public void sendFeedBackSkills(GameManager.Characters typeCharacter, int skillIndex, float active)
 {
     foreach (Player player in _playersInChimera)
     {
         _photonView.RPC(RECIVE_FEEDBACK_SKILL, player, typeCharacter, skillIndex, active);
     }
 }
 public void sendMovementArrows(Vector2 direction, GameManager.Characters playerType)
 {
     foreach (Player player in _playersInChimera)
     {
         _photonView.RPC(RECIVE_MOVEMENT_ARROW, player, direction, playerType);
     }
 }
    //le envía a la chimera que yo disparé
    public void pushSendSkill(GameManager.Characters typeCharacter, float pressValue, float skillIndex, int playerID)
    {
        FusionTrigger fusiontrigger = GetComponent <FusionTrigger>();

        fusiontrigger.CurrentChimeraParent.GetComponent <PhotonChimeraMultiplayerController>().sendFeedBackSkills(typeCharacter, (int)skillIndex, pressValue);

        _photonView.RPC(SEND_SKILL, RpcTarget.All, typeCharacter, pressValue, skillIndex, playerID);
    }
示例#4
0
    public void sendSkill(GameManager.Characters typeCharacter, float pressValue, float skillIndex, int ID)
    {
        setInputSkillArrays(pressValue, skillIndex, ID, typeCharacter);
        return;

        //Ver chimera type para saber qué orden de la Skill Mandar
        List <GameManager.Characters> chimeraTypes = GetComponent <ChimeraTypes>()._types;

        for (int i = 0; i < chimeraTypes.Count; i++)
        {
            if (chimeraTypes[i] == typeCharacter)
            {
                indexSkill(i, pressValue, skillIndex);
                break;
            }
        }
    }
示例#5
0
    private int setCharacterToSpawn(GameManager.Characters _charSet)
    {
        switch (_charSet)
        {
        case GameManager.Characters.TANK:
            return(0);

        case GameManager.Characters.MAGE:
            return(1);

        case GameManager.Characters.DRUID:
            return(2);

        case GameManager.Characters.ASSASIN:
            return(3);

        default:
            return(0);
        }
    }
示例#6
0
    public void setSkillFeedback(GameManager.Characters typeCharacter, int skillIndex, float active)
    {
        if (generalInputFeedBack != null)
        {
            ChimeraSkillFeedBack chimeraGeneralSkillFeedBack = generalInputFeedBack.GetComponent <ChimeraSkillFeedBack>();

            chimeraGeneralSkillFeedBack.gameObject.SetActive(true);
            chimeraGeneralSkillFeedBack.setSkill(active, skillIndex, _inputSkillReadingTime);
        }

        if (inputFeedBack.Count > 0)
        {
            foreach (var arrow in inputFeedBack)
            {
                ChimeraSkillFeedBack chimeraSkillFeedBack = arrow.GetComponent <ChimeraSkillFeedBack>();

                if (chimeraSkillFeedBack.CharacterType == typeCharacter)
                {
                    chimeraSkillFeedBack.gameObject.SetActive(true);
                    chimeraSkillFeedBack.setSkill(active, skillIndex, _inputSkillReadingTime);
                }
            }
        }
    }
示例#7
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    private void setInputSkillArrays(float pressValue, float skillIndex, int ID, GameManager.Characters _characteryType)
    {
        switch (skillIndex)
        {
        case 1:
            setArrayValue(pressValue, ID, _inputSkill1, 1, _characteryType);
            break;

        case 2:
            setArrayValue(pressValue, ID, _inputSkill2, 2, _characteryType);
            break;

        case 3:
            setArrayValue(pressValue, ID, _inputSkill3, 3, _characteryType);
            break;

        case 4:
            setArrayValue(pressValue, ID, _inputSkill4, 4, _characteryType);
            break;

        default:
            break;
        }
    }
    public void pullSendSkill(GameManager.Characters typeCharacter, float pressValue, float skillIndex, int playerID)
    {
        FusionTrigger fusiontrigger = GetComponent <FusionTrigger>();

        fusiontrigger.CurrentChimeraParent.GetComponent <ChimeraSkillsController>().sendSkill(typeCharacter, pressValue, skillIndex, playerID);
    }
示例#9
0
    private void setArrayValue(float pressValue, int ID, InputSkill[] inputSkill, int skillIndex, GameManager.Characters characterType)
    {
        if (pressValue == 1)//Pressed
        {
            //hacer true al instante
            Debug.Log("Set array value index: " + skillIndex);
            if (ID <= inputSkill.Length - 1)
            {
                if (inputSkill[ID] != null)
                {
                    Debug.Log("INPUT SKILL VACIO: " + false);
                }
                else
                {
                    Debug.Log("INPUT SKILL VACIO: " + true);
                }

                inputSkill[ID]._state           = true;
                inputSkill[ID]._currentCooldown = _inputSkillReadingTime;
            }
        }
        else if (pressValue == 0)//Released
        {
            //esperar un tiempo para hacer false
            //inputSkill[ID]._state = false;
        }
    }
 public void sendMovement(Vector2 movement, int id, GameManager.Characters type)
 {
     Debug.Log("LO QUE SEA");
     _chimeraController.sendMovement(movement, id, type);
 }
 public void pushsendMovement(Vector2 movement, int id, GameManager.Characters type)
 {
     Debug.Log("id " + id + " movemente " + movement + "tamaño del array de playes " + _playersInChimera.Count);
     _photonView.RPC(SEND_MOVEMENT, RpcTarget.MasterClient, movement, id, type);
     sendMovementArrows(movement, type);
 }
 public void reciveFeedBackSkills(GameManager.Characters typeCharacter, int skillIndex, float active)
 {
     _chimeraSkills.setSkillFeedback(typeCharacter, skillIndex, active);
 }
 public void reciveMovementArrows(Vector2 direction, GameManager.Characters playerType)
 {
     _chimeraController.setArrows(direction, playerType);
 }