void Start() { shot = this.gameObject.GetComponent <AudioSource>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <CS_Player>(); foreach (Transform child in GameObject.Find("ReloadRight").GetComponent <Transform>()) { if (child.tag == "Reload") { rightAmountTilReload.Add(child.GetComponent <Text>()); } } foreach (Transform child in GameObject.Find("ReloadLeft").GetComponent <Transform>()) { if (child.tag == "Reload") { leftAmountTilReload.Add(child.GetComponent <Text>()); } } rightReloadIndicator = GameObject.Find("ReloadRight"); leftReloadIndicator = GameObject.Find("ReloadLeft"); rightReloadIndicator.SetActive(false); leftReloadIndicator.SetActive(false); }
void CmdHitTarget(string hittedName, int damage, bool isHost) { CS_Player playerHitted = CS_GameManager.GetPlayer(hittedName); CS_Bot botHitted = CS_GameManager.GetBot(hittedName); if (playerHitted != null) { playerHitted.GetComponent <CS_Player>().RpcTakeDamage(damage, m_Player.GetUsername(), m_Player.m_Color); if (playerHitted.GetComponent <CS_Player>().GetHealthAmount() - damage <= 0) { m_Setup.m_Canvas.KillEffect(); } } if (botHitted != null) { botHitted.GetComponent <CS_Bot>().RpcTakeDamage(transform.name, damage, isHost); if (botHitted.GetComponent <CS_Bot>().GetHealthAmount() - damage <= 0) { m_Setup.m_Canvas.KillEffect(); } } }
public void EndDragPlayer() { // dont do anything if its setting direction if (myDirectionObject.activeSelf == true) { return; } // hide highlight myCurrentPlayer.HideHighlight(); // do raycast RaycastHit t_hit; Ray t_ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(t_ray, out t_hit)) { CS_Tile t_tile = t_hit.collider.gameObject.GetComponentInParent <CS_Tile> (); if (t_tile != null) { if (t_tile.GetType() == myCurrentPlayer.GetTileType()) { // show direction object myDirectionObject.transform.position = myCurrentPlayer.transform.position; myDirectionObject.SetActive(true); return; } } } // reset current player myCurrentPlayer.gameObject.SetActive(false); myCurrentPlayer = null; }
public void EndDragDirection() { // do raycast RaycastHit t_hit; Ray t_ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(t_ray, out t_hit)) { Vector3 t_v2HitPos = new Vector3(t_hit.point.x, 0, t_hit.point.z); Vector3 t_v2PlayerPos = new Vector3(myCurrentPlayer.transform.position.x, 0, myCurrentPlayer.transform.position.z); if (Vector3.Distance(t_v2HitPos, t_v2PlayerPos) > 1) { // hide highlight myCurrentPlayer.HideHighlight(); // hide direction myDirectionObject.SetActive(false); // init player myCurrentPlayer.Init(); myCurrentPlayer = null; // set slow mode back Time.timeScale = 1f; return; } } }
// Use this for initialization void Start() { m_Setup = GetComponent <CS_PlayerSetup>(); m_Player = GetComponent <CS_Player>(); m_WeaponManager = GetComponent <CS_WeaponManager>(); m_AudioSource = GetComponent <AudioSource>(); }
public static void RegisterPlayer(string _netID, CS_Player _player) { string _playerID = PLAYER_ID_PREFIX + _netID; _player.transform.name = _playerID; players.Add(_playerID, _player); }
public override void OnStartClient() { base.OnStartClient(); CS_Player _player = GetComponent <CS_Player>(); string _netId = GetComponent <NetworkIdentity>().netId.ToString(); CS_GameManager.RegisterPlayer(_netId, _player); }
private void Update_Attack() { // update attack timer if (myAttackTimer > 0) { myAttackTimer -= Time.fixedDeltaTime; return; } // if enemy is gone, remove target if (myTargetPlayer != null && myTargetPlayer.gameObject.activeSelf == false) { myTargetPlayer = null; } // if i dont have a target, go through enemy list to find a target if (myTargetPlayer == null) { List <CS_Player> t_playerList = CS_GameManager.Instance.GetPlayerList(); foreach (CS_Player f_player in t_playerList) { if (f_player == null || f_player.gameObject.activeSelf == false || f_player.GetState() == CS_Player.State.Dead || f_player.GetState() == CS_Player.State.Arrange) { continue; } if (Vector3.Distance(f_player.transform.position, this.transform.position) < 0.5f) { myTargetPlayer = f_player; break; } } } // if no enemy in range, dont attack if (myTargetPlayer == null) { if (myState != State.Dead) { myState = State.Move; myAnimator.SetInteger("State", 0); } return; } // play sfx myAudioSource_Attack.Play(); // attack enemy myTargetPlayer.TakeDamage(myStatus_Attack); myAttackTimer += myStatus_AttackTime; myAnimator.SetTrigger("Attack"); myState = State.Attack; myAnimator.SetInteger("State", 1); }
public void SetMyCurrentPlayer(int g_index) { // dont do anything if its setting direction if (myDirectionObject.activeSelf == true) { return; } myCurrentPlayer = myPlayerList[g_index]; }
// Use this for initialization void Start() { life = GameObject.Find("Life"); life2 = GameObject.Find("Life2"); life3 = GameObject.Find("Life3"); life4 = GameObject.Find("Life4"); life5 = GameObject.Find("Life5"); counter = GameObject.Find("LifeCounter"); player = GameObject.Find("Player").GetComponent <CS_Player>(); }
void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); } else { instance = this; } // DontDestroyOnLoad(this.gameObject); }
// Use this for initialization void Start() { CS_Notify.Register(this, "StartTimer"); pl = GameObject.FindGameObjectWithTag("Player").GetComponent <CS_Player>(); timeToDie = 300f; timerHasStarted = false; timeToBlink = false; csPB = GameObject.Find("ProgressBar").GetComponent <CS_PrograssBar>(); csGTTIP = GameObject.Find("GTTI prompt").GetComponent <CS_GTTIPrompt>(); foreach (Transform child in this.transform) { if (child.tag == ("Text")) { dCounter.Add(child.GetComponent <Text>()); } } for (int i = 0; i < dCounter.Count; i++) { dCounter[i].text = ""; } foreach (Transform child in this.transform) { if (child.tag == "Image") { images.Add(child); } } foreach (Transform child in this.transform) { if (child.tag == "Arrow") { arrows.Add(child); } } for (int i = 0; i < images.Count; i++) { images[i].GetComponent <Image>().enabled = false; } for (int i = 0; i < arrows.Count; i++) { arrows[i].GetComponent <Image>().enabled = false; } }
// Use this for initialization void Start() { m_Player = GetComponent <CS_Player>(); GetComponent <CS_Controller>().m_OrbitCam = m_OrbitCam; if (!isLocalPlayer) { //DISABLE COMPONENTS for (int i = 0; i < componentsToDisable.Length; i++) { componentsToDisable[i].enabled = false; } //REMOTE PLAYER gameObject.layer = LayerMask.NameToLayer("RemotePlayer"); } else { mainCamera = Camera.main; AudioListener.volume = .5f; if (mainCamera != null) { mainCamera.gameObject.SetActive(false); } username = PlayerPrefs.GetString("Username"); m_Color = CS_GameManager.instance.colors[Random.Range(0, CS_GameManager.instance.colors.Length)]; //DONT DRAW for (int i = 0; i < dontDraw.Length; i++) { dontDraw[i].layer = LayerMask.NameToLayer("DontDraw"); } m_Canvas.SetPlayer(m_Player); m_Player.m_Canvas = m_Canvas; } if (hasAuthority) { CmdSendUsername(username, m_Color); } m_Player.Setup(); }
private void Start() { // init total lives myCurrentLife = myMaxLife; CS_UIManager.Instance.SetLife(myCurrentLife); // init all players foreach (GameObject f_prefab in myPlayerPrefabs) { GameObject f_object = Instantiate(f_prefab, this.transform); f_object.SetActive(false); // get player script CS_Player f_player = f_object.GetComponent <CS_Player> (); // add script to list myPlayerList.Add(f_player); } // init direction object myDirectionObject.SetActive(false); }
void Start() { Movement = GameObject.FindGameObjectWithTag("Player").GetComponent <CS_Player_Movment>(); movement = GameObject.FindGameObjectWithTag("Player").GetComponent <movment>(); checkIfHit = GameObject.FindGameObjectWithTag("Player").GetComponent <CS_Player>(); boostEffect = GameObject.Find("Speed Particle Effect"); stage = this.gameObject.GetComponent <CS_Stages>(); pickUpParticleText = GameObject.Find("Text_ParticleMaterialMaker").GetComponentInChildren <Text>(); lossParticleText = GameObject.Find("Text_ParticleMaterialMakerLoss").GetComponentInChildren <Text>(); scoreCoins = GameObject.Find("GameManager").GetComponent <CS_Gamemanager>(); dC = GameObject.Find("DeathCounter").GetComponent <CS_DeathCounter>(); Cursor.visible = false; boostEffect.gameObject.SetActive(false); foreach (Transform child in GameObject.FindGameObjectWithTag("TrueCanvas").transform) { if (child.tag == "Score") { score.Add(child.GetComponent <Text>()); } } }
void CallFireEffects(string hittedName) { CS_Player playerHitted = CS_GameManager.GetPlayer(hittedName); CS_Bot botHitted = CS_GameManager.GetBot(hittedName); currentWeapon.bulletSpawn.LookAt(hitPos); CmdOnFire(hitPos, hitNormal); //Go to Server DdFireEffects(hitPos, hitNormal); // DIBRA DELAY m_Setup.m_OrbitCam.m_Animator.SetTrigger("Shake"); if (!isServer && hittedName != "") { if (playerHitted.GetComponent <CS_Player>().GetHealthAmount() - currentWeapon.damage <= 0) { m_Setup.m_Canvas.KillEffect(); } if (botHitted.GetComponent <CS_Bot>().GetHealthAmount() - currentWeapon.damage <= 0) { m_Setup.m_Canvas.KillEffect(); } } }
void Start() { myPlayer = GameObject.Find(CS_Global.NAME_PLAYER).GetComponent <CS_Player> (); myLoadStage = GameObject.Find(CS_Global.NAME_LOADSTAGE).GetComponent <CS_LoadStage> (); }
protected override void Update_Attack() { // update attack timer if (myAttackTimer > 0) { myAttackTimer -= Time.fixedDeltaTime; return; } // if enemy is gone, remove target if (myTargetPlayer != null && myTargetPlayer.gameObject.activeSelf == false) { myTargetPlayer = null; } // if i dont have a target, go through enemy list to find a target if (myTargetPlayer == null) { List <CS_Player> t_playerList = CS_GameManager.Instance.GetPlayerList(); foreach (CS_Player f_player in t_playerList) { if (f_player == null || f_player.gameObject.activeSelf == false || f_player.GetState() == CS_Player.State.Dead || f_player.GetState() == CS_Player.State.Arrange) { continue; } // if the player is full health, dont set it as target if (f_player.GetHealthPercent() >= 1) { continue; } if (CheckInRange(f_player.transform) == true) { myTargetPlayer = f_player; break; } } } // if no enemy in range, dont attack if (myTargetPlayer == null) { return; } // if the player is full health, dont set it as target if (myTargetPlayer.GetHealthPercent() >= 1) { myTargetPlayer = null; return; } // if the enemy move out of the range, stop attacking this enemy if (CheckInRange(myTargetPlayer.transform) == false) { myTargetPlayer = null; return; } // play sfx myAudioSource_Attack.Play(); // play effect myEffect.Kill(); myEffect.transform.position = myTargetPlayer.transform.position; myEffect.gameObject.SetActive(true); // attack enemy myTargetPlayer.TakeDamage(myStatus_Attack * -1); myAttackTimer += myStatus_AttackTime; myAnimator.SetTrigger("Attack"); }
void Start() { playerScore = GameObject.Find("GameManager").GetComponent <CS_Gamemanager>(); playerLife = GameObject.FindGameObjectWithTag("Player").GetComponent <CS_Player>(); }
private string PlayerMsg(int key, CS_Player player) => $"| <color=#FF8C00>{key}</color>. <color=#FF8C00>{player.player.displayName}</color> <color=#939393>--</color> <color=#FF8C00>{player.points}</color> |";
public void SetPlayer(CS_Player _player) { m_Player = _player; }
public void Occupy(CS_Player g_player) { myPlayer = g_player; }