/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); //Loading backgrounds background = this.Content.Load <Texture2D>(@"backgrounds/back_city"); startBackground = this.Content.Load <Texture2D>(@"backgrounds/back_start"); gameOverBackground = this.Content.Load <Texture2D>(@"backgrounds/back_gameover"); pausedBackground = this.Content.Load <Texture2D>(@"backgrounds/back_paused"); //Loading interface elements cursorTexture = this.Content.Load <Texture2D>(@"Interface/Cursors/cursor"); hud = new PlayerHud(Services); play = new Button(this.Content.Load <Texture2D>(@"Interface/Buttons/btn_play"), this.Content.Load <Texture2D>(@"Interface/Buttons/btn_playhvr"), new Vector2(362, 250)); instructions = new Button(this.Content.Load <Texture2D>(@"Interface/Buttons/btn_instructions"), this.Content.Load <Texture2D>(@"Interface/Buttons/btn_instructionshvr"), new Vector2(362, 350));; playAgain = new Button(this.Content.Load <Texture2D>(@"Interface/Buttons/btn_playagain"), this.Content.Load <Texture2D>(@"Interface/Buttons/btn_playagainhvr"), new Vector2(362, 250));; continuePlaying = new Button(this.Content.Load <Texture2D>(@"Interface/Buttons/btn_continueplaying"), this.Content.Load <Texture2D>(@"Interface/Buttons/btn_continueplayinghvr"), new Vector2(362, 250));; quit = new Button(this.Content.Load <Texture2D>(@"Interface/Buttons/btn_quit"), this.Content.Load <Texture2D>(@"Interface/Buttons/btn_quithvr"), new Vector2(362, 450));; //Setting initial game state and level index gameState = GameState.Start; levelIndex = 1; }
void OnTriggerExit(Collider other) { if (other.tag == "Player" && !permenantlyDisabled) { PlayerHud.ToggleInteractPrompt(false); } }
// Use this for initialization void Start() { default_resistance = resistance; default_maxSpeed = maxSpeed; default_jumpForce = jumpForce; default_gravityScale = this.GetComponent <Rigidbody2D> ().gravityScale; onLadder = false; isDead = false; contToUse = 1; anim = GetComponent <Animator> (); rBody = GetComponent <Rigidbody2D> (); if (GameObject.Find("PlayerUI")) { ui = GameObject.Find("PlayerUI").GetComponent <PlayerHud>(); } currentHealth = startingHealth; if (ui) { ui.updateHealth(); } if (defaultWeapon == null) { Debug.LogError("No Default Weapon Set in PlayerController"); } if (currentWeapon == null) { currentWeapon = Instantiate(defaultWeapon); } setWeapon(); }
public void CreatePlayerHuds(List <Player> players) { int playerNum = 0; foreach (Player player in players) { GameObject newPlayerHudObj = Instantiate(PlayerHudPrefab); RectTransform newPlayerRect = newPlayerHudObj.GetComponent <RectTransform>(); newPlayerHudObj.transform.SetParent(HudCanvas.transform); newPlayerRect.pivot = _pivotAnchorPosition; newPlayerRect.anchorMin = _pivotAnchorPosition; newPlayerRect.anchorMax = _pivotAnchorPosition; newPlayerRect.anchoredPosition = _hudPosition; PlayerHud newPlayerHud = newPlayerHudObj.GetComponent <PlayerHud>(); newPlayerHud.AssignPlayerToHud(player); _playerHuds.Add(newPlayerHud); newPlayerHud.playerHud = newPlayerHudObj; ++playerNum; // Hide the new HUDs newPlayerHudObj.SetActive(false); } }
void Start() { _controllerName = name; _rigidbody = GetComponent <Rigidbody>(); _fuel = 100; _factions = new List <string> { "Faction1", "Faction2", "Faction3" }; _players = new List <GameObject>(); _factions.ForEach(x => _players.AddRange(GameObject.FindGameObjectsWithTag(x))); _playerHud = gameObject.GetComponent <PlayerHud>(); _cannon = gameObject.GetComponentInChildren <Cannon>(); _lockedRotationUntil = Time.time; _ammo = new Dictionary <AmmoType, int> { { AmmoType.Cannon, 50 }, { AmmoType.Missile, 10 } }; GetComponent <Renderer>().material.color = Faction.Colour(tag); }
public void OnAssignedVehicle(Vehicle vehicle) { Debug.Log("Received a new vehicle:" + vehicle.name); if (hud == null) { var hudObject = Instantiate(hudPrefab) as GameObject; hud = hudObject.GetComponentInChildren <PlayerHud>(); hud.quitMinigameButton.gameObject.SetActiveRecursively1(false); minimap = hud.GetComponentInChildren <Minimap>(); subtitles = hud.GetComponentInChildren <Subtitles>(); var playerCamera = SetupGameplayCamera(vehicle.gameObject, vehicle.transform); minimap.cameraToFollow = playerCamera.GetComponent <Camera>(); var avatarQuest = vehicle.GetComponentInChildren <AvatarQuest>(); if (avatarQuest != null) { var minimapCamera = hud.GetComponentInChildren <MinimapCamera>(); minimapCamera.objectToFollow = avatarQuest; var minimapSurface = hud.GetComponentInChildren <MinimapSurface>(); minimapSurface.avatarToFollow = avatarQuest; } } }
private void Awake() { if (Instance != null) { Destroy(this.gameObject); return; } Instance = this; }
void OnTriggerEnter(Collider other) { if (other.tag == "Player" && !permenantlyDisabled) { PlayerHud.SetInteractText(GetComponent <DisplayText>().displayText); PlayerHud.ToggleInteractPrompt(true); } }
// Only used for the bed/sleep trigger void OnTriggerStay(Collider other) { if (other.tag == "Player" && name.Equals("Bed")) { PlayerHud.SetInteractText(GetComponent <DisplayText>().displayText); PlayerHud.ToggleInteractPrompt(TimeManager.IsInSleepTimeFrame()); canInteract = TimeManager.IsInSleepTimeFrame(); } }
private void InitializeHud() { InGameSceneMain inGameSceneMain = SystemManager.Instance.GetCurrentSceneMain <InGameSceneMain>(); GameObject go = Resources.Load <GameObject>(playerHudPath); GameObject goInstance = Instantiate(go, inGameSceneMain.DamageManager.CanvasTransform); PlayerHud playerHud = goInstance.GetComponent <PlayerHud>(); playerHud.Initialize(this); }
public void SleepToMorning() { sleepPrompt.CloseMenu(); PlayerHud.ToggleInteractPrompt(false); PlayerEnergy.RestoreEnergyPercentage(DetermineSleepDuration()); TimeManager.ProgressToMorningTime(); SaveLoad.Save(); }
public void OnTriggerExit(Collider other) { if (other.tag == "Player") { canInteract = false; PlayerHud.ToggleInteractPrompt(false); } }
void GradeSplitFirewoodBeforeUnsnap() { SetCanPerformAction(false); PlayerHud.ToggleQualityGame(true); QualityMinigame.StartGame(); StartCoroutine(WaitForFirewoodGrade()); }
public void Setup() { am = MonoBehaviour.Instantiate(TestConstants.GetResource("Managers/Audio Manager")).GetComponent <AudioManager>(); achm = MonoBehaviour.Instantiate(TestConstants.GetResource("Managers/Achievement Manager")).GetComponent <AchievementManager>(); gs = MonoBehaviour.Instantiate(TestConstants.GetResource("Managers/Game Settings")).GetComponent <GameSettingsManager>(); sm = MonoBehaviour.Instantiate(TestConstants.GetResource("Managers/Shop Manager")).GetComponent <ShopManager>(); player = MonoBehaviour.Instantiate(TestConstants.GetResource("Player")); ph = player.GetComponent <PlayerHud>(); sm.SetSelectedShipData(Resources.Load <ShipData>("Tests/Mock Ship")); }
void OnTriggerEnter(Collider other) { if (other.tag == "Player") { canInteract = true; PlayerHud.SetInteractText(GetComponent<DisplayText>().displayText); PlayerHud.ToggleInteractPrompt(true); } }
void OnTriggerExit(Collider other) { if (other.tag == "Player") { canInteract = false; isMenuOpen = false; PlayerHud.ToggleInteractPrompt(false); CloseMenu(); } }
void Start() { PlayerHudReference = this; playerCanvas = GetComponent <Canvas>(); maxEnergyValue = PlayerSkills.GetMaxEnergyValue(); toolIconGroup.parent.transform.parent.gameObject.SetActive(true); ChangeToolIcon(); interactText = interactPrompt.transform.GetChild(3).GetComponent <Text>(); }
public static void UnsnapPlayer() { PlayerHud.ToggleQualityGame(false); CharacterMotor.SetCanMove(true); CharacterInputController.SetCanTurn(true); CharacterInputController.InitiateLoggingState(AnimState.NONE); CharacterInputController.ToggleToolsInput(true); CharacterAnimator.ResetLoggingTriggers(); Instance.GetComponent <Rigidbody>().constraints = startingConstraints; playerIsLocked = false; }
private void UpdateHudActivity() { //We are not worried about var currentOxygenPercentage = explorationDurationLeft / MaxExplorationTime; var updateValues = new HudUpdateData() { ExplorationLimitFill = currentOxygenPercentage, MineralText = CurrentCurrencyBalance, IsFillingUp = CurrentExplorationState == ExplorationState.Replenish, IsLow = currentOxygenPercentage < PercentageForLowEnergyNotification / 100.0f }; PlayerHud.UpdateHud(updateValues); }
void OnTriggerEnter(Collider other) { if (other.tag == "Player") { if (name.Equals("Bed") && !TimeManager.IsInSleepTimeFrame()) { return; } canInteract = true; PlayerHud.SetInteractText(GetComponent <DisplayText>().displayText); PlayerHud.ToggleInteractPrompt(true); } }
//End of update Method private void createPlayer() { playerContainer = Instantiate(playerPrefab).transform; player = playerContainer.Find("PlayerEnt").GetComponent <PlayerController>(); playerUI = playerContainer.Find("PlayerUI").GetComponent <PlayerHud>(); camera.setFollowing(player.gameObject); if (Input.GetJoystickNames().Length > 1) { player.setController(1); } else { player.setController(1); } }
private void createPlayer() { playerContainer = Instantiate(playerPrefab).transform; player = playerContainer.Find("PlayerEnt").GetComponent <PlayerController>(); playerUI = playerContainer.Find("PlayerUI").GetComponent <PlayerHud>(); playerSprites = player.gameObject.GetComponentsInChildren <SpriteRenderer>(); camera.setFollowing(player.gameObject); if (twoControllers) { player.setController(1); } else { player.setController(1); } }
public void Initialize(BotData data, PrimaryWeaponStats primary, SecondaryWeaponStats secondary, int playerId, Sprite face) { botStats = data; primaryStats = primary; secondaryStats = secondary; var huds = GameObject.Find("PlayerStats").GetComponent <PlayerHudManager>(); playerHud = huds.GetPlayerHud(playerId); playerHud.LoadFace(face); floatHud = Instantiate(FloatingHudPf, Vector3.zero, Quaternion.identity).GetComponent <FloatingHud>(); var secondaryDeplete = 1 / secondaryStats.EffectDuration * Time.deltaTime; floatHud.Initialize(primaryStats.AmmoCap, secondaryDeplete, playerId); floatHud.GetComponent <AnchorHud>().SetAnchor(this.transform); }
public Player(int id, string name, Vector2 position, Map m) : base(position, m) { playerID = id; playerName = name; keyboard = new KeyboardWatch(); mouse = new MouseWatch(); mouse.Perspective = Map.GameCamera; float charHeight = 165f; float h = (float)playerTileset.Height / charHeight; float w = ((float)playerTileset.Width / playerTileset.Height); playerMesh = sprite.Mesh; playerMesh.Tileset = playerTileset; playerMesh.Vertices2 = new Vector2[] { new Vector2(-0.5f * w * h, -0.5f + h), new Vector2(0.5f * w * h, -0.5f + h), new Vector2(0.5f * w * h, -0.5f), new Vector2(-0.5f * w * h, -0.5f) }; playerMesh.UV = new Vector2[] { new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0), new Vector2(0, 0) }; shadow = new PlayerShadow(this, playerMesh); dashCooldown = new Timer(stats.DashCooldown, false); dodgeCooldown = new Timer(stats.DodgeCooldown, true); hud = new PlayerHud(this); ownedWeapons.Add(WeaponList.Pistol); size = size * 1.4f; }
public static GameObject setHudElement(Transform t, String type, String name, int bind, RectTransform beside, float origSpaceNeeded) { if (type == "Other") { type = "Gun"; // For these purposes: } if (OptionsMenu.hudPanels.ContainsKey(type)) { GameObject panel = MonoBehaviour.Instantiate(OptionsMenu.hudPanels[type]); // Ordered by add order float spaceNeeded = PlayerHud.getHudHeightUsed(t); panel.transform.SetParent(t, false); // This is a terrible way to set position, but it should work for now. if (type == "Cooldown" || type == "Trap" || type == "Gun" || type == "Other" || type == "Generic") // Traps should probably give more information { panel.transform.Find("Text").GetComponent <Text> ().text = "(" + OptionsMenu.getBindString(OptionsMenu.binds [bind]) + ") " + name; } else if (type == "Icicle") { panel.transform.Find("Text").GetComponent <Text> ().text = "(" + OptionsMenu.getBindString(OptionsMenu.binds [bind]) + ")"; } // Special case: if (type == "Gun3Modes") { panel.transform.Find("Gun1").Find("Text").GetComponent <Text> ().text = "(" + OptionsMenu.getBindString(OptionsMenu.binds [OptionsMenu.PRIMARY_1]) + ") " + name; panel.transform.Find("Gun2").Find("Text").GetComponent <Text> ().text = "(" + OptionsMenu.getBindString(OptionsMenu.binds [OptionsMenu.PRIMARY_2]) + ") Accurate-Fire"; panel.transform.Find("Gun3").Find("Text").GetComponent <Text> ().text = "(" + OptionsMenu.getBindString(OptionsMenu.binds [OptionsMenu.PRIMARY_3]) + ") Conductive-Fire"; } if (beside == null) { panel.GetComponent <RectTransform> ().anchoredPosition = new Vector2(panel.GetComponent <RectTransform> ().anchoredPosition.x, -280 + (int)(spaceNeeded - origSpaceNeeded)); } else { panel.GetComponent <RectTransform> ().anchoredPosition = new Vector2(panel.GetComponent <RectTransform> ().anchoredPosition.x, beside.anchoredPosition.y); } return(panel); } return(null); }
void DrawPlayerHud(object sender, EventMsg msg) { var u3DPlayer = sender as U3DSceneObject; bool exist = false; for (int i = 0; i < _playerHuds.Count; i++) { if (_playerHuds[i].U3DSceneObject.Equals(u3DPlayer)) { exist = true; } } if (!exist) { var newGo = CreateNew(_hudP.m_template_player_go); newGo.SetActive(true); var playerHud = new PlayerHud(newGo, u3DPlayer); _playerHuds.Add(playerHud); } }
public void CutSide(int side) { int oppositeSide = side % 2 == 0 ? (side + 1) : (side - 1); int axisCount = sideCutsCount[side] + sideCutsCount[oppositeSide]; if (axisCount < 9) { upperCutBlock.CutFace(side); lowerCutBlock.CutFace(side); sideCutsCount[side]++; } else { LoggingActivityPlayerBehavior.SetCanPerformAction(false); PlayerHud.ToggleQualityGame(true); QualityMinigame.StartGame(); StartCoroutine(FallAfterGrade(side)); } }
/* * Remove one health unit from player and if health becomes 0, change * scene to the end game scene. */ public void Damage() { health -= 1; if (health < 1) { //searches for the GameObject "EndingScore" and creates a reference through the ScoreText GameObject GameObject CanvasScript = GameObject.Find("Canvas"); //Sets HighScore as a reference to the PlayerHud script PlayerHud HighScore = CanvasScript.GetComponent <PlayerHud>(); //sets HighScoreIndex equal to the "HighScore Index" variable in PlayerPrefs HighScoreIndex = PlayerPrefs.GetInt("HighScore Index"); //sets the "High Score" + HighScoreIndex variable in PlayerPrefs equal to the most recent score PlayerPrefs.SetFloat("High Score" + HighScoreIndex, HighScore.Score); //increments the HighScoreIndex by 1 HighScoreIndex++; //sets the "HighScoreIndex" in PlayerPrefs equal to the HighScoreIndex PlayerPrefs.SetInt("HighScore Index", HighScoreIndex); //loads the scene "EndGame" SceneManager.LoadScene("EndGame"); } }
//function called when object attatched to script hits another object void OnTriggerEnter2D(Collider2D PlayerRemove) { //checks object hit for the tag "Player" if (PlayerRemove.tag == "Player") { //searches for the GameObject "Canvas" and creates a reference through the CanvasScript GameObject GameObject CanvasScript = GameObject.Find("Canvas"); //Sets HighScore as a reference to the PlayerHud script PlayerHud HighScore = CanvasScript.GetComponent <PlayerHud>(); //sets HighScoreIndex equal to the "HighScore Index" variable in PlayerPrefs HighScoreIndex = PlayerPrefs.GetInt("HighScore Index"); //sets the "High Score" + HighScoreIndex variable in PlayerPrefs equal to the most recent score PlayerPrefs.SetFloat("High Score" + HighScoreIndex, HighScore.Score); //increments the HighScoreIndex by 1 HighScoreIndex++; //sets the "HighScoreIndex" in PlayerPrefs equal to the HighScoreIndex PlayerPrefs.SetInt("HighScore Index", HighScoreIndex); //loads the scene "EndGame" SceneManager.LoadScene("EndGame"); } }
public void SawLocation(int loc) { if (locationStrokeCounts[loc] == 0) { logMarks[loc].SetActive(false); } if (locationStrokeCounts[loc] < 5) { int cut01 = loc == 0 ? 0 : 2; int cut02 = loc == 0 ? 1 : 3; locationStrokeCounts[loc]++; sawProgressCuts[cut01].CutFace(3); sawProgressCuts[cut02].CutFace(3); } if (locationStrokeCounts[loc] == 5) { snapSpots[loc].enabled = false; locationFullySawed[loc] = true; LoggingActivityPlayerBehavior.SetCanPerformAction(false); if (locationFullySawed[0] && locationFullySawed[1]) { PlayerHud.ToggleQualityGame(true); QualityMinigame.StartGame(); StartCoroutine(SawThroughAfterGrade(loc)); } else { LoggingActivityPlayerBehavior.UnsnapPlayer(); } } }