protected override void Awake() { base.Awake(); _phase = _diContainer.InstantiateComponent <PhaseController>(gameObject); _phase.SetOwner(gameObject); }
public AirRunState(PhaseController _player) : base(_player) { layer = ~((1 << 9) | (1 << 12) | (1 << 13)); anim = player.GetComponent <Animator>(); rb = player.GetComponent <Rigidbody2D>(); Enter(); }
public RunningPhase(PhaseController _player) : base(_player) { camera = Camera.main.GetComponent <Camera>(); rb = player.GetComponent <Rigidbody2D>(); Enter(); CreateState(PlayerStates.RunState); }
private void Start() { bp = GetComponent <BodyParts>(); rb = GetComponent <Rigidbody2D>(); pc = GetComponent <PhaseController>(); anim = GetComponent <Animator>(); }
// ========================================================================== // 보스 생성함수, 코스튬도 입히고, init도 해주고, 충돌 객체도 설정도 하고 그럼 // ========================================================================== public void CreateBoss(BOSS boss, float StartX = 0, float StartY = 2.5f) { m_eBoss = boss; m_StarterPos = new Vector3(StartX, StartY, 0.0f); m_PhaseController = new PhaseController(); // 보스를 생성하고 EnemyManager의 자식으로 둔다. GameObject obj = Instantiate(Resources.Load <GameObject>("Boss"), m_StarterPos, Quaternion.identity) as GameObject; obj.transform.parent = gameObject.transform; m_CurBoss = obj.GetComponent <Enemy>(); // 보스의 눈1, 눈2, 입, 몸통을 조립하여 원하는 코스튬을 입히는 작업. Transform[] FaceParts = obj.transform.GetComponentsInChildren <Transform>(); m_CStyilist.init(FaceParts[1].gameObject, FaceParts[2].gameObject, FaceParts[3].gameObject, FaceParts[4].gameObject); // 보스 스탯 조정 및 Init 로 시작 위치 조정. if (m_eBoss == BOSS.BOSS7) { m_CurBoss.SetStat(15000, 100); } else { m_CurBoss.SetStat(12000, 100); } m_CurBoss.Init(2.0f, m_StarterPos, new Vector3(0.5f, 0.5f, 0.5f), Quaternion.identity, MoverType.BOSS); // 충돌 처리하는 객체에게 보스가 누구인지 할당. m_cCollisionProcessor.Init(m_CurBoss); m_PhaseController.Init(StatMGR.Instance.GetPhaseList(boss)); }
public void attachCamera(PlayerControll player) { if (myPLayer == null) { myPLayer = player.myPhaseController; } CameraPivot.instance.player = player.transform; }
public void InitBattle() { battlePhases = new PhaseController(this); battlePhases.SwitchState(battlePhases.battleBegin); //Don't shouldn't really need to clean this up, since each battle makes a new battlePhase controller. battlePhases.characterTurnBegin.OnDidEnter += CharacterBeganTurn; BattleInitialized(); }
// When Player is touches Enemy private void SubtractTime(Collision2D other) { // Get timeMultiplier value off current Phase of enemy PhaseController phaseController = other.gameObject.GetComponent <PhaseController>(); float timeToSubtract = phaseController.GetCurrentPhaseScoreMultiplier(); // subtract it from the timer UpdateHealthTimer(-timeToSubtract); }
public void SetPhase(PhaseController.Phase p) { phase = p; if(phase == Phase.End || phase == Phase.Read) ObjectSpawnController.instance.spawning = true; else ObjectSpawnController.instance.spawning = false; }
void Start() { team = GetComponent <Player>().team; phase = FindObjectOfType <PhaseController>(); original_scale = transform.localScale; x_growth = Random.Range(min_x, max_x); y_growth = -x_growth; }
private void OnTriggerEnter2D(Collider2D collision) { PhaseController pc = collision.GetComponent <PhaseController>(); if (pc != null) { pc.gameMaster.GameOverShow(true); gameObject.SetActive(false); } }
public MoveState(PhaseController _player) : base(_player) { anim = player.GetComponent <Animator>(); rb = player.GetComponent <Rigidbody2D>(); iks = player.GetComponent <IKController>(); attr = player.attributes; touchManager = player.touchManager; joystick = player.joystick; Enter(); }
private void BwLoad_DoWork(object sender, DoWorkEventArgs e) { phaseList = PhaseController.Select(); machineList = MachineController.Select().Where(w => w.IsMachine == true).ToList(); foreach (var machine in machineList) { var viewModel = new MachineViewModel(); ConvertModelToViewModel(machine, viewModel); machineViewModelList.Add(viewModel); } }
private static void OnTick(EventArgs args) { ShopController.Tick(); PhaseController.Tick(); LaneController.Tick(); GankController.Tick(); TeleportController.Tick(); MovementController.Tick(); WardController.Tick(); RecallController.Tick(); }
public void HandlePhaseControllerDestroyed(PhaseController phaseController) { m_PhaseDescriptionScrollVM?.Dispose(); m_PhaseDescriptionScrollVM = null; m_SceneRotationVM?.Dispose(); m_SceneRotationVM = null; m_ResetPositionVM?.Dispose(); m_ResetPositionVM = null; }
public FirstQuest(PhaseController pc, SupportController.UIPointers ui) : base(pc, ui) { player = pc; pc.activeInput = false; steps = new Step[1]; text = new string[1]; smallText = new string[1]; steps[0] = new StepTap(player); text[0] = "Welcome to the movement tutorial!" + System.Environment.NewLine + "Now, let's go through the basic controls."; smallText[0] = "Swipe right to continue..."; }
public void SetUp() { _mockAccessService = new Mock <IAccessService>(); _mockPhaseService = new Mock <IPhaseService>(); _mockPhaseValidator = new Mock <IPhaseValidator>(); _phaseList = new List <Phase>(); SetUpMocks(); _phaseController = new PhaseController(_mockAccessService.Object, _mockPhaseService.Object, _mockPhaseValidator.Object); }
public void HandlePhaseControllerInstantiated(PhaseController phaseController) { m_PhaseDescriptionScrollVM = new PhaseDescriptionScrollVM(phaseController); AddDisposable(m_PhaseDescriptionScrollVM); m_ScrollView.Bind(m_PhaseDescriptionScrollVM); m_SceneRotationVM = new SceneRotationVM(phaseController); AddDisposable(m_SceneRotationVM); m_SceneRotationView.Bind(m_SceneRotationVM); m_ResetPositionVM = m_ResetPositionView.CreateViewModelAndBind(); AddDisposable(m_ResetPositionVM); }
public static SuperAbility CreateAbility(SuperAbility.Abilities ab, PhaseController p) { p.abilityImage.ChangeImage(ab); switch (ab) { case SuperAbility.Abilities.GravitySwap: return(new GravitySwap(p, ab)); case SuperAbility.Abilities.MagneticBoots: return(new MagneticBoots(p, ab)); } return(new GravitySwap(p, ab)); }
void Start() { this.mainCamera = GameObject.FindWithTag("MainCamera"); this.titleScreen = GameObject.FindWithTag("TitleScreen"); this.result = GameObject.FindWithTag("ResultScreen"); this.gameController = GameObject.FindWithTag("GameController"); this.phaseController = GameObject.FindWithTag("PhaseController"); this.monsterController = GameObject.FindWithTag("MonsterController"); this.sePlayer = GameObject.FindWithTag("SEPlayer"); this.phaseControlerComponent = this.phaseController.GetComponent <PhaseController>(); }
public PhaseDescriptionScrollVM(PhaseController phaseController) { m_PhaseController = phaseController; PhaseDescriptionVMs = new List <PhaseDescriptionVM>(); for (var i = 0; i < m_PhaseController.Phases.Count; i++) { PhaseDescriptionVM phaseDescriptionVM = new PhaseDescriptionVM(i, m_PhaseController.Phases[i]); AddDisposable(phaseDescriptionVM); PhaseDescriptionVMs.Add(phaseDescriptionVM); } SetStage(0); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Player") && !picked) { PhaseController pc = collision.GetComponent <PhaseController>(); pc.actualAbility = AbilityCreator.CreateAbility(type, pc); if (effect != null) { effect.SetActive(false); } picked = true; coroutine = Pickup(pc); StartCoroutine(coroutine); } }
private void bwLoad_DoWork(object sender, DoWorkEventArgs e) { try { phaseList = PhaseController.Select(); machineList = MachineController.Select(); } catch (Exception ex) { Dispatcher.Invoke(new Action(() => { MessageBox.Show(ex.Message); })); } }
protected virtual void Start() { health = maxHealth; arm = Mathf.Clamp(arm, 0, 100); spriteRenderer = GetComponent <SpriteRenderer>(); controller = GetComponent <Controller2D>(); animator = GetComponent <Animator>(); phaseController = FindObjectOfType <PhaseController>().GetComponent <PhaseController>(); playerChar = GameObject.Find("Player"); if (transform.localScale.x < 0 && facingRight) { facingRight = false; } }
void Start() { this.phaseController = GameObject.FindWithTag("PhaseController"); this.systemMessage = GameObject.FindWithTag("SystemMessage"); this.mainCamera = GameObject.FindWithTag("MainCamera"); this.monsterController = GameObject.FindWithTag("MonsterController"); this.gameMessageWindows = GameObject.FindWithTag("GameMessageWindows"); this.stageController = GameObject.FindWithTag("StageController"); this.touchManager = GameObject.FindWithTag("TouchManager"); this.resultScreen = GameObject.FindWithTag("ResultScreen"); this.titleScreen = GameObject.FindWithTag("TitleScreen"); this.bgmPlayer = GameObject.FindWithTag("BGMPlayer"); this.sePlayer = GameObject.FindWithTag("SEPlayer"); this.phaseControlerComponent = this.phaseController.GetComponent <PhaseController>(); this.phaseControlerComponent.SetPhase(Phase.Title); }
public ActionState(PhaseController _player) : base(_player) { float min = Mathf.Infinity; ObjectAction best = player.viableAction[0]; foreach (ObjectAction x in player.viableAction) { Vector2 p = player.transform.position; Vector2 o = x.actionObject.transform.position; float tmp = (p.x - o.x) * (p.x - o.x) + (p.y - o.y) * (p.y - o.y); if (tmp < min) { min = tmp; best = x; } } player.actualAction = best; Enter(); }
public override void Save() { camPos = Camera.main.transform.position; pos = transform.position; scale = transform.localScale; rot = transform.rotation; PhaseController pc = GetComponent <PhaseController>(); phase = pc.actPhaseEnum; Rigidbody2D rb = GetComponent <Rigidbody2D>(); // velocity = rb.velocity; gravity = rb.gravityScale; if (pc.actualAbility != null) { ability = pc.actualAbility.type; } Debug.Log(ability + " " + pc.actualAbility); }
private void PlaceObject() { if (m_PlacedObject == null) { m_PlacedObject = Instantiate(ObjectToPlace, m_PlacementPose.position, m_PlacementPose.rotation); } else { m_PlacedObject.gameObject.SetActive(true); m_PlacedObject.transform.position = m_PlacementPose.position; m_PlacedObject.transform.rotation = m_PlacementPose.rotation; } EventBus.TriggerEvent <IPhaseControllerLifeCycleHandler>(h => h.HandlePhaseControllerInstantiated(m_PlacedObject)); PlacementIndicator.SetActive(false); gameObject.SetActive(false); m_IsSpawning = false; }
void Start() { // default components gameStatus = new SaveGameStatus(); displayText = GetComponent <InGameDisplayText>(); findPlayerController = GetComponent <FindControllers>(); phase = GetComponent <PhaseController>(); player = findPlayerController.FindPlayerController(); challenge = GetComponent <ChallengeController>(); cheat = new PhaseCheater(); // setting scores and others // gameStatus.SetGameDifficultToPlayerPrefs(3); - to tests gameStatus.GetGameDifficultToPlayerPrefs(); phase.MultiplierNextPhase(); GameOverFlag = false; RestartFlag = false; score = 0; difficultCounter = 0; // setting start texts VerifyIfFirstGame(); SetDisplayTexts(); player.PlayerWait(); // start the phase spawnWaves = new SpawnWaves(); spawnWaves.GetGameControllerReference(this); startTheGame = new StartPhase(); startTheGame.GetDisplayTextFromGameController(displayText); startTheGame.GetThePhaseFromGameController(phase); startTheGame.GetThePlayerFromGameController(player); StartCoroutine(startTheGame.StartTheGame(this)); ContinueSpawnWaves = true; CanSpawnWaves(); restart = new Restart(this, challenge); restart.GetDisplayTextFromGameController(displayText); }
IEnumerator Pickup(PhaseController pc) { if (effect == null) { Debug.Log("Noeffect"); yield return(null); } else { instEffect = Instantiate(effect, transform.position, pc.transform.rotation); instEffect.gameObject.SetActive(true); yield return(new WaitForSeconds(durationOfEffect)); GameObject.Destroy(instEffect); wasPicked = true; GetComponent <SPickups>().canBeDestoryed = true; gameObject.SetActive(false); Debug.Log("OFF"); } }
private void CombatRound() { foreach (var ActiveTorpedo in player.ActiveTorpedos) { ActiveTorpedo.TorpedoTurn(); } player.ActiveTorpedos.RemoveAll(x => x.Finished); enemy.CheckDetection(player); if (enemy.CanSeePlayer) { enemy.CycleWeapons(player); } player.ReloadWeapons(); if (player.CurrentHealth > 0 && enemy.CurrentHealth > 0) { if (player.DesieredDistance.HasValue && player.DesieredDistance < enemy.DistanceToPlayer && enemy.PlayerCanSee) { Program.CurrentLog.ClearLog(); player.ChangeSpeed(player.Depth.MaxSpeedAtDepth); enemy.ChangeDistance(-player.Speed); CombatRound(); } else { player.DesieredDistance = null; GetPlayerChoice(); } } else if (player.CurrentHealth <= 0) { PhaseController.EndGame(); } else { player.SunkShips.Add(enemy); new MessageScreen("Enemy Destroyed", PhaseController.StartCombat, null, null, null, null); } }
public void ChangeTo(PhaseController.Phase phase) { Texture target = null; switch (phase) { case PhaseController.Phase.Movement: target = movementIcon; break; case PhaseController.Phase.Shooting: target = shootingIcon; break; case PhaseController.Phase.Combat: target = combatIcon; break; default: throw new UnityException("Given unknown phase"); } transform.Find ("PhaseIcon").guiTexture.texture = target; }
void Start() { this.mainCamera = GameObject.FindWithTag("MainCamera"); this.titleScreen = GameObject.FindWithTag("TitleScreen"); this.result = GameObject.FindWithTag("ResultScreen"); this.gameController = GameObject.FindWithTag("GameController"); this.phaseController = GameObject.FindWithTag("PhaseController"); this.monsterController = GameObject.FindWithTag("MonsterController"); this.sePlayer = GameObject.FindWithTag("SEPlayer"); this.phaseControlerComponent = this.phaseController.GetComponent<PhaseController>(); }
// Use this for initialization void Awake() { instance = this; phase = Phase.Read; }
// Use this for initialization void Start() { _phaseController = Camera.main.GetComponent<PhaseController>(); }
void Start() { this.phaseController = GameObject.FindWithTag("PhaseController"); this.systemMessage = GameObject.FindWithTag("SystemMessage"); this.mainCamera = GameObject.FindWithTag("MainCamera"); this.monsterController = GameObject.FindWithTag("MonsterController"); this.gameMessageWindows = GameObject.FindWithTag("GameMessageWindows"); this.stageController = GameObject.FindWithTag("StageController"); this.touchManager = GameObject.FindWithTag("TouchManager"); this.resultScreen = GameObject.FindWithTag("ResultScreen"); this.titleScreen = GameObject.FindWithTag("TitleScreen"); this.bgmPlayer = GameObject.FindWithTag("BGMPlayer"); this.sePlayer = GameObject.FindWithTag("SEPlayer"); this.phaseControlerComponent = this.phaseController.GetComponent<PhaseController>(); this.phaseControlerComponent.SetPhase(Phase.Title); }