// Use this for initialization
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(gameObject);
     }
 }
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();
        BallShooter shootTarget = (BallShooter)target;

        if (GUILayout.Button("shoot"))
        {
            BallShooter shooter;
            shootTarget.Shoot();
        }
    }
 void Start()
 {
     shooter            = GetComponentInChildren <BallShooter>();
     steering           = 0.0f;
     motor              = 0.0f;
     previousHit        = false;
     currentHit         = false;
     locked             = false;
     timeOfLockLost     = Time.fixedTime;
     timeOfLockAcquired = Time.fixedTime;
     events             = new bool[4];
     state              = State.MovingForward;
     MoveForward();
 }
示例#4
0
    private void InitializeBallShooter(BallSpawner ballSpawner)
    {
        int widthIndex = MAX_GRID_WIDTH / 2;

        Vector3 currentBallPosition = _ballSpawner.GeneratePosition(widthIndex, MAX_GRID_HEIGHT)
                                      + new Vector3(-_ballSpawner.GetBallRadius() / 2, 0, 0);
        Vector3 nextBallPosition = _ballSpawner.GeneratePosition(widthIndex - 2, MAX_GRID_HEIGHT + 1);

        _ballShooterGo                  = new GameObject();
        _ballShooterGo.name             = "BallShooter";
        _ballShooterGo.transform.parent = transform;
        _ballShooter = _ballShooterGo.AddComponent <BallShooter>();
        _ballShooter.Initialize(ballSpawner, currentBallPosition, nextBallPosition);
    }
示例#5
0
    void OnTriggerStay(Collider collider)
    {
        // Used to grip the gat for the first time. Subsequent grip presses will restart the game if the game is over.
        if (collider.name == "Gat")
        {
            if (device.GetPressDown(SteamVR_Controller.ButtonMask.Grip))
            {
                if (notHoldingSomething())
                {
                    gunAttached = true;
                    RumbleController(0.03f, 700f);

                    collider.gameObject.transform.SetParent(gameObject.transform);
                    collider.gameObject.transform.localPosition    = localGatPosition;
                    collider.gameObject.transform.localEulerAngles = localGatEulerRotation;
                    collider.attachedRigidbody.isKinematic         = true;

                    ballShooter = GetComponentInChildren <BallShooter>();
                }

                if (mgc.gamePhase == 2)
                {
                    mgc.ResetMiniGame();
                }
            }
        }
        else if (collider.name == "PodCollider")
        {
            //RumbleController(0.03f, 700f);

            if (device.GetPressDown(SteamVR_Controller.ButtonMask.Grip))
            {
                if (notHoldingSomething())
                {
                    podAttached = true;
                    RumbleController(0.03f, 700f);

                    GameObject pod = Instantiate(Pod);
                    pod.transform.SetParent(gameObject.transform);
                    pod.transform.localPosition                = localPodPosition;
                    pod.transform.localEulerAngles             = localPodEulerRotation;
                    pod.GetComponent <Rigidbody>().isKinematic = true;

                    podController = GetComponentInChildren <PodController>();
                }
            }
        }
    }
示例#6
0
    void Awake()
    {
        coroutineRunning = false;
        ballShooter      = GetComponentInChildren <BallShooter> ();
        nav = GetComponent <UnityEngine.AI.NavMeshAgent> ();
        //col = GetComponent<SphereCollider> ();
        anim = GetComponent <Animator>();
        globalLastPlayerSighting = GameObject.FindWithTag("GameController").GetComponent <GlobalLastPlayerSighting>();
        playerHead = GameObject.FindWithTag("MainCamera");         // TODO might need to make more robust when doing multiplayer
        //playerAnim = player.GetComponent<Animator> ();
        //playerHealth = player.GetComponent <PlayerHealth> ();
        hash = GameObject.FindWithTag("GameController").GetComponent <HashIDs> ();

        //personalLastSighting = globalLastPlayerSighting.resetPosition; // reset the position so they don't start the game chasing the player
        //previousSighting = globalLastPlayerSighting.resetPosition;
    }
示例#7
0
文件: Network.cs 项目: Dgut/unnyhog
    void Update()
    {
        int recHostId;
        int recConnectionId;
        int recChannelId;

        byte[]           recBuffer  = new byte[1024];
        int              bufferSize = 1024;
        int              dataSize;
        byte             error;
        NetworkEventType recNetworkEvent = NetworkTransport.Receive(out recHostId, out recConnectionId, out recChannelId, recBuffer, bufferSize, out dataSize, out error);

        switch (recNetworkEvent)
        {
        case NetworkEventType.Nothing:
            break;

        case NetworkEventType.ConnectEvent:
            Debug.Log("remote client connected");
            connectionId  = recConnectionId;
            remotePlayer  = Instantiate <PlayerController>(playerPrefab);
            remoteShooter = remotePlayer.GetComponent <BallShooter>();
            break;

        case NetworkEventType.DataEvent:
            ParseData(recBuffer);
            break;

        case NetworkEventType.DisconnectEvent:
            Debug.Log("remote client disconnected");
            connectionId = -1;
            Destroy(remotePlayer.gameObject);
            remotePlayer  = null;
            remoteShooter = null;
            break;
        }
    }
示例#8
0
 // Use this for initialization
 void Start()
 {
     shooter = BallShooter.instance;
 }
示例#9
0
 public void Start()
 {
     ballShooter = GameObject.Find("BallShooter").GetComponent <BallShooter>();
 }
示例#10
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 // Use this for initialization
 void Start()
 {
     ballShooter = ball.GetComponent <BallShooter>();
     StartCoroutine(LaunchCoroutine());
 }
示例#11
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 void Start()
 {
     ballShooter = GameObject.Find("BallShooter").GetComponent <BallShooter>();
     //ballShooter.fireSingleBall();
 }
 private void Start()
 {
     actionBar         = PlayerUI.Instance.GetActionBar();
     ballShooter       = GetComponentInChildren <BallShooter>();
     earthquakeSpawner = GetComponentInChildren <EarthquakeSpawner>();
 }