//fine variabili primo livello // Use this for initialization void Start() { isys = GameObject.FindGameObjectWithTag("Player").GetComponent <InventorySystem>(); hud = GameObject.FindGameObjectWithTag("HUD").GetComponent <HUDSystem>(); player = GameObject.FindGameObjectWithTag("Player"); misc = player.GetComponent <Misc>(); }
void Awake() { if (Instance == null) { Instance = this; } }
private void CreateHudSystem() { HUDSystem = new HUDSystem(Content.Load <SpriteFont>("Fonts/HUDFont"), Content); // Create the debugging widget (Only shows in admin mode) _debugWidget = new TextWidget(_gameInfo, HUDAlignment.BottomLeft, i => i.Fsm.ToString()); // Create an avatar widget var avatarWidget = new AvatarWidget(_gameInfo, HUDAlignment.TopLeft); HUDSystem.Add(avatarWidget); // Create a widget for the game type that the user will be playing HUDWiget gameTypeWidget = null; switch (_gameInfo.GameRuleType) { case GameRuleType.Retirement: gameTypeWidget = new AgeCounterWidget(_gameInfo, HUDAlignment.TopCenter); break; case GameRuleType.Passport: gameTypeWidget = new PassportWidget(_gameInfo, HUDAlignment.TopCenter); break; } HUDSystem.Add(gameTypeWidget); // Create the current highscore list widget var highscoreList = new Leaderboarder(_gameInfo, HUDAlignment.TopRight); HUDSystem.Add(highscoreList); ScreenManager.AddGameLayer(HUDSystem, true); }
/// <summary> /// setting the players current health to the starting health of the player /// We cache the Scripts needed here /// </summary> private void Awake() { playerStats = FindObjectOfType <PlayerStats>(); currentHealth = playerStats.playerStartingHealth; m_hudSystem = FindObjectOfType <HUDSystem>(); storedHealth = currentHealth; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Create game systems InputSystem = new InputSystem(this); NetworkSystem = new NetworkSystem(this); RenderingSystem = new RenderingSystem(this); MovementSystem = new MovementSystem(this); WeaponSystem = new WeaponSystem(this); EnemyAISystem = new EnemyAISystem(this); NpcAISystem = new NpcAISystem(this); GarbagemanSystem = new GarbagemanSystem(this); CollisionSystem = new Systems.CollisionSystem(this); RoomChangingSystem = new RoomChangingSystem(this); QuestLogSystem = new QuestLogSystem(this); SpriteAnimationSystem = new SpriteAnimationSystem(this); SkillSystem = new SkillSystem(this); TextSystem = new TextSystem(this); EngineeringOffenseSystem = new EngineeringOffenseSystem(this); HUDSystem = new HUDSystem(this); InputHelper.Load(); HUDSystem.LoadContent(); // Testing code. LevelManager.LoadContent(); LevelManager.LoadLevel("D01F01R01"); //Song bg = Content.Load<Song>("Audio/Main_Loop"); //MediaPlayer.Stop(); //MediaPlayer.IsRepeating = true; //MediaPlayer.Play(bg); //End Testing Code }
// Use this for initialization void Start() { hud = GameObject.FindGameObjectWithTag("HUD").GetComponent <HUDSystem> (); player = GameObject.FindGameObjectWithTag("Player"); //ChainSpawn=GameObject.FindGameObjectWithTag("ChainEnemySpawn"); //CutterSpawn = GameObject.FindGameObjectWithTag("CutterEnemySpawn"); misc = player.GetComponent <Misc>(); }
// Use this for initialization void Start() { //Assegnazione variabili inventario = GetComponent <InventorySystem>(); smg_imp = GameObject.Find("MP5 (Impugnato)"); cc = GetComponent <CharacterController>(); hud = GameObject.FindGameObjectWithTag("HUD").GetComponent <HUDSystem>(); pistola_imp = GameObject.Find("P226 (Impugnata)"); ascia_imp = GameObject.Find("l'ascia (Impugnata)"); smg_imp = GameObject.Find("MP5 (Impugnato)"); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Animator>(); inventario = GameObject.FindGameObjectWithTag("Player").GetComponent <InventorySystem>(); hudsystem = GameObject.FindGameObjectWithTag("HUD").GetComponent <HUDSystem>(); tpsCam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); playsound = GameObject.FindGameObjectWithTag("Player").GetComponent <PlaySound>(); }
public void Start() { access_cutter = GameObject.FindGameObjectWithTag("Cutter").GetComponent <KeyScript>(); access_key = GameObject.FindGameObjectWithTag("FinalKey").GetComponent <KeyScript>(); hud = GameObject.FindGameObjectWithTag("HUD").GetComponent <HUDSystem> (); if (gameObject.name.Equals("MusicaFondo")) { GetComponent <AudioSource>().Play(); } }
// Start is called before the first frame update void Start() { HUDSystem.ResetGame(); for (int i = 0; i < 3; i++) { SpawnPiece(Element.Fire); SpawnPiece(Element.Ice); SpawnPiece(Element.Lightning); } Startup.ChangeAudioTrack(Startup.Track.Game); }
// Use this for initialization void Start() { shutter1 = GameObject.FindGameObjectWithTag("Serranda"); boss_door1 = GameObject.Find("door_2"); if (gameObject.name.Equals("boss_door")) { boss1 = GameObject.FindGameObjectWithTag("MiniBoss"); boss1.SetActive(false); } hud = GameObject.FindGameObjectWithTag("HUD").GetComponent <HUDSystem>(); boss_is_active = false; }
public void EnterWorld(int mapID) { Ect = new EffectSystem(); Fly = new FlywordSystem(); Hud = new HUDSystem(); Act = new ActSystem(); Nts = new NodeTreeSystem(); Plt = new PlotSystem(); Cut = new VideoSystem(); WorldMap = new GameObject("FTWorldMap").AddComponent <FTWorldMap>(); WorldMap.MapLoadFinish = OnLoadMapFinished; WorldMap.EnterWorld(mapID); }
public int upgradePoints; // used to set the players level number /// <summary> /// adds experience whenever this function is called, mostly on death from the enemy script /// </summary> /// <param name="xpAmount"></param> Amount of XP to gain parameter, This is based and set from the enemy death script public void AddExperience(int xpAmount) { experience += xpAmount; HUDSystem hud = FindObjectOfType <HUDSystem>(); hud.UpdateHud(); if (experience >= experienceToNextLevel) { level++; upgradePoints++; experience = experienceToNextLevel; IncreaseXPNeeded(0, 100 * level * Mathf.Pow(level, 0.5f)); } }
// Use this for initialization void Start() { hud = GameObject.FindGameObjectWithTag("HUD").GetComponent <HUDSystem>(); player = GameObject.FindGameObjectWithTag("Player"); hud.centralBoxEnabler(false); hud.sideBoxEnabler(false); animator = player.GetComponent <Animator>(); inventario = player.GetComponent <InventorySystem>(); //AxeSpawn=GameObject.FindGameObjectWithTag("AxeEnemySpawn"); //PistolSpawn=GameObject.FindGameObjectWithTag("PistolEnemySpawn"); //ChainSpawn = GameObject.FindGameObjectWithTag("ChainEnemySpawn"); //CutterSpawn = GameObject.FindGameObjectWithTag("CutterEnemySpawn"); //SmgSpawn = GameObject.FindGameObjectWithTag("SmgEnemySpawn"); munizioni_ammobox = start_ammo;//Setto le munizioni contenute nell'ammo box misc = player.GetComponent <Misc>(); }
public static void DamagePlayer(int player, float amount) { playerHealths[player - 1] -= amount; if (playerHealths[player - 1] < 0) { if (player == 1) { Startup.ChangeAudioTrack(Startup.Track.Victory); UnityEngine.SceneManagement.SceneManager.LoadScene("End Screen", UnityEngine.SceneManagement.LoadSceneMode.Single); } else if (player == 2) { Startup.ChangeAudioTrack(Startup.Track.Victory); UnityEngine.SceneManagement.SceneManager.LoadScene("End Screen 2", UnityEngine.SceneManagement.LoadSceneMode.Single); } } HUDSystem.UpdateHealth(player, playerHealths[player - 1]); }
public void EnterWorld(int mapID) { Lvl = GameObject.FindObjectOfType <LevelSystem>(); if (Lvl == null) { GameObject go = new GameObject("LevelSystem"); Lvl = go.AddComponent <LevelSystem>(); } else { Lvl.DelAllElements(); } CharacterManager.Instance.SetRoot(Lvl.transform); Ect = new EffectSystem(); Fly = new FlywordSystem(); Hud = new HUDSystem(); Act = new ActSystem(); Nts = new NodeTreeSystem(); Plt = new PlotSystem(); Cut = new VideoSystem(); Lvl.Id = mapID; Lvl.Startup(); }
public void Load_(string scene_name) { if (File.Exists(Application.persistentDataPath + "/save.dat")) { isys = GameObject.FindGameObjectWithTag("Player").GetComponent <InventorySystem>(); hud = GameObject.FindGameObjectWithTag("HUD").GetComponent <HUDSystem>(); player = GameObject.FindGameObjectWithTag("Player"); misc = player.GetComponent <Misc>(); //AxeSpawn =GameObject.FindGameObjectWithTag("AxeEnemySpawn"); //PistolSpawn = GameObject.FindGameObjectWithTag("PistolEnemySpawn"); ; //ChainSpawn = GameObject.FindGameObjectWithTag("ChainEnemySpawn"); ; //CutterSpawn = GameObject.FindGameObjectWithTag("CutterEnemySpawn"); ; //SmgSpawn = GameObject.FindGameObjectWithTag("SmgEnemySpawn"); ; BinaryFormatter formatter = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/save.dat", FileMode.Open); SceneData data = (SceneData)formatter.Deserialize(file); file.Close(); isys.LoadPlayer(data.pdata); //Valido per il primo livello if (scene_name.Equals("Scena 1 - Il massiccio")) { Save.AxeSpawnActive = data.spawn.AxeSpawnActive; if (data.spawn.AxeSpawnActive) { AxeSpawn.SetActive(true); } else { AxeSpawn.SetActive(false); } Save.PistolSpawnActive = data.spawn.PistolSpawnActive; if (data.spawn.PistolSpawnActive) { PistolSpawn.SetActive(true); } else { PistolSpawn.SetActive(false); } Save.ChainSpawnActive = data.spawn.ChainSpawnActive; if (data.spawn.ChainSpawnActive) { ChainSpawn.SetActive(true); } else { ChainSpawn.SetActive(false); } Save.CutterSpawnActive = data.spawn.CutterSpawnActive; if (data.spawn.CutterSpawnActive) { CutterSpawn.SetActive(true); } else { CutterSpawn.SetActive(false); } Save.SmgSpawnActive = data.spawn.SmgSpawnActive; if (data.spawn.SmgSpawnActive) { SmgSpawn.SetActive(true); } else { SmgSpawn.SetActive(false); } } //Per ogni nemico nella scena (inizialmente sono tutti attivi, anche quelli da spawnare via script) foreach (GameObject nemico in GameObject.FindGameObjectsWithTag("Enemy")) { //Per ogni enemydata presente nella lista degli enemy salvatii foreach (Enemy enemy in data.edata) { //Se il nome del nemico è presente nella lista, allora carico le sue info if (nemico.gameObject.name.Equals(enemy.name)) { nemico.GetComponent <EnemyController>().loadEnemy(enemy); nemico.GetComponent <EnemyController>().loaded = true; } } } //Elimino i nemici che non sono stati caricati foreach (GameObject nemico in GameObject.FindGameObjectsWithTag("Enemy")) { if (nemico.GetComponent <EnemyController>().loaded == false) { Destroy(nemico); } } //Trovo gli elementi da mantenere nella scena, impostando a true loaded (quelli a false andranno eliminati nel prossimo ciclo for) foreach (string nome in data.idata) { foreach (GameObject kitmedico in GameObject.FindGameObjectsWithTag("FirstAid")) { if (kitmedico.gameObject.name.Equals(nome)) { kitmedico.GetComponent <Pickup>().loaded = true; } } foreach (GameObject ammo_9mm in GameObject.FindGameObjectsWithTag("Ammo_9mm")) { if (ammo_9mm.gameObject.name.Equals(nome)) { ammo_9mm.GetComponent <Pickup>().loaded = true; } } foreach (GameObject ammo_smg in GameObject.FindGameObjectsWithTag("Ammo_smg")) { if (ammo_smg.gameObject.name.Equals(nome)) { ammo_smg.GetComponent <Pickup>().loaded = true; } } if (torcia != null && torcia.gameObject.name.Equals(nome)) { torcia.GetComponent <Pickup>().loaded = true; } if (ascia != null && ascia.gameObject.name.Equals(nome)) { ascia.GetComponent <Pickup>().loaded = true; } if (pistola != null && pistola.gameObject.name.Equals(nome)) { pistola.GetComponent <Pickup>().loaded = true; } if (smg != null && smg.gameObject.name.Equals(nome)) { smg.GetComponent <Pickup>().loaded = true; } //Valido per il primo livello if (scene_name.Equals("Scena 1 - Il massiccio")) { if (final_key != null && final_key.gameObject.name.Equals(nome)) { final_key.GetComponent <KeyScript>().loaded = true; } if (cutter != null && cutter.gameObject.name.Equals(nome)) { cutter.GetComponent <KeyScript>().loaded = true; } } } //Elimino gli oggetti che non servono foreach (GameObject kitmedico in GameObject.FindGameObjectsWithTag("FirstAid")) { if (kitmedico.GetComponent <Pickup>().loaded == false) { Destroy(kitmedico); } } foreach (GameObject ammo_9mm in GameObject.FindGameObjectsWithTag("Ammo_9mm")) { if (ammo_9mm.GetComponent <Pickup>().loaded == false) { Destroy(ammo_9mm); } } foreach (GameObject ammo_smg in GameObject.FindGameObjectsWithTag("Ammo_smg")) { if (ammo_smg.GetComponent <Pickup>().loaded == false) { Destroy(ammo_smg); } } //Valido per il primo livello if (scene_name.Equals("Scena 1 - Il massiccio")) { if (torcia != null && torcia.GetComponent <Pickup>().loaded == false) { Destroy(torcia); } if (ascia != null && ascia.GetComponent <Pickup>().loaded == false) { Destroy(ascia); } if (pistola != null && pistola.GetComponent <Pickup>().loaded == false) { Destroy(pistola); } if (smg != null && smg.GetComponent <Pickup>().loaded == false) { Destroy(smg); } if (final_key != null && final_key.GetComponent <KeyScript>().loaded == false) { Destroy(final_key); } if (cutter != null && cutter.GetComponent <KeyScript>().loaded == false) { Destroy(cutter); } } //Setto gli eventi if (data.checkpoint_name.Equals("Pre-MiniBoss")) { GameObject.FindGameObjectWithTag("Recinzione").GetComponent <Animator>().SetBool("Open", true); } if (data.checkpoint_name.Equals("Post-MiniBoss")) { Destroy(GameObject.FindGameObjectWithTag("MiniBoss")); boss_door1.GetComponent <Animator>().SetTrigger("Boss dies"); } if (data.checkpoint_name.Equals("Pre-Boss")) { foreach (GameObject porta in GameObject.FindGameObjectsWithTag("Porta")) { if (porta.GetComponent <DoorBrokenDown>() != null) { porta.GetComponent <DoorBrokenDown>().brokenOnLoading(); } } Destroy(GameObject.Find("WeaponsCrate")); Destroy(GameObject.Find("crate")); } if (data.checkpoint_name.Equals("Checkpoint1")) { foreach (GameObject porta in GameObject.FindGameObjectsWithTag("PortaCheckpoint")) { if (porta != null && porta.name.Equals("PortaPostCheckpoint1")) { porta.GetComponentInChildren <OpenCloseDoor>().unlocked = false; porta.GetComponentInChildren <Animator>().SetBool("open", false); } } if (GameObject.FindGameObjectWithTag("Porta") != null) { GameObject.FindGameObjectWithTag("Porta").GetComponent <OpenCloseDoor>().unlocked = true; } } if (data.checkpoint_name.Equals("Checkpoint2")) { print("we"); foreach (GameObject porta in GameObject.FindGameObjectsWithTag("PortaCheckpoint")) { if (porta != null && porta.name.Equals("PortaPostCheckpoint2")) { porta.GetComponentInChildren <OpenCloseDoor>().unlocked = false; porta.GetComponentInChildren <Animator>().SetBool("open", false); } } } Destroy(GameObject.Find(data.checkpoint_name)); foreach (GameObject checkpoint_scena in GameObject.FindGameObjectsWithTag("Checkpoint")) { foreach (string checkpoint_save in data.check_data) { print(checkpoint_save); if (checkpoint_scena.name.Equals(checkpoint_save)) { checkpoint_scena.GetComponent <Save>().loaded = true; } } } foreach (GameObject checkpoint_scena in GameObject.FindGameObjectsWithTag("Checkpoint")) { if (checkpoint_scena.GetComponent <Save>().loaded == false) { Destroy(checkpoint_scena); } else { //Valido per il primo livello if (scene_name.Equals("Scena 1 - Il massiccio")) { checkpoint_scena.GetComponent <Save>().AxeSpawn = AxeSpawn; print(checkpoint_scena.GetComponent <Save>().AxeSpawn); checkpoint_scena.GetComponent <Save>().PistolSpawn = PistolSpawn; checkpoint_scena.GetComponent <Save>().ChainSpawn = ChainSpawn; checkpoint_scena.GetComponent <Save>().CutterSpawn = CutterSpawn; checkpoint_scena.GetComponent <Save>().SmgSpawn = SmgSpawn; } } } } }
public static bool snow = true; //true=a contatto con il terreno innevato // Use this for initialization void Start() { animator = GetComponent <Animator>(); hudsystem = GameObject.FindGameObjectWithTag("HUD").GetComponent <HUDSystem>(); playsound = GetComponent <PlaySound>(); }
private void OnEnable() { playerHealth = FindObjectOfType <Player>(); currentStats = FindObjectOfType <PlayerStats>(); healthUpdate = FindObjectOfType <HUDSystem>(); }
// Token: 0x0600039D RID: 925 RVA: 0x000261E8 File Offset: 0x000243E8 private void CreateArrow(HUDSystem hudSystem, Entity entity, GameObject iconPrefab, SceneExtractionZoneEntity sceneObject, float altitudeOffset, string labelText, Color iconColour) { // MOD: disable the arrow above ezs return; // MOD }