Пример #1
0
        //void Start ()
        //{
        public override void OnStartLocalPlayer()
        {
            //if (!isServer) {
            //	return;}

            //get corresponding team and colorise renderers in team color
            //Team team = GameManager.GetInstance().teams[teamIndex];
            //for (int i = 0; i < renderers.Length; i++)
            //    renderers[i].material.color = tankColor;//team.material;

            gameIsOver = false;

            //set name in label
            label.text = myName;

            CmdUpdateName(myName);

            OnHealthChange(health);

            if (GameManager.GetInstance().localPlayer != null)
            {
                return;
            }

            //set a global reference to the local player
            GameManager.GetInstance().localPlayer = this;
            //isLocalPlayer = true;

            //get components and set camera target
            rb               = GetComponent <Rigidbody>();
            camFollow        = GameObject.Find("MainCamera1").GetComponent <FollowTarget>();//Camera.main.GetComponent<FollowTarget>();
            camFollow.target = turret;
        }
Пример #2
0
        void Start()
        {
            //get corresponding team and colorise renderers in team color
            TeamForSinglePlayer team = GameManagerSinglePlayer.GetInstance().teamsForSinglePlayer[teamIndex];

            for (int i = 0; i < renderers.Length; i++)
            {
                renderers[i].material = team.material;
            }

            //set name in label
            label.text = myName;

            OnHealthChange(health);

            if (GameManagerSinglePlayer.GetInstance().localPlayer != null)
            {
                return;
            }

            //set a global reference to the local player
            GameManagerSinglePlayer.GetInstance().localPlayer = this;
            isLocalPlayer = true;

            //get components and set camera target
            rb               = GetComponent <Rigidbody>();
            camFollow        = Camera.main.GetComponent <FollowTarget>();
            camFollow.target = turret;
        }
Пример #3
0
        public void Awake()
        {
            //get components and set camera target
            rb = GetComponent <Rigidbody> ();

            camFollow        = Camera.main.GetComponent <FollowTarget>();
            camFollow.target = turret;
        }
Пример #4
0
        void Start()
        {
            OnChangeName(myName);

            OnHealthChange(health);

            //get components and set camera target
            rb = GetComponent <Rigidbody>();

            if (isLocalPlayer)
            {
                GameManager.GetInstance().localPlayer = this;

                //get the player name stored in player prefs and send it to the server
                Cmd_SendName(ApplicationData.PlayerName);

                //inhereted from NetworkBehaviour
                //isLocalPlayer = true;

                camFollow        = Camera.main.GetComponent <FollowTarget>();
                camFollow.target = turret;

                //mute while testing
                AudioListener.volume = 0.0f;

                //need to do it after adding the localplayer, not on gamemanager start()
                GameManager.GetInstance().GamePause();
            }

            //if (isServer)
            //{
            //    //Debug.Log("player: " + GameManager.GetInstance().size.Count);

            //    int newTeamIndex = GameManager.GetInstance().GetTeamFill();
            //    teamIndex = newTeamIndex;

            //    //get spawn position for this team and instantiate the player there
            //    Vector3 startPos = GameManager.GetInstance().GetSpawnPosition(teamIndex);

            //    //gameObject.transform.SetPositionAndRotation(startPos, Quaternion.identity);
            //    rb.MovePosition(startPos);

            //    GameManager.GetInstance().size[teamIndex]++;
            //    GameManager.GetInstance().Rpc_OnChangeSize();
            //}

            if (isServer)
            {
                //GameManager.GetInstance().size[teamIndex]++;
                GameManager.GetInstance().Rpc_OnChangeSize();
            }

            OnChangeAlive(bAlive);
            OnChangeIndex(teamIndex);
        }
Пример #5
0
        /// <summary>
        /// Initialize synced values on every client.
        /// Initialize camera and input for this local client.
        /// </summary>
        void Start()
        {
            m_BulletSpeed = defaultBulletSpeed;
            lastProjectilePosition.SetParent(null);

            renderLine = GetComponent <LineRenderer>();
            //get corresponding team and colorize renderers in team color
            Team team = GameManager.GetInstance().teams[GetView().GetTeam()];

//            for(int i = 0; i < renderers.Length; i++)
//                renderers[i].material = team.material;

            //set name in label
            label.text = GetView().GetName();
            //call hooks manually to update
//            OnHealthChange(GetView().GetHealth());
            OnHealthChange(maxHealth);
            OnShieldChange(GetView().GetShield());

            //called only for this client
            if (!photonView.isMine)
            {
                return;
            }

            //set a global reference to the local player
            GameManager.GetInstance().localPlayer = this;

            //get components and set camera target
            rb               = GetComponent <Rigidbody>();
            camFollow        = Camera.main.GetComponent <FollowTarget>();
            camFollow.target = turret;

            //initialize input controls for mobile devices
            //[0]=left joystick for movement, [1]=right joystick for shooting
            #if !UNITY_STANDALONE && !UNITY_WEBGL
            GameManager.GetInstance().ui.controls[0].onDrag += Move;
            GameManager.GetInstance().ui.controls[0].onDragEnd += MoveEnd;

            GameManager.GetInstance().ui.controls[1].onDragBegin += ShootBegin;
            GameManager.GetInstance().ui.controls[1].onDrag += RotateTurret;
            GameManager.GetInstance().ui.controls[1].onDrag += ShootAndLandMineUi;

            GameManager.GetInstance().ui.controls[1].onEnter += ShootAndLandMineUi;

            GameManager.GetInstance().ui.controls[1].onEnterDown += DrawLineProjectileUi;
            GameManager.GetInstance().ui.controls[1].onEnterUp += ShootProjectileUi;
            #endif

            StartCoroutine(OnProjectileShootRoutine());
        }
Пример #6
0
        public override void OnStartLocalPlayer()
        {
            for (int i = 0; i < renderers.Length; i++)
            {
                renderers [i].material.color = Color.blue;
            }

            //set name in label
            label.text = myName;

            // OnHealthChange (health);

            rb               = GetComponent <Rigidbody> ();
            camFollow        = Camera.main.GetComponent <FollowTarget> ();
            camFollow.target = turret;
        }
Пример #7
0
        /// <summary>
        /// Initialize synced values on every client.
        /// Initialize camera and input for this local client.
        /// </summary>
        void Start()
        {
            //get corresponding team and colorize renderers in team color
            Team team = GameManager.GetInstance().teams[GetView().GetTeam()];

            for (int i = 0; i < renderers.Length; i++)
            {
                renderers[i].material = team.material;
            }

            //set name in label
            label.text = GetView().GetName();
            //call hooks manually to update
            OnHealthChange(GetView().GetHealth());
            OnShieldChange(GetView().GetShield());

            //called only for this client
            if (!photonView.IsMine)
            {
                return;
            }

            //set a global reference to the local player
            GameManager.GetInstance().localPlayer = this;

            //get components and set camera target
            rb               = GetComponent <Rigidbody>();
            camFollow        = Camera.main.GetComponent <FollowTarget>();
            camFollow.target = turret;

            //initialize input controls for mobile devices
            //[0]=left joystick for movement, [1]=right joystick for shooting
            #if !UNITY_STANDALONE && !UNITY_WEBGL
            GameManager.GetInstance().ui.controls[0].onDrag += Move;
            GameManager.GetInstance().ui.controls[0].onDragEnd += MoveEnd;

            GameManager.GetInstance().ui.controls[1].onDragBegin += ShootBegin;
            GameManager.GetInstance().ui.controls[1].onDrag += RotateTurret;
            GameManager.GetInstance().ui.controls[1].onDrag += Shoot;
            #endif
        }