void Start() { Message.text = ""; HPMessage.text = ""; XPMessage.text = ""; GDMessage.text = ""; lvlMessage.text = ""; GoldUI.text = "0"; resetHurtTimer = hurtTimer; MovementSet = GetComponent <PlayerController>(); audioSrc = GetComponent <AudioSource>(); powCount = GetComponent <PowerCounter>(); playerTransform = transform; lastPosition = playerTransform.position; lastRotation = playerTransform.rotation; rb = GetComponent <Rigidbody>(); ScreenFlashTimerStart = ScreenFlashTimer; Impact = GetComponent <ImpactReceiver>(); XPOrgPos = XPMessage.GetComponent <RectTransform>().anchoredPosition; lvlOrgPos = lvlMessage.GetComponent <RectTransform>().anchoredPosition; HPOrgPos = HPMessage.GetComponent <RectTransform>().anchoredPosition; MSGOrgPos = Message.GetComponent <RectTransform>().anchoredPosition; GoldOrgPos = GDMessage.GetComponent <RectTransform>().anchoredPosition; GDMessage.GetComponent <Text>().enabled = false; HPMessage.GetComponent <Text>().enabled = false; Message.GetComponent <Text>().enabled = false; XPMessage.GetComponent <Text>().enabled = false; camTransform = Camera.main.transform; originalPos = camTransform.localPosition; }
void OnTriggerStay(Collider other) { if (other.tag == "Player") { Vector3 force = other.transform.position - this.transform.position; force.Normalize(); if (noForceInX) { force.x = 0; } if (noForceInY) { force.y = 0; } if (noForceInZ) { force.z = 0; } ImpactReceiver script = other.gameObject.GetComponent <ImpactReceiver>(); if (script != null) { script.AddImpact(force, multiplier); } } }
void Awake() { thirdPersonCam.SetActive(SceneSetup.instance.cameraType == ModPlayerSDK.CameraType.ThirdPerson); cinemaLight.SetActive(Room.CustomProperties.SafeGet("type", "") == RoomType.Cinema); if (photonView.IsMine) { LocalPlayer = this; transform.LookAt(Camera.main.transform); transform.localEulerAngles = new Vector3( 0, transform.localEulerAngles.y, 0); } else { Destroy(thirdPersonCam); } impact = GetComponent <ImpactReceiver>(); nickname = photonView.Controller.NickName; nicknameText.text = nickname; userId = photonView.Controller.UserId; owner = photonView.Controller; Room.players[userId] = this; LoadCharacterMesh(); DontDestroyOnLoad(gameObject); }
private void Start() { InvokeRepeating("EstimatePlayerVelocity_InvokeRepeating", 1.0f, velocityPollPeriod); audioSrc = GetComponent <AudioSource>(); playerSpeed = walkSpeed; rayDistance = controller.height * .5f + controller.radius; slideLimit = controller.slopeLimit - .1f; jumpTimer = antiBunnyHopFactor; //myTransform = this.transform; BoostUp = GetComponent <ImpactReceiver>(); }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("Player")) { Impact = collision.gameObject.GetComponent <ImpactReceiver>(); Vector3 direction = (collision.transform.position - this.transform.position).normalized; Impact.AddImpact(direction, 20); playST = collision.gameObject.GetComponent <PlayerStats>(); playST.doDamage(10); } }
void OnTriggerEnter(Collider other) { if (StoveScript.isOn && other.tag == "Player") { Vector3 direction = other.transform.position - this.transform.position; direction.Normalize(); ImpactReceiver script = other.gameObject.GetComponent <ImpactReceiver>(); if (script != null) { script.AddImpact(direction, 50f); } } }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("Player")) { PhantomBreastEnabled = Breast.PhantomBreast; if (!PhantomBreastEnabled) { ImpactReceiver Impact = collision.gameObject.GetComponent <ImpactReceiver>(); Vector3 direction = (this.transform.position - collision.transform.position).normalized; Impact.AddImpact(direction, 100); } } }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); audioSrc = GetComponent <AudioSource>(); Impact = GetComponent <ImpactReceiver>(); ScreenFlashTimerStart = ScreenFlashTimer; playerTransform = transform; lastPosition = playerTransform.position; lastRotation = playerTransform.rotation; camTransform = Camera.main.transform; originalPos = camTransform.localPosition; healthTextColor = healthText.color; noStam = false; setUIText(ChangeStat.armor); setUIText(ChangeStat.health); }
public virtual void CmdFireShot(Vector3 origin, Vector3 direction, int layer) { RaycastHit hit; Ray ray = new Ray(origin, direction); Debug.DrawRay(ray.origin, ray.direction * 3f, Color.red, 1f); // Only shoot at layers that the shooter isn't on int mask = 1 << layer; mask = ~mask; bool result = Physics.SphereCast(ray, hitRadius, out hit, range, mask, QueryTriggerInteraction.UseGlobal); // Only show tracer when hunter hits something if (player.isHunter && result) { GameObject bulletTracer = Instantiate(tracerPrefab, gunShotPosition.position, Quaternion.identity); NetworkServer.Spawn(bulletTracer); bulletTracer.GetComponent <BulletTracer>().shoot(gunShotPosition.position, hit.point); } if (result) { Debug.DrawRay(ray.origin, ray.direction * hit.distance, Color.red, 5.0f); // Check if the thing hit was a player PlayerHealth enemy = hit.transform.GetComponent <PlayerHealth>(); // If so, player takes damage if (enemy != null) { Debug.Log("Hit an enemy!"); // Generates impact on enemy, kickback ImpactReceiver enemyImpactRec = hit.transform.GetComponent <ImpactReceiver>(); enemyImpactRec.AddImpact(direction, forcePerHit); bool died = enemy.TakeDamage(dmgPerShot, direction); if (died) { player.Won(); } } } RpcProcessShotEffects(result, hit.point); }
private void Awake() { // Setting max values to inspector values. mechMaxHealth = mechHealth; coreMaxHealth = coreHealth; stateManager = GetComponent <StateManager>(); playerStats = GetComponent <PlayerStatistics>(); coreRB = coreObject.GetComponentInChildren <Rigidbody>(); coreTransform = coreObject.GetComponent <Transform>(); mechController = mechObject.GetComponent <MechController>(); characterController = mechObject.GetComponent <CharacterController>(); mechTransform = mechObject.GetComponent <Transform>(); impactReceiver = mechObject.GetComponent <ImpactReceiver>(); mechCamera = mechObject.GetComponent <FirstPersonCamera>(); }
// Use this for initialization protected virtual void Start() { m_CharacterController = GetComponent <CharacterController>(); m_Impact = GetComponent <ImpactReceiver>(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_HeadBob.HorizontalBobRange = 0.03f; m_HeadBob.VerticalBobRange = 0.03f; m_HeadBob.VerticaltoHorizontalRatio = 2; m_JumpBob.BobAmount = 0.1f; m_JumpBob.BobDuration = 0.2f; m_StepCycle = 0f; m_NextStep = m_StepCycle / 2f; m_Jumping = false; m_AudioSource = GetComponent <AudioSource>(); m_MouseLook.Init(transform, m_Camera.transform); }
void Start() { ResetView(); UnityEngine.XR.InputTracking.Recenter(); //Debug.Log("plactrlstart"); Application.targetFrameRate = 30; //Teleport(); //transform.position = PlayerManager.instance.startPos.position; //Debug.Log(gameObject.transform.position); if (lockCursor) { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } defWalkSpeed = walkSpeed; defRunSpeed = runSpeed; sounds = GetComponent <CharacterSounds>(); //lastHealth = myStats.currentHealth; //player = GetComponent<Transform>(); myStats = GetComponent <CharacterStats>(); imp = GetComponent <ImpactReceiver>(); animator = GetComponent <Animator>(); cameraT = Camera.main.transform; controller = GetComponent <CharacterController>(); combat = GetComponent <CharacterCombat>(); playerState = GameObject.Find("PlayerState"); if (playerState != null) { myStats.maxHealth = playerState.GetComponent <Player>().maxHealth; myStats.maxStamina = playerState.GetComponent <Player>().maxStamina; myStats.maxDive = playerState.GetComponent <Player>().maxDive; myStats.ableSwim = playerState.GetComponent <Player>().ableSwim; transform.position = playerState.GetComponent <Player>().startPosition; } enemies = enemys.GetComponentsInChildren <Patrol2>(); }
private IEnumerator Start() { // wait one frame because some explosions instantiate debris which should then // be pushed by physics force yield return(null); float multiplier = GetComponent <ParticleSystemMultiplier>().multiplier; float r = 5 * multiplier; var cols = Physics.OverlapSphere(transform.position, r); var rigidbodies = new List <Rigidbody>(); foreach (var col in cols) { if (col.attachedRigidbody != null && !rigidbodies.Contains(col.attachedRigidbody)) { rigidbodies.Add(col.attachedRigidbody); } else if (col.transform.tag == "Player") { rigidbodies.Add(col.GetComponent <Rigidbody>()); FindObjectOfType <Rocket>().GetComponent <AudioSource>().Stop(); FindObjectOfType <AudioManager>().Play("RocketHitPlayer"); } } foreach (var rb in rigidbodies) { if (rb.transform.tag == "Player") { ImpactReceiver impactReceiver = rb.transform.GetComponent <ImpactReceiver>(); Vector3 dir = rb.transform.position - transform.position; float force = Mathf.Clamp((explosionForce) / 3, 0, 15); impactReceiver.AddImpact(dir, force); } else { rb.AddExplosionForce(explosionForce * multiplier, transform.position, r, 1 * multiplier, ForceMode.Impulse); } } }
private void OnCollisionEnter(Collision other) { if (other.gameObject.CompareTag("StormShield")) { audioSrc.PlayOneShot(frozen); FreezeEnemy(true); } if (other.gameObject.CompareTag("Player")) { if (isRamming) { SwitchState(EnemyState.teleport); isRamming = false; } Impact = other.gameObject.GetComponent <ImpactReceiver>(); Vector3 direction = (other.transform.position - this.transform.position).normalized; Impact.AddImpact(direction, 10); playST = other.gameObject.GetComponent <PlayerStats>(); playST.doDamage(Random.Range(1, 5)); } }
void DealDamage(Collider other) { //Deal Damage PlayerHealth.health -= damage; meleeIsOnCooldown = true; //Knockback ImpactReceiver IR = other.GetComponent <ImpactReceiver>(); Vector3 direction = (other.transform.position - transform.position).normalized; IR.AddImpact(direction, knockbackForce); //BloodParticles bloodsplatter.DoBloodSplatter(other.gameObject.transform); //SoundEffect FindObjectOfType <AudioManager>().Play("PlayerHurt"); //Animation attackAnim.SetBool("isAttacking", true); }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("Player")) { Vector3 direction = (this.transform.position - collision.transform.position).normalized; impact = collision.gameObject.GetComponent <ImpactReceiver>(); PlayST = collision.gameObject.GetComponent <PlayerStats>(); audioSrc.PlayOneShot(collide); impact.AddImpact(direction, 100); PlayST.doDamage(SetDamage); if (!Shield) { Destroy(gameObject, 1); } } else { audioSrc.PlayOneShot(collide); Destroy(gameObject, 1); } }
void OnTouch(SocketIOEvent socketIOEvent) { Debug.Log(" i got shot"); string data = socketIOEvent.data.ToString(); HitJSON touch = HitJSON.CreateFromJSON(data); Vector3 position = new Vector3(touch.position[0], touch.position[1], touch.position[2]); if (localName == touch.pseudo) { //find the gameobject GameObject p = GameObject.Find(localName); if (p != null) { ImpactReceiver script = p.GetComponent <ImpactReceiver> (); if (script) { script.AddImpact(position * 2); Debug.Log(" i have been shot"); } } } }
void Explode() { Instantiate(explosionEffect, transform.position, transform.rotation); model.SetActive(false); bombSizzle.Stop(); Collider [] colliders = Physics.OverlapSphere(transform.position, radius); foreach (Collider nearbyObject in colliders) { EnemyDetectionMovement EDM = nearbyObject.gameObject.GetComponent <EnemyDetectionMovement>(); Rigidbody rb = nearbyObject.GetComponent <Rigidbody>(); ImpactReceiver IR = nearbyObject.GetComponent <ImpactReceiver>(); if (rb != null) //Add explosion force to rigidbody objects { float distance = Vector3.Distance(transform.position, nearbyObject.transform.position); //If within a 4 range distance of the pipebomb if (distance <= 4) { if (EDM != null) { StartCoroutine(EDM.ChangeIsKinematic()); EDM.isWithinDetectionRange = true; } rb.AddExplosionForce(force, transform.position, radius); } else { if (EDM != null) { StartCoroutine(EDM.ChangeIsKinematic()); EDM.isWithinDetectionRange = true; } rb.AddExplosionForce((force / 1.5f), transform.position, radius); } } if (IR != null) //Add explosion force to CharacterController objects { Vector3 dir = nearbyObject.transform.position - transform.position; float distance = Vector3.Distance(transform.position, nearbyObject.transform.position); //If within a 4 range distance of the pipebomb if (distance <= 4) { IR.AddImpact(dir, (force / 8)); } else { IR.AddImpact(dir, (force / 10)); } } if (nearbyObject.tag == "Player") //If the object's tag is a player, deal some damage depending on the player's distance to the explosion. { DealExplosionDamage(nearbyObject); } if (nearbyObject.tag == "Enemy") //If the object's tag is an enemy, deal some damage depending on the enemy's distance to the explosion. { EnemyHealth enemyHealthScript = nearbyObject.GetComponent <EnemyHealth>(); if (enemyHealthScript != null) { DealExplosionDamage(nearbyObject, enemyHealthScript); } } } }