Пример #1
0
        public new void SystemUpdate()
        {
            var poolManager      = PoolManager.Instance();
            var cooldownAccessor = TAccessor <CooldownModule> .Instance();

            foreach (var module in cooldownAccessor.GetAllModules())
            {
                var entity = module.gameObject;

                if (module != null)
                {
                    if (module.ResetCooldown <= 0)
                    {
                        Debug.Log("Pan !");
                        module.ResetCooldown = module.Cooldown;
                        PoolableObject bullet = poolManager.GetPooledObject(objectType.bullet);

                        // Initialize and set active all instancied bullet in the bullet pool
                        if (bullet != null)
                        {
                            bullet.Init(entity.transform.position);
                            _objects.Add(bullet);
                        }
                    }
                    else
                    {
                        module.ResetCooldown -= Time.deltaTime;
                    }
                }
            }
        }
 // Update is called once per frame
 private void Start()
 {
     gunComponent = new GunModule(this.isFiring, this.bullet, this.firePoint, this.bulletSpeed, this.shotInterval, this.shotCounter);
     Modules      = new List <ScriptableObject>();
     Modules.Add(gunComponent);
     TAccessor <GunModule> .Instance().Add(gunComponent);
 }
Пример #3
0
    public void SystemUpdate()
    {
        double angle = 90;
        TAccessor <CircleModule> movAccessor = TAccessor <CircleModule> .Instance();

        foreach (var module in movAccessor.GetAllModule())
        {
            GameObject myEntity = module.gameObject;
            angle *= Math.PI / 180;

            float xO = module.pwayer.position.x;
            float zO = module.pwayer.position.z;

            float xM = myEntity.transform.position.x - xO;
            float zM = myEntity.transform.position.z - zO;

            float X = (float)((xM * Math.Cos(angle)) + (zM * Math.Sin(angle)) + xO);
            float Z = (float)((-xM * Math.Sin(angle)) + (zM * Math.Cos(angle)) + zO);

            Debug.Log("X : " + X);
            Debug.Log("Z : " + Z + " le z");
            Debug.Log("Angle : " + angle);

            Vector3 move = new Vector3(X, 0, Z) * Time.deltaTime;

            myEntity.transform.Translate(move);
        }
    }
Пример #4
0
    public override void SystemUpdate()
    {
        foreach (var module in TAccessor <FollowTarget> .Instance().GetModules())
        {
            if (!module.target)
            {
                module.target = GameObject.Find("Pacman").transform;
            }

            // 10 = moveSpeed
            transform.LookAt(module.target);
            transform.position += transform.rotation * Vector3.forward * module.moveSpeed * Time.deltaTime;

            if (Vector3.Distance(transform.position, module.target.transform.position) < .5f)
            {
                module.target.gameObject.GetComponent <EdibleModule>().deleteModule();
                module.target.gameObject.GetComponent <TargetEdible>().deleteModule();

                Destroy(module.target.gameObject);

                Vector3    position = new Vector3(Random.Range(-25f, 25f), 0.5f, Random.Range(-25f, 25f));
                GameObject obj      = Instantiate(module.pacman, position, Quaternion.identity);

                module.target = obj.transform;
            }
        }
    }
        public void SystemUpdate()
        {
            var poolManager        = PoolManager.Instance();
            var playerShotAccessor = TAccessor <PlayerShotModule> .Instance();

            foreach (var module in playerShotAccessor.GetAllModules())
            {
                var entity     = module.gameObject;
                var currentMod = playerShotAccessor.TryGetModule(entity);

                if (currentMod != null)
                {
                    if (Input.GetKeyDown(currentMod.Key))
                    {
                        PoolableObject bullet = poolManager.GetPooledObject(objectType.bullet);

                        // Initialize and set active all instancied bullet in the bullet pool
                        if (bullet != null)
                        {
                            bullet.Init(entity.transform.position);
                            _objects.Add(bullet);
                        }
                    }
                }
            }
        }
Пример #6
0
    public void SystemUpdate()
    {
        TAccessor <ShootModule> myModuleAccessor = TAccessor <ShootModule> .Instance();

        foreach (var module in myModuleAccessor.DisplayListT())
        {
        }
    }
Пример #7
0
    void Start()
    {
        shootComponent = new ShootModule(bullet, firePoint, speed, egg);

        Modules = new List <ScriptableObject>();
        Modules.Add(shootComponent);
        TAccessor <ShootModule> .Instance().Add(shootComponent);
    }
Пример #8
0
    private void Start()
    {
        spawnComponent = new SpawnModule(haut, gauche, droite, farmerHaut, farmerVertical);

        Modules = new List <ScriptableObject>();
        Modules.Add(spawnComponent);
        TAccessor <SpawnModule> .Instance().Add(spawnComponent);
    }
Пример #9
0
    private void Start()
    {
        moveComponent = new MoveModule(speed.x * Input.GetAxis("Horizontal"), speed.y * Input.GetAxis("Vertical"), this.gameObject.transform);

        Modules = new List <ScriptableObject>();
        Modules.Add(moveComponent);
        TAccessor <MoveModule> .Instance().Add(moveComponent);
    }
 public static TAccessor <T> Instance()
 {
     if (_instance == null)
     {
         _instance = new TAccessor <T>();
     }
     return(_instance);
 }
Пример #11
0
 static public TAccessor <T> Instance()
 {
     if (_singleton == null)
     {
         _singleton = new TAccessor <T>();
     }
     return(_singleton);
 }
Пример #12
0
    void Start()
    {
        shootFarmerComponent = new ShootFarmerModule(fourche, firePoint, speed);

        Modules = new List <ScriptableObject>();
        Modules.Add(shootFarmerComponent);
        TAccessor <ShootFarmerModule> .Instance().Add(shootFarmerComponent);
    }
Пример #13
0
    void Start()
    {
        healthComponent = new HealthModule(health, currentHealth, maxHealth);

        Modules = new List <ScriptableObject>();
        Modules.Add(healthComponent);
        TAccessor <HealthModule> .Instance().Add(healthComponent);
    }
    private void Start()
    {
        Vector3 direction = shootDown == false ? Vector3.up : Vector3.down;

        bulletComponent = new BulletModule(speed, bullet, direction);
        Modules         = new List <ScriptableObject>();
        Modules.Add(bulletComponent);
        TAccessor <BulletModule> .Instance().Add(bulletComponent);
    }
Пример #15
0
        public void SystemUpdate()
        {
            TAccessor <BulletModule> moduleAccessor = TAccessor <BulletModule> .Instance();

            foreach (var module in moduleAccessor.DisplayListT())
            {
                module.bulletTransform.position += module.direction * (Time.deltaTime * module.speed);
            }
        }
        public void SystemUpdate()
        {
            TAccessor <MovementModule> myModuleAccessor = TAccessor <MovementModule> .Instance();

            foreach (var module in myModuleAccessor.DisplayListT())
            {
                module.playerTransform.position += new Vector3(module.speedX, module.speedY) * Time.deltaTime;
            }
        }
Пример #17
0
        public new void SystemUpdate()
        {
            var speedAccessor = TAccessor <SpeedModule> .Instance();

            foreach (var module in speedAccessor.GetAllModules())
            {
                Debug.Log("J'AVANCErrrr");
                var entity = module.gameObject;
                entity.transform.position -= entity.transform.forward * (Time.deltaTime * module.Speed);
            }
        }
Пример #18
0
    public void SystemUpdate()
    {
        TAccessor <BulletMov> movAccessor = TAccessor <BulletMov> .Instance();

        foreach (var module in movAccessor.GetAllModule())
        {
            GameObject myEntity = module.gameObject;
            Vector3    move     = new Vector3(0, 0, module.Speed) * Time.deltaTime;
            myEntity.transform.Translate(move);
        }
    }
Пример #19
0
    private void Start()
    {
        //moveComponent = new MoveModule(speed.x * Input.GetAxis("Horizontal"), speed.y * Input.GetAxis("Vertical"), this.gameObject.transform);
        moveComponent = new MoveModule(speed.x, speed.y, this.gameObject.transform);

        Modules = new List <ScriptableObject>();
        Modules.Add(moveComponent);
        TAccessor <MoveModule> .Instance().Add(moveComponent);

        frequency   = 2.0F;
        magnitude   = Random.Range(0.005F, 0.008F);
        speedFarmer = 4.0F;
    }
Пример #20
0
    public override void SystemUpdate()
    {
        foreach (var module in TAccessor <TargetEdible> .Instance().GetModules())
        {
            if (!module.fruitTarget)
            {
                module.fruitTarget = GameObject.FindWithTag("Fruit").transform;
            }

            transform.LookAt(module.fruitTarget);
            transform.position += transform.rotation * Vector3.forward * 15 * Time.deltaTime;
        }
    }
Пример #21
0
    public void SystemUpdate()
    {
        TAccessor <BulletModule> BulAccessor = TAccessor <BulletModule> .Instance();

        foreach (var module in BulAccessor.GetAllModule())
        {
            if (Input.GetKeyDown("space"))
            {
                GameObject myEntity   = module.gameObject;
                Vector3    V          = new Vector3(myEntity.transform.position.x, myEntity.transform.position.y, myEntity.transform.position.z + 0.5f);
                var        tempBullet = UnityEngine.Object.Instantiate(module.Bullet, V, myEntity.transform.rotation);
                UnityEngine.Object.Destroy(tempBullet, 5);
            }
        }
    }
Пример #22
0
    public void SystemUpdate()
    {
        TAccessor <MovementModule> movAccessor = TAccessor <MovementModule> .Instance();

        foreach (var module in movAccessor.GetAllModule()) //gère les mouvement appliquer par le joueur pour manipuller une a plusieur entité a la foix
        {
            GameObject myEntity = module.gameObject;

            float inputX = Input.GetAxis("Horizontal");
            float inputY = Input.GetAxis("Vertical");

            Vector3 move = new Vector3(module.Speed * inputX, 0, module.Speed * inputY) * Time.deltaTime;

            myEntity.transform.Translate(move);
        }
    }
Пример #23
0
        public void SystemUpdate()
        {
            var zigzagAccessor = TAccessor <ZigZagModule> .Instance();


            foreach (var module in zigzagAccessor.GetAllModules())
            {
                var entity     = module.gameObject;
                var currentMod = zigzagAccessor.TryGetModule(entity);

                if (currentMod != null)
                {
                    entity.transform.position -= entity.transform.forward * Time.deltaTime * currentMod.Speed + entity.transform.right * Mathf.Sin(Time.time * currentMod.Frequency) * currentMod.Magnitude;
                }
            }
        }
        public void SystemUpdate()
        {
            var playerAccessor = TAccessor <PlayerSpeedModule> .Instance();

            foreach (var module in playerAccessor.GetAllModules())
            {
                var entity     = module.gameObject;
                var currentMod = playerAccessor.TryGetModule(entity);

                if (currentMod != null)
                {
                    Vector3 _move = new Vector3(Input.GetAxis("Horizontal"), 0f, Input.GetAxis("Vertical"));
                    entity.transform.position += _move * Time.deltaTime * currentMod.PlayerSpeed;
                }
            }
        }
Пример #25
0
    public override void SystemUpdate()
    {
        for (int i = 0; i < TAccessor <EatEdibleScript> .Instance().GetModules().Count; i++)
        {
            TargetEdible targetEd = TAccessor <TargetEdible> .Instance().GetModule(i);

            Pacman entityPacman = TAccessor <Pacman> .Instance().GetModule(i);

            if (Vector3.Distance(targetEd.fruitTarget.position, entityPacman.pacman.position) < .5f)
            {
                // Le pacman mange un fruit

                Destroy(targetEd.fruitTarget.gameObject);
            }
        }
    }
    public void SystemUpdate()
    {
        TAccessor <GunModule> moduleAccessor = TAccessor <GunModule> .Instance();

        foreach (var module in moduleAccessor.DisplayListT())
        {
            if (module.isFiring)
            {
                module.shotCounter -= Time.deltaTime;
                if (module.shotCounter < 0.5f)
                {
                    module.shotCounter = module.shotInterval;
                    BulletScript newBullet = MonoBehaviour.Instantiate(module.bullet, module.firePoint.position, module.firePoint.rotation);
                    newBullet.speed = module.bulletSpeed;
                }
            }
        }
    }
    public void SystemUpdate()
    {
        TAccessor <LinearDeplacement> accessor = TAccessor <LinearDeplacement> .Instance();

        foreach (LinearDeplacement module in accessor.GetAllModules())
        {
            if (module.gameObject.CompareTag("Player"))
            {
                PlayerMouvements(module);
            }
            else
            {
                module.gameObject.transform.Translate(module.speed * Time.deltaTime * module.left);
                module.gameObject.transform.Translate(module.speed * Time.deltaTime * module.right);
                module.gameObject.transform.Translate(module.speed * Time.deltaTime * module.forward);
                module.gameObject.transform.Translate(module.speed * Time.deltaTime * module.back);
            }
        }
    }
        public void SystemUpdate()
        {
            var poolManager   = PoolManager.Instance();
            var spawnAccessor = TAccessor <SpawnModule> .Instance();

            foreach (var module in spawnAccessor.GetAllModules())
            {
                if (_timeRemaining > 0)
                {
                    _timeRemaining -= Time.deltaTime;
                }
                else
                {
                    _timeRemaining = 20;
                    PoolableObject ennemy = poolManager.GetPooledObject(objectType.ennemy);

                    if (ennemy != null)
                    {
                        ennemy.Init(new Vector3(Random.Range(-5.0f, 5.0f), 0, Random.Range(-5.0f, 5.0f)));
                        _objects.Add(ennemy);
                    }
                }
            }
        }
Пример #29
0
 void Start()
 {
     TAccessor <EdibleModule> .Instance().AddModule(this);
 }
Пример #30
0
 public void deleteModule()
 {
     TAccessor <EdibleModule> .Instance().RemoveModule(this);
 }