void Start() { id = GetComponent <PlayerIdentity>(); movement = GetComponent <PlayerMovement3D>(); ui = GetComponentInChildren <InWorldUI>(); sfxManager = GetComponentInChildren <NetworkedSFXManager>(); }
void OnGUI() { Scene scene = SceneManager.GetActiveScene(); if (scene.name == "hunterVictory" || scene.name == "seekerVictory" ) { return; } // Player manager doesn't have the players on start if (!id) { if (PlayerManager.instance.thisPlayer) { thisPlayer = PlayerManager.instance.thisPlayer; id = thisPlayer.GetComponent<PlayerIdentity>(); movement = thisPlayer.GetComponent<PlayerMovement3D>(); } } // if (id && id.IsSeeker()) { // DrawSeekerUI(); // } if (id && id.IsHunter()) { DrawHunterUI(); } // DrawMinimap(); }
public void SetPreparations() { data.actualScene = (SceneEnum)System.Enum.Parse(typeof(SceneEnum), SceneManager.GetActiveScene().name); if (data.actualScene != SceneEnum.StoryboardN1 && data.actualScene != SceneEnum.StoryboardN2 && data.actualScene != SceneEnum.StoryboardN3 && data.actualScene != SceneEnum.StoryboardN4) { GameObject player = GameObject.FindGameObjectWithTag("Player"); data.moneyCount = player.GetComponent <MoneyHolder>().ActualMoney; data.waveName = GameObject.FindGameObjectWithTag("WaveSpawner").GetComponent <WaveSpawner>().GetActualWaveName(); data.enemyBodies = BodiesHolder.Instance.GetBodies(); PlayerMovement3D pMovScript = player.GetComponent <PlayerMovement3D>(); for (int i = 0; i < (int)Buyable.COUNT; i++) { data.playerUpgrades[i] = pMovScript.GetUpgradeValue(i); } } else { data.waveName = "wave 1"; data.enemyBodies = 0; } data.saveCreated = true; }
void OnGUI() { Scene scene = SceneManager.GetActiveScene(); if (scene.name == "hunterVictory" || scene.name == "seekerVictory") { return; } // Player manager doesn't have the players on start if (!id) { if (PlayerManager.instance.thisPlayer) { thisPlayer = PlayerManager.instance.thisPlayer; id = thisPlayer.GetComponent <PlayerIdentity>(); movement = thisPlayer.GetComponent <PlayerMovement3D>(); } } // if (id && id.IsSeeker()) { // DrawSeekerUI(); // } if (id && id.IsHunter()) { DrawHunterUI(); } // DrawMinimap(); }
public override void OnTriggerExit(Collider thisPlayer) { base.OnTriggerExit(thisPlayer); // Leave grass when the player walks outside HidingManager hidingManager = thisPlayer.gameObject.GetComponent <HidingManager>(); PlayerMovement3D movement = thisPlayer.gameObject.GetComponent <PlayerMovement3D>(); hidingManager.CmdStopHiding(); movement.inGrass = false; movement.onGrass = false; }
private void checkInputMode() { switch (inputMode) { case INPUT_MODE.GAMEPAD: mouseInput.activeInput = false; playerMovement = GetComponent <PlayerMovement3D_GPad>(); break; case INPUT_MODE.POINTNCLICK: mouseInput.activeInput = true; playerMovement = GetComponent <PlayerMovement3D_PNC>(); break; } }
void Start() { _player = GetComponent <PlayerMovement3D>(); //Speed related speed = 3f; normalSpeed = speed; aggroSpeed = 8f; countdown = timer; //Stamina related SightRange = 4f; currentWP = Random.Range(0, WayPoints.Length); targetOldPosition = target.position; myState = State.Search; }
public override void SeekerInteraction(Collider thisPlayer) { HidingManager hidingManager = thisPlayer.gameObject.GetComponent <HidingManager>(); PlayerMovement3D movement = thisPlayer.gameObject.GetComponent <PlayerMovement3D>(); if (!hidingManager.IsHiding()) { hidingManager.CmdHideInArea(); movement.onGrass = false; movement.inGrass = true; } else { hidingManager.CmdStopHiding(); movement.onGrass = true; movement.inGrass = false; } }
void Update() { GameObject hunter = PlayerManager.instance.hunter; GameObject seeker = PlayerManager.instance.seeker; if (!seeker || !hunter) { return; } PlayerMovement3D hunterMovement = hunter.GetComponent <PlayerMovement3D>(); PlayerMovement3D seekerMovement = seeker.GetComponent <PlayerMovement3D>(); AudioSource hunterAudio = hunter.GetComponent <AudioSource>(); AudioSource seekerAudio = seeker.GetComponent <AudioSource>(); if (CheckState(seekerMovement.inWater, seekerAudio, splashing)) { return; } if (CheckState(hunterMovement.inWater, hunterAudio, splashing)) { return; } if (CheckState(seekerMovement.onGrass, seekerAudio, onGrass)) { return; } if (CheckState(seekerMovement.inGrass, seekerAudio, inGrass)) { return; } if (CheckState(seekerMovement.sprinting, seekerAudio, walkingQuickly)) { return; } if (CheckState(seekerMovement.isMoving, seekerAudio, walkingSlowly)) { return; } }
void Start () { id = GetComponent<PlayerIdentity>(); movement = GetComponent<PlayerMovement3D>(); ui = GetComponentInChildren<InWorldUI>(); sfxManager = GetComponentInChildren<NetworkedSFXManager>(); }
void Awake() { instance = this; }
public void OnEndDrag(PointerEventData eventData) { if (EventSystem.current.IsPointerOverGameObject()) { Vector2 finalPos = GetComponent <RectTransform>().anchoredPosition; //position that the item was dropped on canvas Vector2 finalSlot; finalSlot.x = Mathf.Floor(finalPos.x / slotSize.x); //which x slot it is finalSlot.y = Mathf.Floor(-finalPos.y / slotSize.y); //which y slot it is // test if item is inside slot area if (((int)(finalSlot.x) + (int)(item.itemSize.x) - 1) < invMan.maxGridX && ((int)(finalSlot.y) + (int)(item.itemSize.y) - 1) < invMan.maxGridY && ((int)(finalSlot.x)) >= 0 && (int)finalSlot.y >= 0) { List <Vector2> newPosItem = new List <Vector2>(); //new item position in bag bool fit = false; for (int sizeY = 0; sizeY < item.itemSize.y; sizeY++) { for (int sizeX = 0; sizeX < item.itemSize.x; sizeX++) { if (invMan.grid[(int)finalSlot.x + sizeX, (int)finalSlot.y + sizeY] != 1) { Vector2 pos; pos.x = (int)finalSlot.x + sizeX; pos.y = (int)finalSlot.y + sizeY; newPosItem.Add(pos); fit = true; } else { fit = false; this.transform.GetComponent <RectTransform>().anchoredPosition = oldPosition; //back to old pos sizeX = (int)item.itemSize.x; sizeY = (int)item.itemSize.y; newPosItem.Clear(); } } } if (fit) { //delete old item position in bag for (int i = 0; i < item.itemSize.y; i++) //through item Y { for (int j = 0; j < item.itemSize.x; j++) //through item X { invMan.grid[(int)startPosition.x + j, (int)startPosition.y + i] = 0; //clean old pos } } for (int i = 0; i < newPosItem.Count; i++) { invMan.grid[(int)newPosItem[i].x, (int)newPosItem[i].y] = 1; // add new pos } this.startPosition = newPosItem[0]; // set new start position transform.GetComponent <RectTransform>().anchoredPosition = new Vector2(newPosItem[0].x * slotSize.x, -newPosItem[0].y * slotSize.y); } else //It'll snap back to its OG pos { for (int i = 0; i < item.itemSize.y; i++) //through item Y { for (int j = 0; j < item.itemSize.x; j++) //through item X { invMan.grid[(int)startPosition.x + j, (int)startPosition.y + i] = 1; //back to position 1; } } } } else { // out of index, back to the old pos this.transform.GetComponent <RectTransform>().anchoredPosition = oldPosition; } } else { PlayerMovement3D player = FindObjectOfType <PlayerMovement3D>(); Instantiate(item.thisItemsPrefab, new Vector2(player.transform.position.x + Random.Range(-1.5f, 1.5f), player.transform.position.y + Random.Range(-1.5f, 1.5f)), Quaternion.identity); //dropa o item Destroy(this.gameObject); } GetComponent <CanvasGroup>().blocksRaycasts = true; //register hit on item again }