示例#1
0
 void Awake()
 {
     playerMovement    = player.GetComponent <PlayerMovement>();                                 // Componente del movimiento del jugador.
     playerHealth      = player.GetComponent <PlayerHealth>();                                   // Componente de la salud del jugador.
     playerMagic       = player.GetComponent <PlayerMagic>();                                    // Componente de la magia del jugador.
     playerStats       = player.GetComponent <PlayerStats>();                                    // Componente de las estadísticas del jugador.
     enemyPanelManager = GameObject.Find("EnemyPanel").GetComponent <EnemyPanelManager>();       // Componente del panel del enemigo.
     attackAudio       = GetComponent <AudioSource>();                                           // Componente del audio.
     anim          = player.GetComponent <Animator>();                                           // Componente de la animación.
     shootableMask = LayerMask.GetMask("Shootable");                                             // Crear la capa para las cosas a las que se puede hacer daño.
     selected      = null;                                                                       // Fijar el seleccionado a nulo.
     skillSelected = "null";                                                                     // Fijar la habilidad seleccinada.
     magicSkill1   = 10;                                                                         // Fijar la magia de la habilidad 1.
     magicSkill2   = 300;                                                                        // Fijar la magia de la habilidad 2.
     magicSkill3   = 225;                                                                        // Fijar la magia de la habilidad 3.
     magicSkill4   = 450;                                                                        // Fijar la magia de la habilidad 4.
     magicSkill5   = 900;                                                                        // Fijar la magia de la habilidad 5.
     skill1Text    = skill1Button.GetComponentInChildren <Text>();                               // Obtener el texto del botón.
     skill2Text    = skill2Button.GetComponentInChildren <Text>();                               // Obtener el texto del botón.
     skill3Text    = skill3Button.GetComponentInChildren <Text>();                               // Obtener el texto del botón.
     skill4Text    = skill4Button.GetComponentInChildren <Text>();                               // Obtener el texto del botón.
     skill5Text    = skill5Button.GetComponentInChildren <Text>();                               // Obtener el texto del botón.
     timer         = 1.5f;
     timerSkill2   = 24f;
     timerSkill3   = 12f;
     timerSkill4   = 36f;
     timerSkill5   = 48f;
 }
示例#2
0
    public Sprite emptyBorder;  //Removes tip of bar fill on empty.

    private void Start()
    {
        playerMagic        = GameObject.Find("Player").GetComponent <PlayerMagic>();
        slider             = GetComponent <Slider>();
        slider.maxValue    = playerMagic.magicMax;
        borderImage.sprite = emptyBorder;
    }
示例#3
0
 // Use this for initialization
 void Start()
 {
     instance      = this;
     currentHeld   = 0;
     canFire       = true;
     canFireSpells = true;
     updateCurrentHeld();
 }
示例#4
0
    public GameObject magicDispersePrefab; //creates the destruction effect on impact

    // Start is called before the first frame update
    void Start()
    {
        AudioManager.instance.Play("MagicCast");
        rb          = GetComponent <Rigidbody2D>();
        playerMagic = GameObject.Find("Player").GetComponent <PlayerMagic>();
        rb.velocity = transform.right * playerMagic.magicSpeed;

        //Destroys this regardless of hitting something after certain time.
        Destroy(this.gameObject, playerMagic.magicShotDestructionTime);
    }
示例#5
0
 protected override void Start()
 {
     base.Start();
     startHealth        = maxHealth;
     playerMagic        = GetComponent <PlayerMagic> ();
     startPostion       = tileMapManager.CoordinatesToPostion(tileMapManager.currentMap.MapCenter);
     transform.position = startPostion;
     GameManager.Instance.ActionOnTurn  += StartTurn;
     GameManager.Instance.ActionNewGame += PlayerNewGame;
     originColor = material.color;
 }
示例#6
0
    // Start is called before the first frame update
    void Start()
    {
        currentState = PlayerState.Idle;

        anim   = GetComponentInChildren <AnimationScript>();
        move   = GetComponent <Movement>();
        health = GetComponent <PlayerHealth>();
        magic  = GetComponent <PlayerMagic>();

        transform.position = spawnPosition.position.RuntimeValue;
    }
示例#7
0
    private void OnTriggerEnter2D(Collider2D other)
    {
        if (other.gameObject.CompareTag(otherTag.value) && !other.isTrigger)
        {
            PlayerMagic magicPower = other.gameObject.GetComponentInChildren <PlayerMagic>();
            Debug.Log(magicPower);
            magicPower.RestoreMagic(magicValue);

            powerUpNotif.Raise();
            Destroy(this.gameObject);
        }
    }
示例#8
0
    /// <summary>
    /// Init of the player
    /// </summary>
    /// <param name="inWorld"></param>
    public void PlayerPlusInit(bool inWorld)
    {
        InWorld         = inWorld;
        _playerMovement = GetComponent <PlayerMovement>();
        _playerMovement.initialSpeed = MoveSpeed;
        _playerMovement.enabled      = false;

        _sm_player = new StateMachine <PlayerManager>(this);
        _sm_player.SetCurrentState(State_Player_Idle.Instantiate());

        _sphereCollider         = GetComponent <SphereCollider>();
        _sphereCollider.enabled = true;
        _anim = GetComponent <Animator>();

        if (InWorld)
        {
            _sphereCollider.enabled = false;
            Debug.Log("Inworld.");
            return;
        }

        _playerHealth             = GetComponent <PlayerHealth>();
        _playerHealth.MaxHealth   = _playerHealth.CurrentHealth = Health;
        _playerHealth.RecoverRate = HealthRecoverRatePerMin;
        _playerHealth.enabled     = true;

        _playerMagic             = GetComponent <PlayerMagic>();
        _playerMagic.MaxMagic    = _playerMagic.CurrentMagic = Magic;
        _playerMagic.RecoverRate = MagicRecoverRatePerMin;
        _playerMagic.enabled     = true;

        _playerShooting = GetComponentInChildren <PlayerShooting>();
        _playerShooting.bulletMagicValue = SkillMagic;
        //_playerShooting.enabled = false;
        //_playerShooting.enabled = true;

        _enemyListSize             = GameObject.FindGameObjectWithTag("InstanceManager").GetComponent <EnemySpawnManager>().enemies.Length;
        _playerKillCounter         = GetComponent <PlayerKillCounter>();
        _playerKillCounter.Length  = _enemyListSize;
        _playerKillCounter.enabled = true;
    }
示例#9
0
 // Start is called before the first frame update
 void Awake()
 {
     Instance = this;
 }
示例#10
0
    public float magicValue; //Adjustable amount of magic that is added.

    // Start is called before the first frame update
    void Start()
    {
        playerMagic = GameObject.Find("Player").GetComponent <PlayerMagic>();
    }
示例#11
0
 public void Start()
 {
     playerHealth = this.GetComponent<PlayerHealth> ();
     playerMagic = this.GetComponent<PlayerMagic> ();
 }
示例#12
0
 public void Start()
 {
     playerHealth = this.GetComponent <PlayerHealth> ();
     playerMagic  = this.GetComponent <PlayerMagic> ();
 }
    public override IEnumerator processTransmutation(float duration, GameObject replacement)
    {
        transmutable = false;                                          // set transmutable to false
        PlayerMagic myPlayMagic = GetComponent <PlayerMagic>();        // get magical abilities
        GameObject  newBody     = Instantiate(replacement, transform); // create new body

        // prime new body to replace player
        newBody.layer = gameObject.layer;
        newBody.transform.position = transform.position;
        newBody.transform.rotation = transform.rotation;
        Rigidbody  newrbody    = newBody.GetComponent <Rigidbody>();
        Damageable newDam      = newBody.GetComponent <Damageable>();
        Collider   newBodyColl = newBody.GetComponent <Collider>();

        //shut off unnecessary components of newbody
        newrbody.isKinematic = true;
        newrbody.useGravity  = false;
        newDam.parentHit     = this;
        newDam.transmutable  = false;

        // shift gun(to accomodate for larger bodies)
        Vector3   localOrigin = Camera.main.transform.localPosition;
        Transform gun         = transform.Find("Gun");
        Vector3   gunOrigin   = gun.localPosition;

        gun.localPosition += Vector3.forward * .5f;


        // change player's collider to become similar to newbody's
        float newHeight = newBodyColl.bounds.extents.y * 2;
        float newRadius = (newBodyColl.bounds.extents.x + newBodyColl.bounds.extents.z) / 2;

        newBodyColl.enabled = false;
        CharacterController charCon = GetComponent <CharacterController>();
        float originHeight          = charCon.height; // save for later
        float originRadius          = charCon.radius; // save for later

        charCon.height = newHeight;
        charCon.radius = newRadius;
        // charCon.detectCollisions = true;
        myMovement.Head.position        = transform.position + Vector3.up * charCon.height / 2;
        myMovement.Head.forward         = transform.forward;
        Camera.main.transform.position -= transform.forward * 3f;
        Camera.main.transform.LookAt(myMovement.Head);
        myPlayMagic.enabled = false; // DO NOT ALLOW FOR SPELL COMBAT

        // StatusBarHandler.instance.applyStatus("transmute", duration);
        yield return(new WaitForSeconds(duration));

        // reset head components
        gun.localPosition                   = gunOrigin;
        charCon.detectCollisions            = true;
        charCon.height                      = originHeight;
        charCon.radius                      = originRadius;
        myMovement.Head.position            = transform.position + Vector3.up * charCon.height / 2;
        Camera.main.transform.localPosition = localOrigin;
        Camera.main.transform.rotation      = myMovement.Head.rotation;

        // re-enable spell combat and transmutable
        myPlayMagic.enabled = true;
        setTransmutable(true);

        // get rid of newbody
        Destroy(newBody);
    }