private void OnTriggerEnter2D(Collider2D collision) { if (_isReached) { return; } PlayerCollector player = collision.gameObject.GetComponent <PlayerCollector>(); if (player != null) { _isReached = true; switch (_type) { case CheckpointType.Intermediate: EventsHandler.RaiseEvent <ICheckpointReachHandler>(h => h.CheckpointReach(this)); ShowInsert(InsertsContainer.INSTANCE.checkpointReach); break; case CheckpointType.Final: EventsHandler.RaiseEvent <ILevelFinishedHandler>(h => h.LevelFinished()); ShowInsert(InsertsContainer.INSTANCE.levelFinish); break; } } }
// Use this for initialization void Start() { spawnHeight = transform.position.y; rbody = GetComponent <Rigidbody>(); mPlayerCollector = myPlayer.GetComponent <PlayerCollector>(); mPlayerHealth = myPlayer.GetComponent <PlayerHealth>(); mSkin = GetComponentInChildren <SkinnedMeshRenderer>(); }
void Start() { _audioSource = GetComponent <AudioSource>(); //_renderer = GetComponent<Renderer>(); goatParts = transform.GetChild(2); myCam = gameObject.transform.GetChild(0).GetComponent <Camera>(); goatShakeAnim = gameObject.transform.GetChild(1).GetComponent <Animation>(); callTimer = Random.Range(3, 10); playerRender = player.transform.GetChild(0).gameObject; moveScript = player.GetComponent <PlayerController>(); collectScript = player.GetComponent <PlayerCollector>(); }
public void processTurnAdmin() { Debug.Log("Begin Process Turn Admin"); // State.setCurrentTurnOrderIndex(0); State.setCurrentPlayer(0); // MyEnum.GamePhase currentPhase = State.GetPhase(); App app = UnityEngine.Object.FindObjectOfType <App>(); int playerIndex = app.GetHumanIndex(); Nation humanPlayer = State.getNations()[playerIndex]; State.currentPlayer = 0; Nation currentPlayer = State.getNations()[0]; // PlayerCollector.collectForPlayer(player); // Debug.Log("Count of getTurnOrder: " + State.getTurnOrder().Count); bool first = true; while (currentPlayer.getIndex() != 0 || first == true) { first = false; // Debug.Log("Current Turn Order Index: " + State.currentTurnOrderIndex); // Debug.Log("Current player is index: " + currentPlayer.getIndex()); if (humanPlayer.getIndex() == currentPlayer.getIndex()) { currentPlayer = State.getNextPlayer(); } // EarlyGameAdminstration.mainEarlyAdminLoop(currentPlayer); //------------------------------------------------------------------ currentPlayer.getAI().processAdminstrationPhase(currentPlayer); // PlayerProcessor.processSignals(currentPlayer); // maintenancePayer.payMaintenance(currentPlayer); PlayerCollector.collectForPlayer(currentPlayer); currentPlayer = State.getNextPlayer(); Debug.Log("New current player is: " + currentPlayer.getName() + " " + currentPlayer.getIndex()); Queue <int> newRailroads = currentPlayer.getAI().NewRailRoads; while (newRailroads.Count > 0) { int nextProvIndex = newRailroads.Dequeue(); assemblyCsharp.Province prov = State.getProvinces()[nextProvIndex]; railPlacer.drawRailroadOnMap(prov, currentPlayer); } } // State.advanceGamePhase(); Debug.Log(State.GetPhase()); return; }
private void Turn_Button() { if(State.turn >= demoTurnLimit) { endGameMessage.SetActive(true); return; } turnButton.interactable = false; Debug.Log("AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"); Debug.Log("Begin turn processing..."); Debug.Log("AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"); Debug.Log("Current phase: " + State.GetPhase()); // blockPlayerFromActing(); //turnPopUpEnter.Play(); App app = UnityEngine.Object.FindObjectOfType<App>(); int playerIndex = app.GetHumanIndex(); Nation player = State.getNations()[playerIndex]; //State.turn++; PlayerProcessor.processSignals(player); // MarketHelper.resetBidsAndOffers(); // maintenancePayer.payMaintenance(player); PlayerCollector.collectForPlayer(player); // Texting ====================================================================================== turnHandler.processTurnAdmin(); State.advanceGamePhase(); State.tradeHandler.handleTrades(); WorldBank bank = State.bank; Debug.Log("Banking Banking Banking"); bank.collectInterest(); bank.distributeCollectedInterest(); Debug.Log("Finished Banking - should not proceed to Trade Results"); showTradeResults(player); TradeResults.SetActive(true); tradeResultsEnter.Play(); //turnPopUpExit.Play(); // payCoalMaintaince(player); updateHeaderValues(); if (State.turn == 40) { eraUpdater.swichEra(); } if (State.turn == 80) { eraUpdater.swichEra(); } }
private void Awake() { //Check that we have some settings if (settings == null) { Debug.LogError("Minigame has no settings. Destroying"); Destroy(this); } //Create the player collector playerList = new PlayerCollector(settings.maxPlayerCount); //---REMOVE---/// Invoke("InitGame", 1); }
private void OnTriggerStay(Collider other) { if (other.tag == "Player") { pHitBox = other.GetComponent <Collider>(); pcollector = other.GetComponent <PlayerCollector>(); myPlayer = other.gameObject.transform.parent.gameObject; if (myDayNightCycle.currentHour > 18) { if (myPlayer != null) { pmove = myPlayer.GetComponent <PlayerMovement>(); if (pmove != null) { pmove.canShoot = false; } } finishDayCanvas.SetActive(true); } } }
private void Start() { myBoxCollider2D = this.GetComponentInChildren <CapsuleCollider2D>(); playerCollector = this.GetComponent <PlayerCollector>(); }