void OnTriggerClicked(object sender, ControllerInteractionEventArgs e) { GameManager.PlayerState s = GameManager.GM.GetState(PlayerManager.Player.photonView.viewID); if (s == GameManager.PlayerState.Alive) { gun.Fire(); } }
// updates ui to reflect numebr of players left void UpdateDeathCount() { Text t = ui.transform.Find("DeathCount").GetComponent <Text>(); t.font = dispFont; GameManager.PlayerState ps = GameManager.GM.GetState(photonView.viewID); switch (GameManager.State) { case GameManager.GameState.Lobby: t.transform.localPosition = new Vector3(16, 200, 0); t.text = string.Format("{0} contender(s) waiting", GameManager.GM.NumPlayers()); t.fontSize = 42; t.color = new Color(1f, 1f, 1f); break; case GameManager.GameState.Match: t.transform.localPosition = new Vector3(16, 200, 0); if (ps == GameManager.PlayerState.Alive) { t.text = string.Format("{0} of you. Hunt.", GameManager.GM.NumAlive()); t.fontSize = 42; t.color = new Color(1f, 1f, 1f); } else if (ps == GameManager.PlayerState.Dead) { t.text = string.Format("WEAK! You have been Illuminated"); t.fontSize = 80; t.color = new Color(1f, 0f, 0f); } break; case GameManager.GameState.Over: t.transform.localPosition = new Vector3(16, 64, 0); if (ps == GameManager.PlayerState.Over) { t.text = string.Format("ILLUMINATED."); t.fontSize = 80; t.color = new Color(1f, 0f, 0f); } else if (ps == GameManager.PlayerState.Winner) { t.text = string.Format("SURVIVOR."); t.fontSize = 80; t.color = new Color(1f, 0f, 0f); } break; } }
// Use this for initialization void Awake() { // Initialize animator _animator = GetComponent <Animator>(); // Initialize player state variables facingRight = true; mPlayerState = GameManager.instance.GetPlayerState(); // Initialize components mPlayerController = GetComponent <PlayerController>(); // Setting up references. slashSpawn = transform.Find("slashSpawn"); missileSpawn = transform.Find("missileSpawn"); scanSpawn = transform.Find("scanSpawn"); }
void Update() { mPlayerState = GameManager.instance.GetPlayerState(); // Check the player's state from game manager if (Input.GetKey(KeyCode.LeftArrow)) { facingRight = false; } else if (Input.GetKey(KeyCode.RightArrow)) { facingRight = true; } // Default state of player is ALIVE. They can Scan, Missile, and Slash if (mPlayerState == GameManager.PlayerState.ALIVE) { // Scanning action, currently bound to Z key. if (Input.GetButtonDown("Scan")) { Scan(); } // Magic missile ability, currently bound to X key. Player must be grounded, and time must be past cooldown if (Input.GetButtonDown("MagicMissile") && Time.time > mMissileNextFire) { Missile(); // Metrics GameManager.instance.mPlayerStats.TotalMissilesFired++; } // If the slash button is pressed down (C), slash in front of the player if (Input.GetButtonDown("Slash") && Time.time > mSlashNextFire) { Slash(); GameManager.instance.mPlayerStats.TotalSlashes++; } } // Player is in scanning mode. Must exit scanning. else if (mPlayerState == GameManager.PlayerState.SCAN) { if (Input.GetButtonDown("Scan")) { mPlayerController.enabled = true; // Enable player controller script to enable movement Destroy(scanInstance); SoundManager.instance.PlaySingle(mScanClip); GameManager.instance.SetPlayerState(GameManager.PlayerState.ALIVE); } } }
public void TogglePauseState(GameManager.PlayerState newState) { GameManager.playerState = newState; if (GameManager.playerState != GameManager.PlayerState.Playing) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; _pauseMenu.SetActive(true); Time.timeScale = 0; } else if (GameManager.playerState == GameManager.PlayerState.Playing) { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; _pauseMenu.SetActive(false); Time.timeScale = 1; } }
private static object DeserializePlayerState(byte[] bytes) { int index = 0; short nullFlag; float sleepStatus; float academicStatus; float socialStatus; float xLoc; float yLoc; float zLoc; Protocol.Deserialize(out nullFlag, bytes, ref index); if (nullFlag == 1) { return null; } Protocol.Deserialize(out sleepStatus, bytes, ref index); Protocol.Deserialize(out academicStatus, bytes, ref index); Protocol.Deserialize(out socialStatus, bytes, ref index); Protocol.Deserialize(out xLoc, bytes, ref index); Protocol.Deserialize(out yLoc, bytes, ref index); Protocol.Deserialize(out zLoc, bytes, ref index); Vector3 location = new Vector3(xLoc, yLoc, zLoc); // Make a team with maxSize player slots GameManager.PlayerState state = new GameManager.PlayerState(sleepStatus, academicStatus, socialStatus, location); return state; }