Пример #1
0
 IEnumerator NewPlayerHandle(newPly newplayer)
 {
     if (SocketNetworkManager.numberofplayers == 3)
     {
         snm.logText("Ready to start (3/3)");
     }
     else
     {
         snm.logText("Waiting for more players (" + (SocketNetworkManager.numberofplayers + 1) + "/3)");
     }
     yield break;
 }
Пример #2
0
 private void Start()
 {
     snm     = GetComponent <SocketNetworkManager>();
     textbox = this.gameObject.GetComponent <Text>();
     if (SocketNetworkManager.isHost)
     {
         snm.logText("You are host");
         snm.logText("Waiting for more players (1/3)");
     }
     else
     {
         snm.logText("Waiting for more players (" + (SocketNetworkManager.numberofplayers + 1) + "/3)");
         if (SocketNetworkManager.numberofplayers == 3)
         {
             snm.logText("Ready to start");
         }
     }
 }
Пример #3
0
    public void TakeDamage(float dmg)
    {
        var hsize = new Vector3(((health.getCurrentHP() - dmg) / health.getMaxHP()) * (healthbarsize.x), healthbarsize.y, healthbarsize.z);

        healthbar.transform.localScale = hsize;
        hit            = 25;
        hbarupdatetime = 20;
        snm.logText("Boss took 10 damage");
        if (health.TakeDamage(10))
        {
            StartCoroutine(damageAnimation());
        }
        else
        {
            Dead();
        }
        // do stuff only for the circle collider
    }
Пример #4
0
    // reduces player health, if its 0 then call Dead(), if not then apply
    // a knockback force given by dir
    public virtual void TakeDamage(float dmg, Vector2 dir)
    {
        snm.logText("Player " + healthbar_id.ToString() + " took 10 damage");
        var hsize = new Vector3(((health.getCurrentHP() - dmg) / health.getMaxHP()) * (healthbarsize.x), healthbarsize.y, healthbarsize.z);

        healthbar.transform.localScale = hsize;
        hit            = 25;
        hbarupdatetime = 20;
        if (!health.TakeDamage(dmg))
        {
            Dead();
        }
        else
        {
            //applyForce(dir);
            knocked = 20;
        }
    }
Пример #5
0
    // reduces player health, if its 0 then call Dead(), if not then apply
    // a knockback force given by dir
    public virtual void TakeDamage(float dmg, Vector2 dir)
    {
        snm.sendMessage("takedamage", "{ \"dmg\": " + dmg + " }");
        snm.logText("You took 10 damage");
        var hsize = new Vector3(((health.getCurrentHP() - dmg) / health.getMaxHP()) * (healthbarsize.x), healthbarsize.y, healthbarsize.z);

        healthbar.transform.localScale = hsize;
        hit            = 25;
        hbarupdatetime = 20;
        if (!health.TakeDamage(dmg))
        {
            Dead();
        }
        else
        {
            //applyForce(dir);
            knocked = 20;
        }
    }
Пример #6
0
    public void OnStartButtonPress()
    {
        bool allready = true;

        foreach (KeyValuePair <string, newPly> a in SocketNetworkManager.newplayers)
        {
            if (a.Value._plclass == "None" || a.Value._plclass == null)
            {
                allready = false;
                return;
            }
        }
        if (allready)
        {
            StartGameButton.SetActive(false);
            selectMenu.SetActive(false);
            snm.sendMessage("startgame", "{ }");
            StartGame();
        }
        else
        {
            snm.logText("Cannot start not all players have selected a class");
        }
    }