new Assassin(600, 80, 0, 79); Gambler gambler = new Gambler(600, 50, 0, 40, 3); Archmage archmage = new Archmage(500, 30, 5000, 60); Bloodmage bloodmage = new Bloodmage(500, 30, 2000, 60); Sniper sniper = new Sniper(600, 80, 100, 30); BeastMaster beastMaster = new BeastMaster(700, 60, 500, 50); // wip Fighting fighting = new Fighting(); List <Character> lista = new List <Character> { paladin, berserker, assassin, gambler, archmage, bloodmage, sniper, beastMaster }; Start start = new Start(); start.StartingInterface(lista); // if (berserker.GetHealth() <= 0) // { // for (int i = berserker.ImmortalRage(); i > 0; i--) // { // Fight(berserker, assassin, playerOneTurn = !playerOneTurn); // } // } Console.ReadKey(); }
public Sniper FindSniperAt(Node node) { Sniper sniper = Object.FindObjectOfType <Sniper>(); if (sniper != null) { if (sniper.transform.position == node.transform.position) { return(sniper); } } return(null); }
public static void NewClass() { Sniper.Clear(); Sniper.level = 0; CurrentGame.game.memoryGeneral.humanClassProgress.sniper.level = 0; CurrentGame.game.memoryGeneral.humanClassProgress.sniper.name = "Sniper"; CurrentGame.game.memoryGeneral.humanClassProgress.sniper.movement = 5; CurrentGame.game.memoryGeneral.humanClassProgress.sniper.classWeapons.classWeapon1.type = "Ranged"; CurrentGame.game.memoryGeneral.humanClassProgress.sniper.classWeapons.classWeapon1.rank = 3; CurrentGame.game.memoryGeneral.humanClassProgress.sniper.classWeapons.classWeapon2.type = "Close"; CurrentGame.game.memoryGeneral.humanClassProgress.sniper.classWeapons.classWeapon2.rank = 3; CurrentGame.game.memoryGeneral.humanClassProgress.sniper.caps = Sniper.Caplist(); LevelUpClass(); }
public Logic(ISettings botSettings, LogicInfoObservable infoObservable) { this.BotSettings = botSettings; var clientSettings = new PokemonGo.RocketAPI.Shared.ClientSettings(botSettings.pFHashKey, botSettings.DefaultLatitude, botSettings.DefaultLongitude, botSettings.DefaultAltitude, botSettings.proxySettings.hostName, botSettings.proxySettings.port, botSettings.proxySettings.username, botSettings.proxySettings.password, botSettings.AuthType, botSettings.Username, botSettings.Password, GlobalVars.BotApiSupportedVersion); objClient = new Client(clientSettings); objClient.setFailure(new ApiFailureStrat(objClient)); BotStats = new BotStats(); navigation = new Navigation(objClient, botSettings); pokevision = new PokeVisionUtil(); this.infoObservable = infoObservable; Instance = this; sniperLogic = new Sniper(objClient, botSettings); PokemonGo.RocketAPI.Shared.KeyCollection.Load(); }
private void TowerSwitchInput() { if (previewTower != null) { if (input.KeyPressed(Keys.D1)) { previewTower = new FlameThrower(selectedTower.X, selectedTower.Y, previewTower.HotkeyNumber); } else if (input.KeyPressed(Keys.D2)) { previewTower = new Shotgun(selectedTower.X, selectedTower.Y, previewTower.HotkeyNumber); } else if (input.KeyPressed(Keys.D3)) { previewTower = new Sniper(selectedTower.X, selectedTower.Y, previewTower.HotkeyNumber); } } }
public void Create_Guns(string type) { if (type == "S") { Sniper temp = WeaponsFacotry.CreateWeapon(type) as Sniper; Assert.AreEqual(10, temp.ammo); Assert.AreEqual("AWP", temp.name); Assert.AreEqual(75, temp.damage); Assert.AreEqual(900, temp.cost); } else if (type == "A") { Automat temp = WeaponsFacotry.CreateWeapon(type) as Automat; Assert.AreEqual(30, temp.ammo); Assert.AreEqual("AK-47", temp.name); Assert.AreEqual(45, temp.damage); Assert.AreEqual(750, temp.cost); } else if (type == "P") { Pistol temp = WeaponsFacotry.CreateWeapon(type) as Pistol; Assert.AreEqual(7, temp.ammo); Assert.AreEqual("Desert Eagle", temp.name); Assert.AreEqual(30, temp.damage); Assert.AreEqual(500, temp.cost); } else if (type == "B") { Bazooka temp = WeaponsFacotry.CreateWeapon(type) as Bazooka; Assert.AreEqual(1, temp.ammo); Assert.AreEqual("RukyBazuky", temp.name); Assert.AreEqual(100, temp.damage); Assert.AreEqual(1000, temp.cost); } else { Granade temp = WeaponsFacotry.CreateWeapon(type) as Granade; Assert.AreEqual(1, temp.ammo); Assert.AreEqual("small", temp.name); Assert.AreEqual(10, temp.damage); Assert.AreEqual(0, temp.cost); } }
public static void LevelUpClass() { Sniper.LevelUp(); CurrentGame.game.memoryGeneral.humanClassProgress.sniper.level = CurrentGame.game.memoryGeneral.humanClassProgress.sniper.level + 1; CurrentGame.game.memoryGeneral.humanClassProgress.sniper.modifiers = Sniper.ModList(); foreach (string id in CurrentGame.game.memoryGeneral.humanClassProgress.sniper.subbed) { Unit me = new Unit(); foreach (Unit u in CurrentGame.game.storeroom.units) { if (id == u.unitID) { u.unitClass.main.human.sniper.modifiers = CurrentGame.game.memoryGeneral.humanClassProgress.sniper.modifiers; u.unitClass.main.human.sniper.level = CurrentGame.game.memoryGeneral.humanClassProgress.sniper.level; } } } }
private void SetCommand() { _weapons = new Weapon[6]; _weapons[0] = new Pistol(); pistol.coolTime = FileManager.weaponInfo["pistol_respawn"]; pistol.divCooltime = 1 / pistol.coolTime; Copy_Paste(_weapons[0], pistol); _weapons[1] = new SMG(); smg.coolTime = FileManager.weaponInfo["smg_respawn"]; smg.divCooltime = 1 / smg.coolTime; Copy_Paste(_weapons[1], smg); _weapons[2] = new Sniper(); sniper.coolTime = FileManager.weaponInfo["sniper_respawn"]; sniper.divCooltime = 1 / sniper.coolTime; Copy_Paste(_weapons[2], sniper); _weapons[3] = new AR(); ar.coolTime = FileManager.weaponInfo["ar_respawn"]; ar.divCooltime = 1 / ar.coolTime; Copy_Paste(_weapons[3], ar); _weapons[4] = new SG(); sg.coolTime = FileManager.weaponInfo["sg_respawn"]; sg.divCooltime = 1 / sg.coolTime; Copy_Paste(_weapons[4], sg); _weapons[5] = new Grenade(); grenade.coolTime = FileManager.weaponInfo["grenade_respawn"]; grenade.divCooltime = 1 / grenade.coolTime; Copy_Paste(_weapons[5], grenade); for (i = 0; i < _weapons.Length; i++) { _weapons[i].Init(); } }
public static void Main(string[] args) { Console.WriteLine(); Console.WriteLine("==== Senjata ===="); Console.WriteLine(); Senjata senjata; senjata = new Pistol(); senjata.jenis(); senjata.peluru(); senjata.caliber(); Console.WriteLine(); senjata = new Sniper(); senjata.jenis(); senjata.peluru(); senjata.caliber(); }
public void WeaponSelect() { switch (Weapon) { case ("Sniper"): Sniper newSniper = new Sniper(Name, FireRate, Range, GunEnd); break; case ("Rifle"): Rifle newRifle = new Rifle(Name, FireRate, Range, GunEnd); break; case ("SMG"): SMG newSMG = new SMG(Name, FireRate, Range, GunEnd); break; case ("Shotgun"): Shotgun newGun = new Shotgun(Name, FireRate, Range, GunEnd); break; } }
private void AddTower(int x, int y, Utility.TowerType type, int HotKeyNumber) { Tower tower = null; switch (type) { case Utility.TowerType.FlameThrower: tower = new FlameThrower(x, y, HotKeyNumber); break; case Utility.TowerType.Sniper: tower = new Sniper(x, y, HotKeyNumber); break; case Utility.TowerType.Shotgun: tower = new Shotgun(x, y, HotKeyNumber); break; default: throw new ArgumentException("invalid tower type: " + type); } Utility.TowerList.Add(tower); }
// Update is called once per frame void Update() { displayAmmo.text = " "; foreach (Transform child in weaponLoc) { if (child.gameObject.activeSelf) { weapon = child; if (weapon.name == "Pistol(Clone)") { pistol = weapon.GetComponent <Pistol>(); ammo = pistol.ammo; displayAmmo.text = ammo.ToString(); } if (weapon.name == "Sniper(Clone)") { sniper = weapon.GetComponent <Sniper>(); ammo = sniper.ammo; displayAmmo.text = ammo.ToString(); } } } }
private void SpawnSniper() { randomPosition = new Vector3(Random.Range(-10, 10), Random.Range(5, 20), Random.Range(-10, 10)); if (UseCommander) { if (object.Equals(SniperCloneSource, null)) { SniperCloneSource = spawner.SpawnEnemy(EnemyType.Sniper) as Sniper; SniperCloneSource.name = "Sniper_SourceCloneForCommander"; SniperCloneSource.gameObject.SetActive(false); } commander.SetUnitCommand(new CreateSniperCommand(SniperCloneSource)); Debug.Log("Create Sniper Command - Added"); } else { entity = spawner.SpawnEnemy(EnemyType.Sniper); AttachCharacterController(entity); entity.name = "Sniper_Clone_" + ++incrementorSniper; entity.transform.SetPositionAndRotation(randomPosition, new Quaternion()); (entity as IEnemy).Kill(); } }
private void Awake() { if (instance) { Destroy(gameObject); } else { instance = this; } Physics2D.gravity = Vector2.zero; init = GetComponent <InitGameManager>(); pistol = new Pistol(); rifts = new Rifts(); shotGun = new ShotGun(); sniper = new Sniper(); aug = new AUG(); dualBerretas = new DualBerretas(); knife = new Knife(); allWeaponsPossible = new List <Gun> { pistol, shotGun, rifts, sniper, aug, dualBerretas, knife }; Quaternion quaternion = new Quaternion { eulerAngles = new Vector3(0, 0, 90) }; playerTransform = Instantiate(playerPrefab, playerOriginPosition, quaternion); hc = playerTransform.GetComponent <HeroController>(); }
void OnGUI() { if (Time.time != 0 && Time.timeScale != 0) { if (player != null) { if (GameApp.GetInstance().GetGameScene().PlayingState == PlayingState.GamePlaying && player.InputController.EnableShootingInput) { Weapon weapon = player.GetWeapon(); if (weapon != null) { if (weapon.GetWeaponType() == WeaponType.Sniper) { GUI.DrawTexture(new Rect((Sniper.lockAreaRect.xMin - AutoRect.AutoValue(leftTopReticle.width / 2)), (Sniper.lockAreaRect.yMin - AutoRect.AutoValue(leftTopReticle.height / 2)), AutoRect.AutoValue(leftTopReticle.width), AutoRect.AutoValue(leftTopReticle.height)), leftTopReticle); GUI.DrawTexture(new Rect((Sniper.lockAreaRect.xMax - AutoRect.AutoValue(rightTopReticle.width / 2)), (Sniper.lockAreaRect.yMin - AutoRect.AutoValue(rightTopReticle.height / 2)), AutoRect.AutoValue(rightTopReticle.width), AutoRect.AutoValue(rightTopReticle.height)), rightTopReticle); GUI.DrawTexture(new Rect((Sniper.lockAreaRect.xMin - AutoRect.AutoValue(leftBottomReticle.width / 2)), (Sniper.lockAreaRect.yMax - AutoRect.AutoValue(leftBottomReticle.height / 2)), AutoRect.AutoValue(leftBottomReticle.width), AutoRect.AutoValue(leftBottomReticle.height)), leftBottomReticle); GUI.DrawTexture(new Rect((Sniper.lockAreaRect.xMax - AutoRect.AutoValue(rightBottomReticle.width / 2)), (Sniper.lockAreaRect.yMax - AutoRect.AutoValue(rightBottomReticle.height / 2)), AutoRect.AutoValue(rightBottomReticle.width), AutoRect.AutoValue(rightBottomReticle.height)), rightBottomReticle); Sniper sniper = (Sniper)weapon; List <NearestEnemyInfo> neis = sniper.GetNearestEnemyInfoList(); foreach (NearestEnemyInfo info in neis) { GUI.DrawTexture(new Rect(info.currentScreenPos.x - AutoRect.AutoValue((reticle.width * 0.5f)), info.currentScreenPos.y - AutoRect.AutoValue((reticle.height * 0.5f)), AutoRect.AutoValue(reticle.width), AutoRect.AutoValue(reticle.height)), reticle); } } else { //Debug.Log(reticlePosition.x); GUI.DrawTexture(new Rect(reticlePosition.x - AutoRect.AutoValue(reticle.width * 0.5f * mutipleSizeReticle), reticlePosition.y - AutoRect.AutoValue((reticle.height * 0.5f * mutipleSizeReticle)), AutoRect.AutoValue(reticle.width * mutipleSizeReticle), AutoRect.AutoValue(reticle.height * mutipleSizeReticle)), reticle); } } } } } }
public void TestMethod2() { BaseUnitType gUnit = new Infantry(); var inf1 = new Infantry(); var inf2 = new Infantry(); var inf3 = new Infantry(); var eng1 = new Engineer(); var eng2 = new Engineer(); var eng3 = new Engineer(); var scout1 = new Scout(); var scout2 = new Scout(); var scout3 = new Scout(); var mar1 = new Marine(); var mar2 = new Marine(); var mar3 = new Marine(); var light1 = new Light(); var light2 = new Light(); var light3 = new Light(); var heavy1 = new Heavy(); var heavy2 = new Heavy(); var heavy3 = new Heavy(); var mort1 = new Mortar(); var mort2 = new Mortar(); var mort3 = new Mortar(); var art1 = new Artillery(); var art2 = new Artillery(); var art3 = new Artillery(); var air1 = new Airborn(); var air2 = new Airborn(); var air3 = new Airborn(); var snip1 = new Sniper(); var snip2 = new Sniper(); var snip3 = new Sniper(); inf1.Dispose(); eng2.Dispose(); scout1.Dispose(); mar3.Dispose(); light2.Dispose(); heavy1.Dispose(); mort3.Dispose(); art2.Dispose(); air3.Dispose(); snip1.Dispose(); inf1.DisplayString(); inf2.DisplayString(); inf3.DisplayString(); eng1.DisplayString(); eng2.DisplayString(); eng3.DisplayString(); scout1.DisplayString(); scout2.DisplayString(); scout3.DisplayString(); mar1.DisplayString(); mar2.DisplayString(); mar3.DisplayString(); light1.DisplayString(); light2.DisplayString(); light3.DisplayString(); heavy1.DisplayString(); heavy2.DisplayString(); heavy3.DisplayString(); mort1.DisplayString(); mort2.DisplayString(); mort3.DisplayString(); art1.DisplayString(); art2.DisplayString(); art3.DisplayString(); air1.DisplayString(); air2.DisplayString(); air3.DisplayString(); snip1.DisplayString(); snip2.DisplayString(); snip3.DisplayString(); }
protected void GiveItemWeapon(ItemBox.ItemType type, int amount) { CmdHit(gameObject); // Create a weapon reference Weapon currentWeapon = null; // Check if we already have an instance of this weapon for (int i = 0; i < weapons.Count; i++) { if (type == ItemBox.ItemType.Pistol && weapons[i] is Pistol) { currentWeapon = weapons[i]; } else if (type == ItemBox.ItemType.MachineGun && weapons[i] is MachineGun) { currentWeapon = weapons[i]; } else if (type == ItemBox.ItemType.Shotgun && weapons[i] is Shotgun) { currentWeapon = weapons[i]; } else if (type == ItemBox.ItemType.Sniper && weapons[i] is Sniper) { currentWeapon = weapons[i]; } else if (type == ItemBox.ItemType.RocketLauncher && weapons[i] is RocketLauncher) { currentWeapon = weapons[i]; } } // If we don't have a weapon of this type, create one and // add it to the weapon list if (currentWeapon == null) { if (type == ItemBox.ItemType.Pistol) { currentWeapon = new Pistol(); } else if (type == ItemBox.ItemType.MachineGun) { currentWeapon = new MachineGun(); } else if (type == ItemBox.ItemType.Shotgun) { currentWeapon = new Shotgun(); } else if (type == ItemBox.ItemType.Sniper) { currentWeapon = new Sniper(); } else if (type == ItemBox.ItemType.RocketLauncher) { currentWeapon = new RocketLauncher(); } weapons.Add(currentWeapon); weapons.Sort(); } // Automatically equip if weapon still not available if (weapon == null) { SwitchWeapon(0); } currentWeapon.AddAmmunition(amount); currentWeapon.LoadClip(); if (currentWeapon == weapon) { hud.UpdateWeapon(weapon); } }
// Use this for initialization void Start() { Sniper defaultWeapon = new Sniper(); }