示例#1
0
    // Use this for initialization
    void Start()
    {
        _item = AriaObject.GetComponent <ItemRespawn> ();


        _mouse = mouseObject.GetComponent <MouseMove> ();
        //Exist = true;
    }
示例#2
0
 private void Start()
 {
     m_Stats    = FindObjectOfType <PlayerStats>();
     m_Player   = FindObjectOfType <PlayerStatement>();
     m_Respawns = FindObjectOfType <ItemRespawn>();
     playerUI   = FindObjectOfType <PlayerItemsCount>();
     finish     = FindObjectOfType <FinishPoint>();
     alert      = FindObjectOfType <Alert>();
 }
示例#3
0
        public override void PostLevelLoaded()
        {
            base.PostLevelLoaded();

            ItemRespawn.Init();

            _ = StartSecondTimer();

            SetRound(new WaitingRound());
        }
    void Start()
    {
        PauseController.pc.onToggleXPMenu += OnXPMenuToggle;
        stats               = Stats.instance;
        ir                  = GetComponent <ItemRespawn>();
        connection          = GetComponent <Connection>();
        pc                  = GetComponent <PauseController>();
        charactercontroller = GetComponent <CharacterController>();
        eventEmitterRef     = GetComponent <FMODUnity.StudioEventEmitter>();



        AudioListener.volume = 1; //turn sound on
    }
示例#5
0
    public override bool Add(Entity ent, bool makeActive = false)
    {
        var player = Owner as DeathmatchPlayer;

        player.GiveAmmo(AmmoType.Pistol, 2);

        var weapon  = ent as BaseDmWeapon;
        var notices = !player.SupressPickupNotices;

        //
        // We don't want to pick up the same weapon twice
        // But we'll take the ammo from it Winky Face
        //
        if (weapon != null && IsCarryingType(ent.GetType()))
        {
            var ammo     = weapon.AmmoClip;
            var ammoType = weapon.AmmoType;

            if (ammo > 0)
            {
                player.GiveAmmo(ammoType, ammo);

                if (notices)
                {
                    Sound.FromWorld("dm.pickup_ammo", ent.WorldPos);
                    PickupFeed.OnPickup(player, $"+{ammo} {ammoType}");
                }
            }

            ItemRespawn.Taken(ent);

            // Despawn it
            ent.Delete();
            return(false);
        }

        if (weapon != null && notices)
        {
            Sound.FromWorld("dm.pickup_weapon", ent.WorldPos);
            PickupFeed.OnPickup(player, $"{ent.ClassInfo.Title}");
        }


        ItemRespawn.Taken(ent);
        return(base.Add(ent, makeActive));
    }
示例#6
0
文件: Inventory.cs 项目: nurdism/dm98
    public override bool Add(Entity ent, bool makeActive = false)
    {
        (Owner as DeathmatchPlayer).GiveAmmo(AmmoType.Pistol, 2);

        var weapon = ent as BaseDmWeapon;

        //
        // We don't want to pick up the same weapon twice
        // But we'll take the ammo from it Winky Face
        //
        if (weapon != null && IsCarryingType(ent.GetType()))
        {
            var ammo     = weapon.AmmoClip;
            var ammoType = weapon.AmmoType;

            if (ammo > 0)
            {
                (Owner as DeathmatchPlayer).GiveAmmo(ammoType, ammo);
                Sound.FromWorld("dm.pickup_ammo", ent.WorldPos);
            }

            ItemRespawn.Taken(ent);

            // Despawn it
            ent.Delete();
            return(false);
        }

        if (weapon != null)
        {
            Sound.FromWorld("dm.pickup_weapon", ent.WorldPos);
        }

        ItemRespawn.Taken(ent);
        return(base.Add(ent, makeActive));
    }
示例#7
0
    public override void PostLevelLoaded()
    {
        base.PostLevelLoaded();

        ItemRespawn.Init();
    }
示例#8
0
    public bool connectioner; //Connectioner set to a bool

    void Start()
    {
        //Setting up references
        ir = GetComponent <ItemRespawn>();
    }