Пример #1
0
    public static bool CompareWeapon(WeaponControl wp1, WeaponControl wp2)
    {
        bool retVal = false;

        if (wp1.weaponType == wp2.weaponType)
        {
            int random = Random.Range(0, 11);
            if (random <= 5)
                retVal = true;
        }
        else
        {
            if (wp1.weaponType == WeaponManager.WeaponType.Rifle)
            {
                retVal = true;
            }
            if (wp1.weaponType == WeaponManager.WeaponType.Pistol)
            {
                if (wp2.weaponType == WeaponManager.WeaponType.Pistol)
                {
                    retVal = true;
                }
            }
        }

        return retVal;
    }
Пример #2
0
 void Awake()
 {
     rigidbody2D   = GetComponent <Rigidbody2D> ();
     anim          = GetComponent <Animator> ();
     rateOfFire    = maxRateOfFire;
     curHealth     = maxHealth;
     weaponControl = GetComponent <WeaponControl> ();
 }
Пример #3
0
 public void WiggleCrosshairAndCamera(WeaponControl weapon, bool shoot)
 {
     //activeCrosshair.WiggleCrosshair();
     if (shoot)
     {
         offsetY = weapon.Kickback;
     }
 }
Пример #4
0
 public void WiggleCrosshairAndCamera(WeaponControl weapon, bool shoot)
 {
     //activeCrosshair.WiggleCrosshair();
     if (shoot)
     {
         offsetY = weapon.Kickback;
     }
 }
Пример #5
0
    void CreatePlayer(Vector3 birthPos)
    {
        // weapon part 1
        GameObject weaponObj  = assault74M;
        string     weaponName = gi.getWeapon();

        if (string.Equals(weaponName, "Assault-91"))
        {
            weaponObj = assault91;
        }
        else if (string.Equals(weaponName, "Assault971"))
        {
            weaponObj = assault971;
        }
        else if (string.Equals(weaponName, "Assault2002"))
        {
            weaponObj = assault2002;
        }
        else if (string.Equals(weaponName, "AssaultMAS"))
        {
            weaponObj = assaultMAS;
        }

        // costume part
        string costumeName = gi.getCostume();

        // create character
        string[] param = new string[2];
        param[0]      = costumeName;
        param[1]      = weaponName;
        player        = PhotonNetwork.Instantiate("Player", birthPos, Quaternion.identity, 0, param);
        standFirePos  = player.transform.FindChild("StandFirePos");
        crouchFirePos = player.transform.FindChild("CrouchFirePos");
        standFocus    = player.transform.FindChild("StandFocus");
        crouchFocus   = player.transform.FindChild("CrouchFocus");
        swapCameraPos = player.transform.FindChild("Bip001 R Hand").FindChild("SwapCameraPos");
        cameraPos     = new GameObject("CameraPos");
        cameraPos.transform.position = standFirePos.position;
        firePos = standFirePos;
        focus   = standFocus;
        pc      = player.GetComponent <PlayerControl>();
        uc      = player.GetComponent <UIControl>();

        // weapon part 2
        weapon = (GameObject)Instantiate(weaponObj, Vector3.zero, Quaternion.identity);
        wc     = weapon.GetComponent <WeaponControl>();
        weapon.transform.SetParent(weaponPos.FindChild(weaponName));
        weapon.transform.position      = weaponPos.FindChild(weaponName).position;
        weapon.transform.localPosition = new Vector3(0, 0, 0);
        weapon.transform.localRotation = Quaternion.identity;

        uc.setWeapon(weaponObj.name);
        pc.setWeapon(weaponObj.name);

        gameStarted = true;
        setCanvas(1);
    }
Пример #6
0
 /// <summary>
 /// Awake this instance.
 /// </summary>
 void Awake()
 {
     weapon          = GetComponentInChildren <WeaponControl> ();
     playerRigidbody = GetComponent <Rigidbody> ();
     meshPlayer      = GetComponent <MeshRenderer> ();
     playerMat       = meshPlayer.material;
     dashVFX         = dashParticle.GetComponentInChildren <ParticleSystem>();
     main            = dashVFX.main;
 }
Пример #7
0
    private void Start()
    {
        weaponControl = GetComponent <WeaponControl>();
        List <BaseStat> swordStats = new List <BaseStat>();

        swordStats.Add(new BaseStat(4, "Power", "Your power level."));
        sword = new Item(swordStats, "Sword");

        weaponControl.EquipWeapon(sword);
    }
 void Start()
 {
     deathParticles  = GetComponent <ParticleSystem>();
     playerMov       = GetComponent <MovementScript>();
     playerWeapon    = GetComponent <WeaponControl>();
     playerSprite    = GetComponent <SpriteRenderer>();
     playerTransform = GetComponent <Transform>();
     animator        = GetComponent <Animator>();
     knightAbility   = GetComponent <KnightAbilityControll>();
 }
Пример #9
0
    void Start()
    {
        playerTag = "Player" + Utility.GetPlayerIndexFromBullet(this.gameObject.tag);
        player    = GameObject.FindGameObjectWithTag(playerTag);
        weapon    = player.GetComponentInChildren <WeaponControl> ();

        Quaternion yValue = Quaternion.Euler(0, 0, Random.Range(-spreadValue, spreadValue));

        bulletRb.transform.rotation = bulletRb.transform.rotation * yValue;
    }
Пример #10
0
 // Use this for initialization
 void Awake()
 {
     player     = GameObject.Find("Player");
     player_arm = player.GetComponent <ArrowKeyMovement>();
     player_tf  = player.GetComponent <Transform>();
     player_wc  = player.GetComponent <WeaponControl>();
     sr         = GetComponent <SpriteRenderer>();
     rb         = GetComponent <Rigidbody>();
     start_time = Time.time;
 }
Пример #11
0
    public static void ChangeWeapon(GameObject target, SkillWeaponInfo param)
    {
        WeaponControl control = target.GetComponent <WeaponControl>();

        if (control == null)
        {
            LogicSystem.GfxLog("ShooterSkillExecutor WeaponControl Script miss!");
        }
        control.ChangeWeapon(param);
    }
Пример #12
0
 // Start is called before the first frame update
 void Start()
 {
     playerMove                = GetComponent <PlayerMove>();
     weaponControl             = GetComponent <WeaponControl>();
     audioSource               = GetComponent <AudioSource>();
     goal.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
     playerGoal                = false;
     playerGameOver            = false;
     weaponPoint               = 5;
     hp = 100;
 }
Пример #13
0
    public static GameObject GetWeaponByHand(GameObject target, WeaponHand hand)
    {
        WeaponControl control = target.GetComponent <WeaponControl>();

        if (control == null)
        {
            LogicSystem.GfxLog("ShooterSkillExecutor WeaponControl Script miss!");
            return(null);
        }
        return(control.GetWeaponByHand(hand));
    }
Пример #14
0
    public static int GetCurWeaponId(GameObject target, MasterWeaponType masterType = MasterWeaponType.Master)
    {
        WeaponControl control = target.GetComponent <WeaponControl>();

        if (control == null)
        {
            LogicSystem.GfxLog("ShooterSkillExecutor GetCurWeaponId Script miss!");
            return(-1);
        }
        return(control.GetCurWeaponId(masterType));
    }
Пример #15
0
 public static bool CheckAmmo(WeaponControl AW)
 {
     if (AW.curAmmo > 0)
     {
         return true;
     }
     else
     {
         return false;
     }
 }
Пример #16
0
 public void InitUnitWeapon()
 {
     foreach (MonoBehaviour behavior in this.GetComponents <MonoBehaviour>())
     {
         if (behavior is WeaponControl)
         {
             this.currentWeapon = behavior as WeaponControl;
             break;
         }
     }
 }
Пример #17
0
    public static void SwitchNextWeapon(GameObject target)
    {
        WeaponControl control = target.GetComponent <WeaponControl>();

        if (control == null)
        {
            LogicSystem.GfxLog("SwitchWeapon WeaponControl Script miss!");
            return;
        }
        control.SwitchNextWeapon();
    }
Пример #18
0
 public static bool CheckAmmo(WeaponControl AW)
 {
     if (AW.curAmmo > 0)
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
Пример #19
0
	// Use this for initialization
	void Start () {
		ActiveWeapon = WeaponList [weaponNumber].GetComponent<WeaponControl> ();

		ActiveWeapon.equip = true;

		anim=GetComponent<Animator> ();

		foreach (GameObject go in WeaponList) {
			go.GetComponent<WeaponControl>().hasOwner = true;
		}
	}
Пример #20
0
 // Use this for initialization
 void Start()
 {
     //Debug.Log(weaponNumber.ToString());
     ActiveWeapon       = WeaponList[weaponNumber].GetComponent <WeaponControl>();
     ActiveWeapon.equip = true;
     anim = GetComponentInChildren <Animator>();
     foreach (GameObject go in WeaponList)
     {
         go.GetComponent <WeaponControl>().hasOwner = true;
         //go.GetComponent<Collider>().isTrigger = true;
     }
 }
    // Use this for initialization
    void Start()
    {
        myManager       = FindObjectOfType <GameManagerScript>();
        myWeaponControl = GetComponentInChildren <WeaponControl>();

        // HindSight is 20/20, should have renamed the bones in 3ds Max
        rightShoulder = GameObject.Find("Bone001");
        //rightArm = GetComponent<Transform>().Find("Bone003");
        leftShoulder = GameObject.Find("Bone004");
        //leftArm = GetComponent<Transform>().Find("Bone006");
        centralColumn = GameObject.Find("Bone007");
    }
Пример #22
0
        private void UpdateAttacks()
        {
            stackAttacks.Children.Clear();

            List <Weapon> weps = inventory.GetAllWeapons();
            WeaponControl wep;

            foreach (Weapon w in weps)
            {
                wep = new WeaponControl(w, this, c);
                stackAttacks.Children.Add(wep);
            }
        }
Пример #23
0
 // Use this for initialization
 void Awake()
 {
     direction      = "down";
     rb             = GetComponent <Rigidbody>();
     wc             = GetComponent <WeaponControl>();
     camera_moving  = false;
     knocking       = false;
     dead           = false;
     catching       = false;
     flying         = false;
     enter_oldMan   = false;
     gold           = false;
     knocking_speed = new Vector2(0, 0);
 }
Пример #24
0
    void die_player()
    {
        player.gameObject.GetComponent <FirstPersonController>().GetEntity().GetState <IPlayerState>().deaths++;
        WeaponControl weapons = EquipmentUI.GetComponent <WeaponControl>();

        weapons.openMenu();

        var evnt = PlayerVisibilityChanged.Create(Bolt.GlobalTargets.Others);

        evnt.Player  = player.GetComponent <FirstPersonController>().GetEntity();
        evnt.Visible = false;
        evnt.Send();
        player.SetActive(false);
    }
Пример #25
0
    float IKweight;    //our ik weight



    void Start()
    {
        //the active weapon is taken from our weapon list's index
        ActiveWeapon       = WeaponList[weaponNumber].GetComponent <WeaponControl>();
        ActiveWeapon.equip = true;         //and we equip that weapon

        anim = GetComponent <Animator>();  //setup the refence to the animator

        //and for every weapon that we have on our list, we inform it that they have an owner
        //so they are placed in the correct position
        foreach (GameObject go in WeaponList)
        {
            go.GetComponent <WeaponControl>().hasOwner = true;
        }
    }
Пример #26
0
    void Start()
    {
        rigid = GetComponent <Rigidbody2D>();

        char2D = GetComponent <Character2D>();

        theGun        = GameObject.Find("gun");
        weaponControl = theGun.GetComponent <WeaponControl>();

        crouchSpeed = 0.3f;
        normalSpeed = 0.5f;
        jumpSpeed   = 0.3f;

        slow = false;
    }
	float IKweight; //our ik weight



	void Start ()
	{
		//the active weapon is taken from our weapon list's index
		ActiveWeapon = WeaponList[weaponNumber].GetComponent<WeaponControl>();
		ActiveWeapon.equip = true; //and we equip that weapon

		anim = GetComponent<Animator>(); //setup the refence to the animator

		//and for every weapon that we have on our list, we inform it that they have an owner
		//so they are placed in the correct position
		foreach(GameObject go in WeaponList)
		{
			go.GetComponent<WeaponControl>().hasOwner = true;
		}

	}
Пример #28
0
        public void ChooseWeapon(WeaponControl w)
        {
            chosenWeaponControl = w;

            foreach (WeaponControl wepCon in stackAttacks.Children)
            {
                if (wepCon == w)
                {
                    wepCon.Highlight(true);
                }
                else
                {
                    wepCon.Highlight(false);
                }
            }
        }
Пример #29
0
 void Start()
 {
     deathParticles  = GetComponent <ParticleSystem>();
     playerMov       = GetComponent <MovementScript>();
     playerWeapon    = GetComponent <WeaponControl>();
     playerSprite    = GetComponent <SpriteRenderer>();
     playerTransform = GetComponent <Transform>();
     if (playerClass == PlayerClass.Knight)
     {
         knightController = GetComponent <KnightStateController>();
     }
     if (playerClass == PlayerClass.BasicGuy)
     {
         basicGuyController = GetComponent <BasicGuyStateController>();
     }
 }
Пример #30
0
	// Update is called once per frame
	void Update () {

		IKweight = Mathf.MoveTowards (IKweight, (aim) ? 1.0f : 0.0f, Time.deltaTime * 5);
		ActiveWeapon = WeaponList [weaponNumber].GetComponent<WeaponControl> ();
		ActiveWeapon.equip = true;
		weaponType = ActiveWeapon.weaponType;

		switch (weaponType) {
		case WeaponType.Pistol:
			anim.SetInteger("Weapon",0);
			break;
		case WeaponType.Rifle:
			anim.SetInteger("Weapon",1);
			break;
		}
	}
Пример #31
0
    void Start()
    {
        gun           = GameObject.Find("gun");
        weaponControl = gun.GetComponent <WeaponControl>();

        cylinder      = GameObject.Find("UI-Cylinder");
        bulletCasings = GameObject.FindGameObjectsWithTag("UI-Bullet");

        uiAmmo     = GameObject.Find("TotalAmmo");
        ammoText   = uiAmmo.GetComponent <Text>();      //
        uiHeart    = GameObject.Find("Heart");
        heartImg   = uiHeart.GetComponent <Image>();    //
        uiHP       = GameObject.Find("HP");
        hpText     = uiHP.GetComponent <Text>();        //
        uiBottle   = GameObject.Find("BottleText");
        bottleText = uiBottle.GetComponent <Text>();    //

        magCounter = 6;
        inMag      = weaponControl.inMag;
        ammo       = weaponControl.ammo;
        maxAmmo    = weaponControl.maxAmmo;
        fireRate   = weaponControl.fireRate;

        guy         = GameObject.Find("Guy");
        character2d = guy.GetComponent <Character2D>();
        hp          = character2d.health;
        maxHP       = character2d.maxHealth;
        bottles     = character2d.bottles;
        maxBottles  = character2d.maxBottles;

        spinning  = false;
        reloading = false;

        //spinTime = new Vector3(0, 0, 1.2245f); // Find better way to get accurate rotation
        spinTime = new Vector3(0, 0, 1.0f);

        ammoText.text   = "" + ammo;
        bottleText.text = "" + bottles;
        hpText.text     = "" + hp;

        heartImg.fillAmount = hp;

        userControl = guy.GetComponent <UserControl>();

        bulletTime     = GameObject.Find("UITimer");
        bulletTimeFill = bulletTime.GetComponent <Image>();
    }
Пример #32
0
    public void spawnPlayer()
    {
        var evnt = PlayerVisibilityChanged.Create(Bolt.GlobalTargets.Others);

        evnt.Player  = player.GetComponent <FirstPersonController>().GetEntity();
        evnt.Visible = true;
        evnt.Send();

        player.SetActive(true);
        player.GetComponent <FirstPersonController>().bindMouse();
        activate_ALIVE_UI();
        ArmorAndWeapons armor   = ArmorUI.GetComponent <ArmorAndWeapons>();
        Stamina         stamina = StaminaUI.GetComponent <Stamina>();
        Hearts          health  = HealthUI.GetComponent <Hearts>();
        WeaponControl   weapons = EquipmentUI.GetComponent <WeaponControl>();

        armor.resetArmor();
        stamina.resetStamina();
        health.resetHealth();
        weapons.onSpawn();
        player.transform.position = randomSpawnpoint();
    }
Пример #33
0
    // Use this for initialization
    void Start()
    {
        aiMovementMode       = moveMode.Command;
        agent.updatePosition = false;
        agent.updateRotation = false;

        vehicleType = controller.vehicle.type;
        switch (vehicleType)
        {
        case Vehicle.vehicleType.Tank:
            attackController = GetComponentInChildren <TankTurretControl>();
            break;

        case Vehicle.vehicleType.Truck:
            break;

        case Vehicle.vehicleType.Heli:
            break;

        case Vehicle.vehicleType.Spy:
            break;

        case Vehicle.vehicleType.Base:
            break;

        default:
            attackController = GetComponentInChildren <WeaponControl>();
            break;
        }

        Vehicle v = GetComponent <VehicleController>().vehicle;

        attackRange = v.attackRange;
        sightRange  = v.sightRange;

        oldPos = transform.position;
    }
Пример #34
0
    void Update()
    {
        //The ikweight is based on if we are aiming or not
        IKweight = Mathf.MoveTowards(IKweight, (aim)? 1.0f : 0.0f, Time.deltaTime * 5);

        //Again the active weapon is based on the index of the weapon list
        ActiveWeapon       = WeaponList[weaponNumber].GetComponent <WeaponControl>();
        ActiveWeapon.equip = true;

        //and our weapon type is the same as the active weapon
        weaponType = ActiveWeapon.weaponType;

        //we setup the correct animations for each weapon, based on weapon type
        switch (weaponType)
        {
        case WeaponType.Pistol:
            anim.SetInteger("Weapon", 0);
            break;

        case WeaponType.Rifle:
            anim.SetInteger("Weapon", 1);
            break;
        }
    }
	void Update () 
	{
		//The ikweight is based on if we are aiming or not
		IKweight = Mathf.MoveTowards(IKweight,(aim)? 1.0f : 0.0f, Time.deltaTime * 5);

		//Again the active weapon is based on the index of the weapon list
		ActiveWeapon = WeaponList[weaponNumber].GetComponent<WeaponControl>();
		ActiveWeapon.equip = true;

		//and our weapon type is the same as the active weapon
		weaponType = ActiveWeapon.weaponType;

		//we setup the correct animations for each weapon, based on weapon type
		switch(weaponType)
		{
		case WeaponType.Pistol:
			anim.SetInteger("Weapon",0);
			break;
		case WeaponType.Rifle:
			anim.SetInteger("Weapon",1);
			break;
		}

	}
Пример #36
0
 public void InitUnitWeapon()
 {
     foreach(MonoBehaviour behavior in this.GetComponents<MonoBehaviour>())
     {
         if(behavior is WeaponControl)
         {
             this.currentWeapon = behavior as WeaponControl;
             break;
         }
     }
 }
Пример #37
0
 // Use this for initialization
 void Start()
 {
     //Debug.Log(weaponNumber.ToString());
     ActiveWeapon = WeaponList[weaponNumber].GetComponent<WeaponControl>();
     ActiveWeapon.equip = true;
     anim = GetComponentInChildren<Animator>();
     foreach (GameObject go in WeaponList)
     {
         go.GetComponent<WeaponControl>().hasOwner = true;
         //go.GetComponent<Collider>().isTrigger = true;
     }
 }
    public void DelegateFireAndReload()
    {
        // Clear delegates
        primaryFire = null;
        secondaryFire = null;
        secondaryReload = null;
        primaryFireSound = null;
        secondaryFireSound = null;

        // Loop through children
        foreach(Transform child in transform)
        {
            // Get child's WeaponControl script
            tempScript = child.GetComponent<WeaponControl>();

            // Check if child has a WeaponControl script
            if(tempScript!=null)
            {
                // Check if child is a Primary Weapon
                if(tempScript.weaponType==1)
                {
                    // Store FireCall() in a delegate
                    primaryFire += tempScript.FireCall;

                    int ii = 0;
                    bool matched = false;
                    while(ii<child.GetSiblingIndex())
                    {
                        if(transform.GetChild(ii).name == child.name)
                        {
                            matched = true;
                        }
                        ii++;
                    }
                    if(!matched)
                    {
                        primaryFireSound += tempScript.FiringSoundCall;
                    }
                }
                // Check if child is a Secondary Weapon
                else if(tempScript.weaponType==2)
                {
                    // Store FireCall() in a delegate
                    secondaryFire += tempScript.FireCall;

                    int ii = 0;
                    bool matched = false;
                    while(ii<child.GetSiblingIndex())
                    {
                        if(transform.GetChild(ii).name == child.name)
                        {
                            matched = true;
                        }
                        ii++;
                    }
                    if(!matched)
                    {
                        secondaryFireSound += tempScript.FiringSoundCall;
                    }

                    // Store ReloadCall() in a delegate
                    secondaryReload += tempScript.ReloadCall;
                }
            }
        }
    }
Пример #39
0
		void Awake ()
		{
				CharHealth = this.CharacterHealth;
				WeapControl = this.WeaponControl;
		}
Пример #40
0
 protected override void Awake()
 {
     base.Awake();
     skills = new MobSkills();
     _anim = GetComponent<Animator>();
     _weaponcontrol = GetComponent<WeaponControl>();
 }
Пример #41
0
 private void Start()
 {
     _playerAgent      = GetComponent <NavMeshAgent>();
     _weaponController = GetComponent <WeaponControl>();
     _charStats        = GetComponent <CharacterStats>();
 }
Пример #42
0
 public void setWeapon(string weaponName)
 {
     wc = GameObject.Find(weaponName + "(Clone)").GetComponent <WeaponControl>();
 }