public static bool GetActionInput(Player.Character character) { if (active) { switch (character) { case Player.Character.SirYale: return(Input.GetButtonDown("Action1")); break; case Player.Character.SirChubb: return(Input.GetButtonDown("Action2")); break; default: return(false); break; } } else { return(false); } }
public static bool active; //Used to disable controls public static float GetHorizontalInput(Player.Character character) { if (active) { switch (character) { case Player.Character.SirYale: return(Input.GetAxis("Horizontal1")); break; case Player.Character.SirChubb: return(Input.GetAxis("Horizontal2")); default: return(0); break; } } else { return(0); } }
public void GameWon(int controllerNumber, Player.Character chosenCharacter) { Global.playerWhoWon = controllerNumber; Global.characterThatWon = chosenCharacter; Camera.main.GetComponent <AdvancedCamera>().Zoom(Vector2.zero); Application.LoadLevel(Global.Screen_WinScreen); print("Player " + controllerNumber.ToString() + " won!"); }
public void UseCurrent(Player.Character character, Deck deck) { if (hand == null) { return; } hand[0].Action.useCard(character); deck.AddUsedCard(hand[0]); hand.RemoveAt(0); }
//This will return appropriate shop prompts based on metrics //passed in the function. public List <string> get_prompt(Player.Character chara, string section) { ShopPromptDC[] all_prompts = new ShopPromptDC[0]; List <ShopPromptDC> possible_prompts = new List <ShopPromptDC>(); string path = "XmlData/Prompts/"; switch (chara) { case Player.Character.Falsael: path += "falsael_prompts"; break; case Player.Character.Halephon: path += "halephon_prompts"; break; case Player.Character.Petaer: path += "petaer_prompts"; break; case Player.Character.Ziktofel: path += "ziktofel_prompts"; break; } all_prompts = cManager.Load <ShopPromptDC[]>(path); for (int i = 0; i < all_prompts.Count(); i++) { if (String.Compare(all_prompts[i].Shop_Section, section) == 0) { possible_prompts.Add(all_prompts[i]); } } int chosen_prompt = rGen.Next(possible_prompts.Count); if (possible_prompts.Count > 0) { return(possible_prompts[chosen_prompt].Prompt_Text); } else { return(new List <string>()); } }
public void ArenaWonBy(Player.Character character) { switch (character) { case Player.Character.SirYale: ++currentArena; break; case Player.Character.SirChubb: --currentArena; break; default: break; } if (currentArena == 0 || currentArena == arenaData.Length - 1) { isFinished = true; } MoveToArena(currentArena); }
public void SetCluirichaun(Vector2 pos, int controllerNumber, Player.Character chosenCharacter, GameObject playerObject) { maxHealth = 7; gravity = 0.5f; //gravityCorrection = 0f; //resistance = 2f; damageMultiplayer = 1; groundRadius = 0.2f; punchShakeHardness = 1.7f; jumpShakeHardness = 1.4f; attackCooldownMax = 30; //50 maxDrunkness = 500; drunkTimeMultiplier = 300; drunkWalkResetTimer = 0; velocity = new Vector2(0, 60); //0,60 maxVelocity = new Vector2(50, 840); //80, 840 drunkVelocity = new Vector2(0, 0); dashType = DashTypes.FORWARD; #region DONT EDIT //##################### //#####DONT EDIT####### this.controllerNumber = controllerNumber; this.chosenCharacter = chosenCharacter; this.playerObject = playerObject; startingPosition = pos; transform.position = startingPosition; SetEntity(startingPosition, true); //#####DONT EDIT####### //##################### #endregion }
public void Open(Player.Character character) { this.character = character; SetNextState(this.states[(int)this.stateID].onOpenStateID); }
public override void useCard(Player.Character actor) { Debug.Log("I am Error."); }
public GameState(Player.Character character) { this.character = character; }
protected void spawnObjectUsingPrefabAsModel(int damage, int distance, float deathTime, bool piercing, Util.Enums.Direction direction, float speed, int timesCanPierce, bool isFlying, Grid.GridNode spawnPosition, Player.Character actor) { Weapons.Hitbox temp = MonoBehaviour.Instantiate(hitbox); GameObject model = MonoBehaviour.Instantiate(prefab); model.transform.parent = temp.transform; temp.Damage = damage; temp.Distance = distance == 0 ? 1 : distance; temp.DeathTime = deathTime; temp.Piercing = piercing; temp.Direction = direction; temp.Speed = speed; temp.TimesCanPierce = timesCanPierce; temp.IsFlying = isFlying; temp.Owner = actor.gameObject; temp.Element = element; Util.AddElement.AddElementByEnum(model, element, true); temp.CurrentNode = spawnPosition; temp.transform.position = spawnPosition.transform.position; }
public abstract void useCard(Player.Character actor);
public override bool LoadPlayer(Player.Character character) { _guildRankingManager.ParticipatedPlayers.Add(character.Id); return(base.LoadPlayer(character)); }
protected void spawnObjectUsingPrefabAsModel(int damage, int distance, float deathTime, bool piercing, Util.Enums.Direction direction, float speed, int timesCanPierce, bool isFlying, Grid.GridNode spawnPosition, Player.Character actor, bool changeMaterial = false) { Weapons.Hitbox temp = MonoBehaviour.Instantiate(hitbox); GameObject model = MonoBehaviour.Instantiate(prefab); if (actor.Direction == Util.Enums.Direction.Left) { model.transform.localScale = new Vector3(model.transform.localScale.x, -model.transform.localScale.y, model.transform.localScale.z); } model.transform.parent = temp.transform; temp.Damage = damage; temp.Distance = distance == 0 ? 1 : distance; temp.DeathTime = deathTime; temp.Piercing = piercing; temp.Direction = direction; temp.Speed = speed; temp.TimesCanPierce = timesCanPierce; temp.IsFlying = isFlying; temp.Owner = actor.gameObject; temp.Element = element; Util.AddElement.AddElementByEnum(temp.gameObject, element, changeMaterial); temp.CurrentNode = spawnPosition; temp.transform.position = spawnPosition.transform.position; }