public static void CreatePlayers(int numberOfPlayers) { players= new PlayerSoul[numberOfPlayers]; aliens = new GameObject[numberOfPlayers-1]; spotPlayer = 0; PlayerSoul player; int numberOfJoys = Input.GetJoystickNames ().Length; for (int i=0; i<numberOfPlayers*2;) { if(numberOfJoys>i/2){ Debug.Log("controller"); player=new PlayerSoul(joyControls[i],joyControls[i+1],colors[i/2],colorLight[i/2],i/2); } else{ Debug.Log(i-numberOfJoys*2+","+(i-numberOfJoys*2)+1); Debug.Log("keyboard"); player=new PlayerSoul(controls[i-numberOfJoys*2],controls[(i-numberOfJoys*2)+1],colors[i/2],colorLight[i/2],i/2); } players[i/2]=player; i+=2; } spotlight=GameObject.Instantiate (spotlight); spotlight.GetComponent<lightController>().setPlayer (players [0]); for (int i=1; i<numberOfPlayers; i++) { aliens[i-1]=(GameObject)GameObject.Instantiate(alien,new Vector3(3-i*2,0,0),alien.transform.rotation); aliens[i-1].GetComponent<AlienBoyControls>().setPlayerSoul(players[i]); } }
public void setPlayerSoul(PlayerSoul soul) { playerSoul = soul; // Debug.Log (soul.color.x); GetComponent<Renderer> ().material.SetVector ("_Color", soul.color); Material s = GameObject.Find ("Stage").GetComponent<Renderer> ().material; }
void Start() { mMaxPressNum = GameManager.sSingleton.plyRevPressNum; mIsP1KeybInput = JoystickManager.sSingleton.IsP1KeybInput; mPlayerController = GetComponentInParent <PlayerController>(); mPlayerID = mPlayerController.playerID; if (GameManager.sSingleton.TotalNumOfPlayer() == 2) { if (mPlayerID == 1) { mOtherPlayerTrans = GameManager.sSingleton.player2; mOtherPlayerSoul = mOtherPlayerTrans.GetComponentInChildren <PlayerSoul>(); // Sometimes ID 1 gets called first. Re-initialize it because the other player was null when first instantiated. mOtherPlayerTrans.GetComponentInChildren <ReviveController>().UpdateFillUpImage(); } else if (mPlayerID == 2) { mOtherPlayerTrans = GameManager.sSingleton.player1; mOtherPlayerSoul = mOtherPlayerTrans.GetComponentInChildren <PlayerSoul>(); // Sometimes ID 2 gets called first. Re-initialize it because the other player was null when first instantiated. mOtherPlayerTrans.GetComponentInChildren <ReviveController>().UpdateFillUpImage(); } mOtherPlayerController = mOtherPlayerTrans.GetComponentInParent <PlayerController>(); mOtherFillUpImage = mOtherPlayerSoul.UI_FillUpSoulImage; mOtherFillUpSpriteList = mOtherPlayerSoul.GetFillUpSpriteList; mOtherSr = mOtherPlayerSoul.GetSr; } }
public static void CreatePlayers(int numberOfPlayers) { players = new PlayerSoul[numberOfPlayers]; aliens = new GameObject[numberOfPlayers - 1]; spotPlayer = 0; PlayerSoul player; int numberOfJoys = Input.GetJoystickNames().Length; for (int i = 0; i < numberOfPlayers * 2;) { if (numberOfJoys > i / 2) { Debug.Log("controller"); player = new PlayerSoul(joyControls[i], joyControls[i + 1], colors[i / 2], colorLight[i / 2], i / 2); } else { Debug.Log(i - numberOfJoys * 2 + "," + (i - numberOfJoys * 2) + 1); Debug.Log("keyboard"); player = new PlayerSoul(controls[i - numberOfJoys * 2], controls[(i - numberOfJoys * 2) + 1], colors[i / 2], colorLight[i / 2], i / 2); } players[i / 2] = player; i += 2; } spotlight = GameObject.Instantiate(spotlight); spotlight.GetComponent <lightController>().setPlayer(players [0]); for (int i = 1; i < numberOfPlayers; i++) { aliens[i - 1] = (GameObject)GameObject.Instantiate(alien, new Vector3(3 - i * 2, 0, 0), alien.transform.rotation); aliens[i - 1].GetComponent <AlienBoyControls>().setPlayerSoul(players[i]); } }
public void setPlayerSoul(PlayerSoul soul) { playerSoul = soul; // Debug.Log (soul.color.x); GetComponent <Renderer> ().material.SetVector("_Color", soul.color); Material s = GameObject.Find("Stage").GetComponent <Renderer> ().material; }
void UpdateFillUpImage() { if (mOtherPlayerTrans != null) { mOtherPlayerSoul = mOtherPlayerTrans.GetComponentInChildren <PlayerSoul>(); mOtherFillUpImage = mOtherPlayerSoul.UI_FillUpSoulImage; mOtherFillUpSpriteList = mOtherPlayerSoul.GetFillUpSpriteList; mOtherSr = mOtherPlayerSoul.GetSr; } }
public bool CheckSoul(PlayerSoul s) { if ((s == null)) { return(false); } if (s.PlayerDirection == MoveDirection.None) { return(false); } return(true); }
public GameObject add_player(string player_name, bool localControls = false) { Debug.Log("Player Connected: " + player_name); Vector3 randomPos = new Vector3(10, UnityEngine.Random.Range(-1f, 1f), 5); GameObject playerObject = Instantiate(playerPrefab, randomPos, Quaternion.identity) as GameObject; playerObject.name = player_name; PlayerSoul playBoi = playerObject.GetComponent <PlayerSoul>(); players.Add(player_name, playBoi); return(playerObject); }
public void UpdateNextSoul(PlayerSoul s) { if (CanDoATurn(s.PlayerDirection)) { //Тут анлочимся. так как нужно обойти ситуацию, когда игрок залочился у бетон и повернул сразу в isPassable=false. и снимаем топор. if ((m_MySoul != null)) { if (m_MySoul.PlayerDirection != s.PlayerDirection) { UnlockMe(Dir); TakeOffAxe(); } else { return; //если направление не изменилось, то просто выходим отсюда, без всяких обновлений души } } if ((m_MySoul != null)) { LookTo = m_MySoul.PlayerDirection; m_MySoul.Deactivate(); m_MySoul = null; } m_MySoul = s; if (LookTo != m_MySoul.PlayerDirection) { DirectionChanged = true; } else { DirectionChanged = false; } LookTo = m_MySoul.PlayerDirection; //Quaternion rotation = Quaternion.AngleAxis(0.1f * Time.deltaTime, new Vector3(0.5f, 0.5f ,1f)); // MyActionChange(EnumMyAction.Move); //// применение вращения //transform.rotation *= rotation; } }
/// <summary> /// Задача для человечка. Исполняет действие которое пришло сюда. Исполняет если только человек получчает Tick. /// done: надо сделать поддержку очереди команд. Проверять каждый тик, есть ли новая душа. Проверять может ли душа применится /// с помощью алгоритма CanDoATurn. /// </summary> /// <param name="s"></param> /// <remarks></remarks> public void InsertSoul(PlayerSoul s) { PrevDir = Dir; Dir = s.PlayerDirection; if (!CheckSoul(s)) { s = null; NextSoul = null; if ((m_MySoul != null)) { m_MySoul.Deactivate(); m_MySoul = null; } return; } NextSoul = s; }
private void Start() { anim = transform.parent.GetComponentInChildren <Animator>(); playerSoul = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerSoul>(); }
//[Range (0, 3.6f)] //public float collisionOffsetFromTop; // Use this for initialization void Start() { soul = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerSoul> (); }
public void setPlayer(PlayerSoul ps) { player = ps; GetComponent <Light> ().color = ps.colorLight; }
public void setPlayer(PlayerSoul ps) { player=ps; GetComponent<Light> ().color=ps.colorLight; }
void Start() { mIsP1KeybInput = JoystickManager.sSingleton.IsP1KeybInput; if (playerID == 1) { mJoystick = JoystickManager.sSingleton.p1_joystick; } else if (playerID == 2) { mJoystick = JoystickManager.sSingleton.p2_joystick; } if (GameManager.sSingleton.TotalNumOfPlayer() == 2) { if (playerID == 1) { mOtherPlayerTrans = GameManager.sSingleton.player2; } else { mOtherPlayerTrans = GameManager.sSingleton.player1; } mOtherPlayerController = mOtherPlayerTrans.GetComponent <PlayerController> (); } mDefaultMoveSpeed = moveSpeed; mPlayerSize = GetComponentInChildren <Renderer>().bounds.size; anim = GetComponentInChildren <Animator>(); // Here is the definition of the boundary in world point float distance = (transform.position - Camera.main.transform.position).z; border.left = Camera.main.ViewportToWorldPoint(new Vector3(0.18f, 0, distance)).x + (mPlayerSize.x / 2); border.right = Camera.main.ViewportToWorldPoint(new Vector3(0.82f, 0, distance)).x - (mPlayerSize.x / 2); border.top = Camera.main.ViewportToWorldPoint(new Vector3(0, 1, distance)).y - (mPlayerSize.y / 2); border.bottom = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance)).y + (mPlayerSize.y / 2); float autoCollect_Y = GameManager.sSingleton.autoCollectPickUp_Y; border.autoCollect = Camera.main.ViewportToWorldPoint(new Vector3(0, autoCollect_Y, distance)).y - (mPlayerSize.y / 2); mResetPos.x = Camera.main.ViewportToWorldPoint(new Vector3(respawnXPos, 0, distance)).x; mResetPos.y = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, distance)).y - (mPlayerSize.y / 2); mP1DefaultPos = GameManager.sSingleton.p1DefaultPos.position; mP2DefaultPos = GameManager.sSingleton.p2DefaultPos.position; sr = charImageRenderer; mAttackPattern = GetComponent <AttackPattern>(); mBombController = GetComponent <BombController>(); if (soulTrans != null) { mPlayerSoul = soulTrans.GetComponent <PlayerSoul>(); } for (int i = 0; i < totalCoroutine; i++) { mIsCoroutineList.Add(false); } life = GameManager.sSingleton.plyStartLife; bomb = GameManager.sSingleton.plyStartBomb; UIManager.sSingleton.UpdatePower(playerID, powerLevel, maxPowerLevel); if (GameManager.sSingleton.TotalNumOfPlayer() == 2) { UIManager.sSingleton.UpdateLinkBar(playerID, linkValue); } mFairy = mAttackPattern.secondaryAttackType; mBrokenHeartPS = Instantiate(GameManager.sSingleton.brokenHeartPS, Vector3.zero, GameManager.sSingleton.brokenHeartPS.transform.rotation); mRevivedPS = Instantiate(GameManager.sSingleton.revivedPS, Vector3.zero, Quaternion.identity); mDeathPS = Instantiate(GameManager.sSingleton.deathPS, Vector3.zero, Quaternion.identity); mLinkFlame = Instantiate(GameManager.sSingleton.linkFlamePS, Vector3.zero, Quaternion.identity); mLinkFlame.transform.position = UIManager.sSingleton.GetLinkBarPos(playerID - 1); mLinkFlame.gameObject.SetActive(false); }
private void Start() { playerSoul = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerSoul>(); outerDetect = transform.parent.GetComponentInChildren <OuterDetect>(); }