//For a kill volume the player or enemy only has to collide once with it void OnTriggerEnter2D (Collider2D collider) { //Initialize HealthController healthController = collider.gameObject.GetComponent<HealthController>(); //If the collider has a healthController if (healthController != null) { //Check if collider = player and onlyHurtPlayer or if it is notHurtPlayer if ((collider.gameObject.tag == "Player" && onlyHurtPlayer) || !onlyHurtPlayer) { if (startEnabled) { //Check if the player is invulnerable, otherwise don't hurt him if (!healthController.isInvulnerable) { //If object is still alive if(healthController.health > 0.0f) { healthController.health = 0.0f; healthController.isDead = true; } } } } } }
// Use this for initialization void Awake() { if(gameObject.name == "Player 1") { playerNum = 1; } else if (gameObject.name == "Player 2") { playerNum = 2; } if(PlayerPrefs.HasKey("Player " + playerNum + " special")) { type = PlayerPrefs.GetString("Player " + playerNum + " special"); } Debug.Log (playerNum + " " + type); hpControl = GameObject.Find ("HealthBar " + playerNum).GetComponent<HealthController>(); ManaBar = GameObject.Find ("ManaBar " + playerNum).GetComponent<ManaController>(); hpControl.SetHP (3); //PlayerMovement pm = (PlayerMovement)gameObject.GetComponent("PlayerMovement"); //pm.speed = setspd+2*spd; audio = gameObject.GetComponent<AudioPlayer>(); }
// Use this for initialization void Awake () { butRect = new Rect((Screen.width - ctrlWidth)/2,0,ctrlWidth, ctrlHeight); sceneFader = GameObject.FindGameObjectWithTag("GameController").GetComponent<SceneFader>(); playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent<HealthController>(); timer = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>(); item = GameObject.FindGameObjectWithTag("GameController").GetComponent<Item>(); }
private HealthController playerHealth; // Reference to the PlayerControl script. void Awake () { // Setting up references. playerHealth = GetComponent<HealthController>(); healthBar = GameObject.Find("HealthBar").GetComponent<SpriteRenderer>(); healthScale = healthBar.transform.localScale; }
// Use this for initialization void Start() { healthController = GameObject.FindGameObjectWithTag("Player").GetComponent<HealthController>(); uiController = GetComponent<UIController>(); SceneStart(); CheckRuntimePlatform(); }
public override bool NeedsPickup(GameObject who) { _health = who.GetComponent<HealthController>(); if(_health == null) return false; return ! _health.IsFull; }
void Awake() { screenRect = new Rect(0,0,Screen.width,Screen.height); currentColor = Color.black; //hecki97 if (lookForPlayer) playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent<HealthController>(); }
public void Awake() { _controller = GetComponent<CharacterController2D>(); _healthController = HealthBar.GetComponent<HealthController>(); _healthController.ResetHealth(); _isFacingRight = transform.localScale.x > 0; Health = MaxHealth; _hasGun = false; }
// Use this for initialization void Start() { hCtrl = GetComponent<HealthController> (); regenTimer = Time.time; maxWill = hCtrl.getMaxHealth (); curMaxWill = hCtrl.getCurrentHealth (); curWill = maxWill; prevHealth = hCtrl.getCurrentHealth (); }
void Awake() { playerInstance = Instantiate(player, spawn_point, Quaternion.identity) as GameObject; health_controller = playerInstance.GetComponent<HealthController>(); var hudInstance = Instantiate(hud) as GameObject; var cameraInstance = Instantiate(camera, camera.transform.position, camera.transform.rotation) as GameObject; BuildGridAndRooms(); StageBuilder.scale = scale; stage = new Stage(loadedGrid, loadedRooms, fluff_builder); stage.Create(); }
private float ShieldActiveCD = 15f; //Cooldown before shields restart #endregion Fields #region Methods void Start() { EC = GetComponent<EnemyController>(); Shield = GetComponentInChildren<ShieldController>(); HC = GetComponent<HealthController>(); EBS = GetComponent<LMEnergyBallShot>(); IC = GameObject.FindGameObjectWithTag("Player").GetComponent<InventoryController>(); P = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>(); floor = P.getCurrentFloor() + 1; }
// Use this for initialization void Start () { timeleft = updateInterval; sceneFader = GameObject.FindGameObjectWithTag("GameController").GetComponent<SceneFader>(); healthController = GameObject.FindGameObjectWithTag("Player").GetComponent<HealthController>(); ui_timerText = GameObject.Find("UI_Canvas/UI_TimerText").GetComponent<TimerUI>(); ui_levelInfo = GameObject.Find("UI_Canvas/UI_LevelInfoText").GetComponent<LevelInfoUI>(); ui_healthPoints = GameObject.Find("UI_Canvas/UI_HealthPoints").GetComponent<HealthPointsUI>(); ui_debug = GameObject.Find("UI_Canvas/UI_Debug").GetComponent<DebugUI>(); }
//Start with bomber deactivated at rest void Awake() { Core = gameObject.GetComponent<Transform>(); PauseAI(); HC = GetComponent<HealthController>(); IC = GameObject.FindGameObjectWithTag("Player").GetComponent<InventoryController>(); P = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>(); RB = GetComponent<Rigidbody>(); floor = P.getCurrentFloor() + 1; Constraints = RB.constraints; RB.constraints = RigidbodyConstraints.FreezeAll; }
public override void Start(AI ai) { base.Start (ai); self = ai.WorkingMemory.GetItem<GameObject> ("self"); aiHealthControl = self.GetComponent<HealthController> (); ghostController = GameObject.FindGameObjectWithTag ("GameController").GetComponent<GhostWorldController> (); lastHealth = aiHealthControl.getCurrentHealth (); gui = self.GetComponent<DebugAP> (); //TODO var eCont = self.GetComponent<EquipmentController> (); if (eCont != null) selfAtkRng = eCont.GetWeaponRange (); //rand = new Random(); }
void OnTriggerStay(Collider other) { if (other.tag == "Player" && ghostCtrl.deathTransition <= 0) { if (tag != "ActiveCheckpoint") { if (GameObject.FindGameObjectWithTag ("ActiveCheckpoint") != null) { GameObject.FindGameObjectWithTag ("ActiveCheckpoint").tag = "Untagged"; } tag = "ActiveCheckpoint"; activateSource.Play (); } hCont = other.GetComponent<HealthController> (); hCont.adjustCurrentHealth (Time.deltaTime * healSpeed); } }
// Use this for initialization void Awake() { boss = GameObject.FindGameObjectWithTag("Broodmother"); health = GetComponent<HealthController>(); backpack = GetComponent<WeaponBackpackController>(); anim = GetComponent<Animator>(); timeSinceSpawn = 0; animTimer = 0; justSpawned = false; PauseAI(); IC = GameObject.FindGameObjectWithTag("Player").GetComponent<InventoryController>(); P = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>(); floor = P.getCurrentFloor() + 1; }
// Use this for initialization void Start() { selector = GameObject.FindWithTag("Selector"); swordLeftObject = GameObject.FindWithTag("SwordLeft"); swordRightObject = GameObject.FindWithTag("SwordRight"); shieldObject = GameObject.FindWithTag("Shield"); shieldCollider = GameObject.FindWithTag ("ShieldCollider"); player = GameObject.FindWithTag("Player"); radar = GameObject.FindWithTag("Radar").GetComponent<ObjectScan>(); hc = player.GetComponent<HealthController>(); tempVect = shieldObject.transform.position - transform.position; tempVectSwordRight = swordRightObject.transform.position - transform.position; //shieldObject.transform.position = randomPosition; }
//When something collides with the hazard, store the thing that collided with it in the variable "other" //For OnTiggerStay to fire, the player has to keep standing in the hazard void OnTriggerStay2D (Collider2D collider) { //Subtract time since last frame from time remaining until applying damage damageTimer -= Time.deltaTime; //Debug.Log (damageTimer); //Initialize HealthController healthController = collider.gameObject.GetComponent<HealthController>(); //If the collider has a healthController if (healthController != null) { //Check if collider = player and onlyHurtPlayer or if it is notHurtPlayer if ((collider.gameObject.tag == "Player" && onlyHurtPlayer) || !onlyHurtPlayer) { if (startEnabled) { //If enough time has passed since damaging the player if (damageTimer <= 0.0f) { //Reset time since damage last applied damageTimer = timeBetweenDamage; //Check if the player is invulnerable, otherwise don't hurt him if (!healthController.isInvulnerable) { //If object is still alive if(healthController.health > 0.0f) { //If health is more than damage if(healthController.health > damagePerTime) //Apply full damage healthController.health -= damagePerTime; else //Set health = 0 healthController.health = 0.0f; //Process the hit in coordination with the HealthController ProcessHit(collider); } } } } } } }
// Use this for initialization void Start () { //Find the player and point this variable //to them player = GameObject.FindWithTag ("Player"); //Initialize a pointer the the player controller script healthController = player.GetComponent<HealthController> (); //If there are saved inventory values, use them //This data gets saved by EndOfLevel.cs if (PlayerPrefs.GetFloat ("Inv1Value") != 0.0f) Pickup1InitialValue = PlayerPrefs.GetFloat ("Inv1Value"); if (PlayerPrefs.GetFloat ("Inv2Value") != 0.0f) Pickup2InitialValue = PlayerPrefs.GetFloat ("Inv2Value"); if (PlayerPrefs.GetFloat ("Inv3Value") != 0.0f) Pickup3InitialValue = PlayerPrefs.GetFloat ("Inv3Value"); }
// Update is called once per frame void Update() { if (hitScored && (Time.time - hitTime >= displayTime)) { hitScored = false; } if (killScored && (Time.time - killTime >= displayTime)) { killScored = false; } if (redDot == null) { redDot = GameObject.FindGameObjectWithTag ("RedDot"); } //if (redDot != null && redDotImage == null) { // redDotImage = redDot.GetComponent<RawImage> (); //} if (blackDot == null) { blackDot = GameObject.FindGameObjectWithTag ("BlackDot"); } //if (blackDot != null && blackDotImage == null) { // blackDotImage = blackDot.GetComponent<RawImage> (); //} if (redDot != null) { redDot.SetActive(killScored); } if (blackDot != null) { if (!killScored && hitScored) { blackDot.SetActive(true); } else { blackDot.SetActive(false); } } if (damaged == null) { damaged = GameObject.FindGameObjectWithTag("Damaged"); } if (hcontroller == null) { hcontroller = GameObject.FindGameObjectWithTag ("Player").GetComponent<HealthController> (); } if (damaged != null && hcontroller != null) { bool dtaken = (health > hcontroller.GetCurrentHealth()); health = hcontroller.GetCurrentHealth(); damaged.SetActive(dtaken); } }
// Use this for initialization void Start() { //Find the player and point this variable //to them player = GameObject.FindWithTag("Player"); //Initialize a pointers to controllers and renderer healthController = player.GetComponent<HealthController>(); playerController = player.GetComponent<PlayerController>(); spriteToHide = this.GetComponent<SpriteRenderer>(); //Save the original max speed originalMaxSpeed = playerController.maxSpeed; //Set invulnerable on flag invulnerableOn = healthController.isInvulnerable; //Get a pointer to the player projectile prefab playerProjectilePrefab = player.GetComponent<WeaponController>().projectilePrefab; }
public bool MetObject(HealthController.FoodType foodObj) { bool ret = false; switch (foodObj) { case HealthController.FoodType.Hunter: if (godModeBonusActivator.getIsActive()) { healthController.OnEatenFood(foodObj); ret = true; } else { //gameController.playerKilled(); } break; case HealthController.FoodType.RedHood: godModeCounter++; //godModeCounterText.setText(godModeCounter+"/"+godModeParm); godModeCounterText.setText(godModeCounter+"/"+godModeParm+"\nuntil God Mode"); giveBonus(false); healthController.OnEatenFood(foodObj); ret = true; break; case HealthController.FoodType.Granny: giveBonus(true); healthController.OnEatenFood(foodObj); ret = true; break; default: healthController.OnEatenFood(foodObj); ret = true; break; } return ret; }
void Update() { if (!game.isInGhostMode) { Destroy(gameObject); } if (spawn && game.isInGhostMode) { hCtrl = GameObject.FindWithTag("Player").GetComponent<HealthController>(); if (game.timeLeftToReviveFromGhostMode <= game.timeToReviveInGhostMode) { GameObject.FindWithTag("Player").GetComponent<MovementController>().SetCanMove(false); game.timeLeftToReviveFromGhostMode += reviveSpeed * Time.deltaTime; } else { hCtrl.adjustCurrentHealth(hCtrl.getMaxHealth() - hCtrl.getCurrentHealth()); GameObject.FindWithTag("Player").GetComponent<MovementController>().SetCanMove(true); } } else if (game.isInGhostMode) { spawn = false; } }
// Use this for initialization void Start() { hc = GameObject.Find ("Health").GetComponent<HealthController>(); }
private void Start() { camera = GameObject.FindGameObjectWithTag("MainCamera"); //Find the camera CamControl = camera.GetComponent<CameraController>(); hud = GameObject.FindGameObjectWithTag("HUD"); player = GameObject.FindGameObjectWithTag("Player"); GameObject notificationLog = GameObject.FindWithTag("Log"); Log = notificationLog.GetComponent<LogScript>(); movement_controller = GetComponent<MovementController>(); weapon_backpack_controller = GetComponent<WeaponBackpackController>(); healthController = GetComponent<HealthController>(); RB = GetComponent<Rigidbody>(); Flashlight = GetComponentInChildren<FlashlightController>(); //Attach the flashlight Particles = GetComponentsInChildren<ParticleSystem>(); //Attach the powerfists SetPowerfists(false); Drop = false; TrackFace = true; this.toggle_movement = false; ScreenSize = new Vector3(Screen.width, Screen.height); doubleTapCountdown = 0; //doubleTapCounts = new int[4]; doubleTapCount = 0; //resetDoubleTapCount(); dashDirection = new Vector2(0, 0); //dashCooldownCountdown = 0; this.isDashing = false; dashForceCurrent = 1; dashStartTime = 0; isStunned = false; stunCountdown = 0; SetStunElectricity(false); //currentFloor = 0; dialogueLevel = 0; deepestLevelVisited = 0; currLevel = 0; level = 0; defense = 1f; }
public override void OnApply(HealthController healthController, int value, int duration) { healthController.SetBonusAttack(value); tempValue = value; healthController.AddEndOfTurnBuff(this, duration); }
protected new void Start() { base.Start(); parentHealth = transform.parent.GetComponent <HealthController>(); }
private void Start() { rb = GameObject.FindGameObjectWithTag("Player").GetComponent <Rigidbody2D>(); healthController = GameObject.FindGameObjectWithTag("Health Controller").GetComponent <HealthController>(); cameraShake = GameObject.FindGameObjectWithTag("Screen Shake").GetComponent <CameraShake>(); }
// Use this for initialization void Start() { hCtrl = GetComponent<HealthController>(); }
void Awake() { _healthCon = gameObject.GetComponent <HealthController>(); collider = gameObject.GetComponent <CapsuleCollider>(); }
void Awake() { _userInteface = GetComponent <UserInterface>(); _healthController = GetComponent <HealthController>(); }
void Start() { hc = GameObject.Find("Player").GetComponent <HealthController> (); }
// Start is called before the first frame update void Start() { health = GetComponent <HealthController>(); activate = GetComponent <TerminalActivation>(); }
void Awake() { this.playerHealth = gameObject.GetComponent <HealthController>(); }
protected void StartBody() { //Automatically attach the player & various components player = GameObject.FindGameObjectWithTag("Player"); health_controller = GetComponent<HealthController>(); anim = GetComponent<Animator>(); AggroState = false; RBody = GetComponent<Rigidbody>(); gun = transform.FindChild("Gun Location"); combo_controller = GameObject.FindGameObjectWithTag("Combo").GetComponent<ComboController>(); PC = player.GetComponent<PlayerController>(); pool = GameObject.Find("ObjectPool").GetComponent<ObjectPooling>(); }
private void OnEnable() { m_Target = (target as HealthController); m_BodyParts = serializedObject.FindProperty("m_BodyParts"); m_HitSounds = serializedObject.FindProperty("m_HitSounds"); m_DamageSounds = serializedObject.FindProperty("m_DamageSounds"); m_HitVolume = serializedObject.FindProperty("m_HitVolume"); m_BreakLegsSound = serializedObject.FindProperty("m_BreakLegsSound"); m_BreakLegsVolume = serializedObject.FindProperty("m_BreakLegsVolume"); m_HealSound = serializedObject.FindProperty("m_HealSound"); m_HealVolume = serializedObject.FindProperty("m_HealVolume"); m_CoughSound = serializedObject.FindProperty("m_CoughSound"); m_CoughVolume = serializedObject.FindProperty("m_CoughVolume"); m_ExplosionNoise = serializedObject.FindProperty("m_ExplosionNoise"); m_ExplosionNoiseVolume = serializedObject.FindProperty("m_ExplosionNoiseVolume"); m_DeafnessDuration = serializedObject.FindProperty("m_DeafnessDuration"); m_NormalSnapshot = serializedObject.FindProperty("m_NormalSnapshot"); m_StunnedSnapshot = serializedObject.FindProperty("m_StunnedSnapshot"); m_DeadCharacter = serializedObject.FindProperty("m_DeadCharacter"); // Reorderable List m_BodyPartsList = new ReorderableList(serializedObject, m_BodyParts, false, true, true, true) { drawHeaderCallback = rect => { EditorGUI.LabelField(rect, "Body Part List", EditorStyles.boldLabel); }, drawElementCallback = (rect, index, isActive, isFocused) => { var element = m_BodyPartsList.serializedProperty.GetArrayElementAtIndex(index); var displayName = element.objectReferenceValue ? ((DamageHandler)element.objectReferenceValue).BodyPart.ToString() : element.displayName; rect.y += 2; if (element.objectReferenceValue != null) { EditorGUI.LabelField(new Rect(rect.x, rect.y, 96, EditorGUIUtility.singleLineHeight), displayName == "FullBody" ? "Full Body" : displayName); } else { EditorGUI.LabelField(new Rect(rect.x, rect.y, 96, EditorGUIUtility.singleLineHeight), "Body Part"); } EditorGUI.PropertyField(new Rect(rect.x + 96, rect.y, rect.width - 96, EditorGUIUtility.singleLineHeight), element, GUIContent.none); }, onSelectCallback = list => { var prefab = list.serializedProperty.GetArrayElementAtIndex(list.index).objectReferenceValue as GameObject; if (prefab != null) { EditorGUIUtility.PingObject(prefab.gameObject); } }, onCanRemoveCallback = list => list.count > 0, }; m_HitSoundsList = EditorUtilities.CreateReorderableList(m_HitSounds, "Sound"); m_DamageSoundsList = EditorUtilities.CreateReorderableList(m_DamageSounds, "Sound"); }
void Die(HealthController x) { Instantiate(deathParticle, transform.position, transform.rotation); Destroy(gameObject); }
// Start is called before the first frame update void Start() { /* Zara Initialization code start =======>> */ ZaraEngine.Helpers.InitializeRandomizer(UnityEngine.Random.Range); _dateTime = DateTime.Now; _timeOfDay = TimesOfDay.Evening; _health = new HealthController(this); _body = new BodyStatusController(this); _weather = new WeatherDescription(); _player = new PlayerStatus(); _inventory = new InventoryController(this); _body.Initialize(); _health.Initialize(); /* <<======= Zara Initialization code end */ #region Demo app init // Let's add some items to the inventory to play with in this demo var flaskWithWater = new ZaraEngine.Inventory.Flask(); flaskWithWater.FillUp(WorldTime.Value); //flaskWithWater.Disinfect(WorldTime.Value); _jacket = new ZaraEngine.Inventory.WaterproofJacket(); _pants = new ZaraEngine.Inventory.WaterproofPants(); _boots = new ZaraEngine.Inventory.RubberBoots(); _hat = new ZaraEngine.Inventory.LeafHat(); _inventory.AddItem(flaskWithWater); _inventory.AddItem(_jacket); _inventory.AddItem(_pants); _inventory.AddItem(_boots); _inventory.AddItem(_hat); var meat = new ZaraEngine.Inventory.Meat { Count = 1 }; // We just gathered two of spoiled Meat. meat.AddGatheringInfo(WorldTime.Value.AddHours(-5), 2); // We just gathered one item of fresh Meat. These will spoil in MinutesUntilSpoiled game minutes. meat.AddGatheringInfo(WorldTime.Value, 1); _inventory.AddItem(new ZaraEngine.Inventory.Cloth { Count = 20 }); _inventory.AddItem(meat); _inventory.AddItem(new ZaraEngine.Inventory.AntisepticSponge { Count = 5 }); _inventory.AddItem(new ZaraEngine.Inventory.Bandage { Count = 5 }); _inventory.AddItem(new ZaraEngine.Inventory.Acetaminophen { Count = 10 }); _inventory.AddItem(new ZaraEngine.Inventory.Antibiotic { Count = 10 }); _inventory.AddItem(new ZaraEngine.Inventory.Aspirin { Count = 10 }); _inventory.AddItem(new ZaraEngine.Inventory.EmptySyringe { Count = 10 }); _inventory.AddItem(new ZaraEngine.Inventory.Loperamide { Count = 10 }); _inventory.AddItem(new ZaraEngine.Inventory.Oseltamivir { Count = 10 }); _inventory.AddItem(new ZaraEngine.Inventory.Sedative { Count = 10 }); _inventory.AddItem(new ZaraEngine.Inventory.AtropineSolution { Count = 10 }); _inventory.AddItem(new ZaraEngine.Inventory.EpinephrineSolution { Count = 10 }); _inventory.AddItem(new ZaraEngine.Inventory.AntiVenomSolution { Count = 10 }); _inventory.AddItem(new ZaraEngine.Inventory.DoripenemSolution { Count = 10 }); _inventory.AddItem(new ZaraEngine.Inventory.MorphineSolution { Count = 10 }); _inventory.AddItem(new ZaraEngine.Inventory.DisinfectingPellets { Count = 5 }); RefreshConsumablesUICombo(); RefreshToolsUICombo(); // Defaults _weather.SetTemperature(27f); _weather.SetWindSpeed(2f); _weather.SetRainIntensity(0f); #endregion }
public override void Process(GameObject caster, CardEffectsController effectController, GameObject target, Card card, int effectIndex) { HealthController targetHealth = target.GetComponent <HealthController>(); effectController.GetCard().SetTempEffectValue(targetHealth.GetCurrentVit() - targetHealth.GetMaxVit()); }
public HealthControllerTests() { _healthController = new HealthController(); }
// Start is called before the first frame update void Start() { HealthController = GetComponent <HealthController>(); CharacterController = GetComponent <CharacterController>(); }
void Awake() { health_controller = GetComponent <HealthController>(); weapon_controller = GetComponent <WeaponController>(); }
public override void Trigger(HealthController healthController) { }
public HealthShould() { controller = new HealthController(); }
public override void Revert(HealthController healthController) { healthController.SetBonusAttack(-tempValue); }
public override void HandleEvent(GEvent e) { HealthController Unit = (HealthController)GuidList.GetGameObject((string)e.Arguments [0]).GetComponent("HealthController"); Unit.DamageUnit((float)e.Arguments[1], GetTeam((string)e.Arguments [0])); }
//Process the network messages sent by the server. We stored them in a queue during OnReceived(). TODO incomplete private void ProcessServerMessages() { //Only process this function if there is data in queue if (dataQueue.Count <= 0) { return; } if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.CONNECT) { isConnected = true; showIfConnected = isConnected; if (bDebug) { Debug.Log("[Notice] Client connection established with " + udp.Client.RemoteEndPoint.ToString() + "."); } if (consoleRef) { consoleRef.UpdateChat("[Console] Client connection established with server."); } Debug.Log("[TEMP TEST] Active Scene is '" + SceneManager.GetActiveScene().name + "'."); dataQueue.Dequeue(); } else if (!isConnected) { Debug.LogError("[Error] Received message from server, but cannot process it because client is not connected to server."); dataQueue.Clear(); return; } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.CREATE_ACCOUNT) { if (bDebug) { Debug.Log("[Notice] New account created."); } if (consoleRef) { consoleRef.UpdateChat("[Console] Account created successfully."); } Debug.Log("[TEMP TEST] Active Scene is '" + SceneManager.GetActiveScene().name + "'."); if (loginCtrlRef) { loginCtrlRef.AccountCreated(); } else if (GameObject.Find("Canvas/Login Controller")) { loginCtrlRef = GameObject.Find("Canvas/Login Controller").GetComponent <LoginController>(); loginCtrlRef.AccountCreated(); } dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.FAILED_ACCOUNT_CREATION) { if (bDebug) { Debug.Log("[Notice] Failed to create new account."); } if (consoleRef) { consoleRef.UpdateChat("[Console] Failed to create account; Invalid username or password."); } if (loginCtrlRef) { loginCtrlRef.UserExists(); } else if (GameObject.Find("Canvas/Login Controller")) { loginCtrlRef = GameObject.Find("Canvas/Login Controller").GetComponent <LoginController>(); loginCtrlRef.UserExists(); } dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.LOGIN_ACCOUNT) { isLoggedIn = true; GameStateManager.SetState(State.GAMESELECTSCENE); if (bDebug) { Debug.Log("[Notice] Client has successfully logged in."); } //TODO: Exit login screen; Load next scene if (consoleRef) { consoleRef.UpdateChat("[Console] Successfully logged in."); } Debug.Log("[TEMP TEST] Active Scene is '" + SceneManager.GetActiveScene().name + "'."); if (loginCtrlRef) { loginCtrlRef.ConfirmServerLogin(); } else if (GameObject.Find("Canvas/Login Controller")) { loginCtrlRef = GameObject.Find("Canvas/Login Controller").GetComponent <LoginController>(); loginCtrlRef.ConfirmServerLogin(); } dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.FAILED_LOGIN) { if (bDebug) { Debug.Log("[Notice] Failed to log in."); } if (consoleRef) { consoleRef.UpdateChat("[Console] Login failed; Invalid username or password."); } if (loginCtrlRef) { loginCtrlRef.IncorrectLogin(); } else if (GameObject.Find("Canvas/Login Controller")) { loginCtrlRef = GameObject.Find("Canvas/Login Controller").GetComponent <LoginController>(); loginCtrlRef.IncorrectLogin(); } dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.PING) //Received a ping from the server { if (bDebug && bVerboseDebug) { Debug.Log("[Routine] Received flag from server: PING."); } ResponsePong(); //Send a response pong message dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.VERSION) //Receives a version request from server. Note: Not used in this case as the client sends the version with the first CONNECT message { if (bDebug) { Debug.Log("[Routine] Received flag from server: VERSION."); } ResponseVersion(); dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.INVALID_VERSION) //Receives an invalid version message from server { if (bDebug) { Debug.Log("[Notice] Received flag from server: INVALID_VERSION."); } if (consoleRef) { consoleRef.UpdateChat("[Console] Incompatible client version; disconnecting from server..."); } Disconnect(); dataQueue.Dequeue(); } else if (!isLoggedIn) { Debug.LogError("[Error] Received message from server, but cannot process it because client is not logged in."); dataQueue.Dequeue(); return; } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.QUEUE_MATCHMAKING) { isInMMQueue = true; if (bDebug) { Debug.Log("[Notice] Received flag from server: QUEUE_MATCHMAKING."); } if (consoleRef) { consoleRef.UpdateChat("[Console] You have joined matchmaking queue."); } Debug.Log("[TEMP TEST] Active Scene is '" + SceneManager.GetActiveScene().name + "'."); dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.FAILED_MMQUEUE) { if (bDebug) { Debug.Log("[Notice] Received flag from server: FAILED_MMQUEUE."); } if (consoleRef) { consoleRef.UpdateChat("[Console] You have failed to join matchmaking queue."); } dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.MATCH_START) { MoveUpdateData playersData = JsonUtility.FromJson <MoveUpdateData>(dataQueue.Peek()); isInMatch = true; //Receive lobby data foreach (PlayerMoveData player in playersData.players) { //Update player position and orientation data, and health //Adds players to clientDataDict that aren't added yet UpdatePlayer(player.username, player.position.x, player.position.y, player.position.z, player.orientation.yaw, player.orientation.pitch, player.health); } if (bDebug) { Debug.Log("[Notice] Client's game match has started."); } if (consoleRef) { consoleRef.UpdateChat("[Console] The match is starting..."); } Debug.Log("[TEMP TEST] Active Scene is '" + SceneManager.GetActiveScene().name + "'."); if (!selectCtrlRef) { if (GameObject.Find("SelectionController")) { selectCtrlRef = GameObject.Find("SelectionController").GetComponent <SelectionController>(); selectCtrlRef.MatchmakingComplete(); } } else { selectCtrlRef.MatchmakingComplete(); } dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.LEAVE_MATCHMAKING) { isInMMQueue = false; isInMatch = false; if (bDebug) { Debug.Log("[Notice] Client has left matchmaking queue."); } if (consoleRef) { consoleRef.UpdateChat("[Console] You have left matchmaking queue."); } dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.FETCH_ACCOUNT) { if (bDebug) { Debug.Log("[Notice] Retrieved profile data."); } if (consoleRef) { consoleRef.UpdateChat("[Console] Retrieved profile data."); } Debug.Log("[TEMP TEST] Active Scene is '" + SceneManager.GetActiveScene().name + "'."); if (!profileMgrRef) { if (GameObject.Find("ProfileManager")) { profileMgrRef = GameObject.Find("ProfileManager").GetComponent <ProfileMgr>(); profileMgrRef.SetProfile(clientUsername, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0); //TODO TEMP clientUsername = profileMgrRef._Username; } } else { profileMgrRef.SetProfile(clientUsername, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0); //TODO TEMP clientUsername = profileMgrRef._Username; } dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.FAILED_FETCH) { if (bDebug) { Debug.Log("[Notice] Failed to retrieve profile data."); } if (consoleRef) { consoleRef.UpdateChat("[Console] Failed to retrieve profile data."); } dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.MATCH_UPDATE) { MoveUpdateData playersData = JsonUtility.FromJson <MoveUpdateData>(dataQueue.Peek()); if (bDebug && bVerboseDebug) { Debug.Log("[Notice] Received Match Update."); } if (bDebug && bVerboseDebug) { Debug.Log("[TEMP TEST] Active Scene is '" + SceneManager.GetActiveScene().name + "'."); } //Receive lobby data foreach (PlayerMoveData player in playersData.players) { //Update player position and orientation data, and health //Adds players to clientDataDict that aren't added yet UpdatePlayer(player.username, player.position.x, player.position.y, player.position.z, player.orientation.yaw, player.orientation.pitch, player.health); } dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.MISSSHOT_UPDATE) { MissShotsData shotData = JsonUtility.FromJson <MissShotsData>(dataQueue.Peek()); Debug.Log("[Temp Debug] dataQueue.Count: " + dataQueue.Count); dataQueue.Dequeue(); Debug.Log("[Notice] Received Missed Shot Update."); if (bDebug && bVerboseDebug) { Debug.Log("[TEMP TEST] Active Scene is '" + SceneManager.GetActiveScene().name + "'."); } //Dont process gunshots from own client if (shotData.usernameOrigin == clientUsername) { Debug.Log(" [Notice] Will not process own gunshots..."); return; } if (!gameMgrRef) { if (GameObject.Find("GameManager")) { gameMgrRef = GameObject.Find("GameManager").GetComponent <GameplayManager>(); } } if (gameMgrRef) { if (clientDataDict.ContainsKey(shotData.usernameOrigin)) { StartCoroutine(gameMgrRef.ConveyMissShot(clientDataDict[shotData.usernameOrigin].objChaserReference, new Vector3(shotData.hitPosition.x, shotData.hitPosition.y, shotData.hitPosition.z))); } else { Debug.LogError("[Error] shotData.usernameOrigin is not a valid key in clientDataDict; cannot update miss shot."); } } else { Debug.LogError("[Error] GameplayManager reference missing; cannot update miss shot."); } } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.HITSCAN_UPDATE) { HitScanData shotData = JsonUtility.FromJson <HitScanData>(dataQueue.Peek()); Debug.Log("[Notice] Received Hit Scan Update."); if (bDebug && bVerboseDebug) { Debug.Log("[TEMP TEST] Active Scene is '" + SceneManager.GetActiveScene().name + "'."); } //Dont process gunshots from own client if (shotData.usernameOrigin == clientUsername) { return; } if (!gameMgrRef) { if (GameObject.Find("GameManager")) { gameMgrRef = GameObject.Find("GameManager").GetComponent <GameplayManager>(); } } if (gameMgrRef) { if (clientDataDict.ContainsKey(shotData.usernameOrigin) && clientDataDict.ContainsKey(shotData.usernameTarget)) { if (shotData.damage == 0) //TODO BANDAID FIX { shotData.damage = 20; } //subtract from health if (clientDataDict[shotData.usernameTarget].health - shotData.damage <= 0) { clientDataDict[shotData.usernameTarget].health = 0; StartCoroutine(BandaidDeathRoutine()); //SendDeathMessage(shotData.usernameOrigin, shotData.usernameTarget); } else if (clientDataDict[shotData.usernameTarget].health - shotData.damage > 100) { clientDataDict[shotData.usernameTarget].health = 100; } else { clientDataDict[shotData.usernameTarget].health = clientDataDict[shotData.usernameTarget].health - shotData.damage; } Debug.Log("[Notice] health: " + clientDataDict[shotData.usernameTarget].health); if (shotData.usernameTarget == clientUsername) { //update health bar if (!hpBarCtrlRef) { hpBarCtrlRef = GameObject.Find("Canvas/Health").GetComponent <HealthController>(); } if (hpBarCtrlRef) { hpBarCtrlRef.HitMe(); } StartCoroutine(gameMgrRef.ConveyHitShot(clientDataDict[shotData.usernameOrigin].objChaserReference, clientDataDict[shotData.usernameTarget].objReference, new Vector3(shotData.hitPosition.x, shotData.hitPosition.y, shotData.hitPosition.z), shotData.damage)); } else { StartCoroutine(gameMgrRef.ConveyHitShot(clientDataDict[shotData.usernameOrigin].objChaserReference, clientDataDict[shotData.usernameTarget].objChaserReference, new Vector3(shotData.hitPosition.x, shotData.hitPosition.y, shotData.hitPosition.z), shotData.damage)); } Debug.Log("[Notice] " + shotData.usernameTarget + " received " + shotData.damage + " gunfire damage from " + shotData.usernameOrigin); } else { Debug.LogError("[Error] shotData.usernameOrigin is not a valid key in clientDataDict; cannot update hit shot."); } } else { Debug.LogError("[Error] GameplayManager reference missing; cannot update hit shot."); } dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.RESPAWN) { RespawnMessage spawnData = JsonUtility.FromJson <RespawnMessage>(dataQueue.Peek()); Debug.Log("[Notice] Received respawn message."); Respawn(new Vector3(spawnData.spawn.x, spawnData.spawn.y, spawnData.spawn.z)); dataQueue.Dequeue(); } else if (JsonUtility.FromJson <FlagNetMsg>(dataQueue.Peek()).flag == Flag.MATCH_END) { dataQueue.Dequeue(); } }
// Use this for initialization void Awake() { Instance = this; healthLogic = new HealthLogic(); }
void Start() { PlayerHealthController = Player.GetComponent <HealthController>(); }
// Start is called before the first frame update void Start() { HealthController = GetComponent <HealthController>(); HealthController.OnDie += Die; }
public void Start() { GameObject player = FindObjectOfType<SidescrollingPlayerControl>().gameObject; _health = player.GetComponent<HealthController>(); _mana = player.GetComponent<ManaController>(); }
void Die(HealthController x) { Instantiate(SmokeInstance, transform.position, Quaternion.identity); Destroy(gameObject); }
// Use this for initialization void Start () { characterController = GetComponent<CharacterController>(); //spriteController = GetComponent<SpriteController>(); healthController = GetComponent<HealthController>(); }
virtual protected void Awake() { _healthController = GetComponent <HealthController>(); }
protected override void Start() { base.Start(); health = GetComponent <HealthController>(); }
// Start is called before the first frame update void Start() { healthController = GetComponent <HealthController>(); }
void Awake() { healthController = GetComponent <HealthController>(); }
private void Awake() { _healthController = GetComponent <HealthController>(); }
void Awake() { healthController = GetComponent<HealthController>(); }
public FatigueHealthEffectsController(IGameController gc, HealthController health) { _gc = gc; _healthController = health; }