示例#1
0
    void Start()
    {
        playerPaused = 0;

        SetControllers();

        pauseQuit  = false;
        allowPause = false;
        //moveList = false;

        HUD         = GameObject.Find("HUD");
        PracticeHUD = GameObject.Find("PracticeHUD");
        PlayerData  = GameObject.Find("PlayerData").GetComponent <SelectedCharacterManager>();
    }
示例#2
0
    void Start()
    {
        roundManager = GetComponent <RoundManager>();
        PlayerData   = GameObject.Find("PlayerData").GetComponent <SelectedCharacterManager>();

        //Determine Character Theme to play
        //Play character theme if both players are the same character
        if (PlayerData.P1Character == PlayerData.P2Character)
        {
            characterTheme = PlayerData.P1Character;
        }
        //50/50 chance if different characters
        else
        {
            playerRNG = Random.Range(1, 3);
            if (playerRNG == 1)
            {
                characterTheme = PlayerData.P1Character;
            }
            else
            {
                characterTheme = PlayerData.P2Character;
            }
        }

        switch (characterTheme)
        {
        case "Dhalia":
            BGM.clip         = DhaliaTheme;
            looper.audioClip = DhaliaTheme;
            //looper.loopLength = 0f;
            //looper.loopPoint = 0f;
            break;

        case "Achealis":
            BGM.clip         = AchealisTheme;
            looper.audioClip = AchealisTheme;
            //looper.loopLength = 0f;
            //looper.loopPoint = 0f;
            break;
        }
        //Debug Tool
        //looper.audioSource.timeSamples += Mathf.RoundToInt(looper.startPoint * looper.audioClip.frequency);
    }
示例#3
0
    // Start is called before the first frame update
    void Start()
    {
        Player1          = GameObject.Find("Player1");
        Player2          = GameObject.Find("Player2");
        characterManager = GameObject.Find("PlayerData").GetComponent <SelectedCharacterManager>();
        P1Prop           = GameObject.Find("Player1").transform.GetComponentInChildren <CharacterProperties>();
        P2Prop           = GameObject.Find("Player2").transform.GetComponentInChildren <CharacterProperties>();
        P1hit            = GameObject.Find("Player1").transform.GetComponentInChildren <HitDetector>();
        P2hit            = GameObject.Find("Player2").transform.GetComponentInChildren <HitDetector>();
        P1Input          = GameObject.Find("Player1").transform.GetChild(0).transform.GetComponentInChildren <AcceptInputs>();
        P2Input          = GameObject.Find("Player2").transform.GetChild(0).transform.GetComponentInChildren <AcceptInputs>();
        P1Move           = GameObject.Find("Player1").transform.GetComponentInChildren <MovementHandler>();
        P2Move           = GameObject.Find("Player2").transform.GetComponentInChildren <MovementHandler>();
        HUD = GameObject.Find("HUD").GetComponent <HUD>();

        if (characterManager.P1Character == "Dhalia")
        {
            P1AttackDHA = GameObject.Find("Player1").transform.GetComponentInChildren <AttackHandlerDHA>();
        }
        if (characterManager.P2Character == "Dhalia")
        {
            P2AttackDHA = GameObject.Find("Player2").transform.GetComponentInChildren <AttackHandlerDHA>();
        }
        if (characterManager.P1Character == "Achealis")
        {
            P1AttackACH = GameObject.Find("Player1").transform.GetComponentInChildren <AttackHandlerACH>();
        }
        if (characterManager.P2Character == "Achealis")
        {
            P2AttackACH = GameObject.Find("Player2").transform.GetComponentInChildren <AttackHandlerACH>();
        }
        path = Application.persistentDataPath + "/inputs.txt";

        P1PrevHealth           = P1Prop.maxHealth;
        P2PrevHealth           = P2Prop.maxHealth;
        P1HitDamage.text       = "";
        P2HitDamage.text       = "";
        P1ComboDamage.text     = "Total Damage: 0";
        P2ComboDamage.text     = "Total Damage: 0";
        P1HighComboDamage.text = "Highest Combo Damage: 0";
        P2HighComboDamage.text = "Highest Combo Damage: 0";

        inputSelect     += UpdateControls(CheckXbox(0));
        inputR3         += UpdateControls(CheckXbox(0));
        inputL2         += UpdateControls(CheckXbox(0));
        inputL3         += UpdateControls(CheckXbox(0));
        inputCross      += UpdateControls(CheckXbox(0));
        inputCircle     += UpdateControls(CheckXbox(0));
        inputTriangle   += UpdateControls(CheckXbox(0));
        inputSquare     += UpdateControls(CheckXbox(0));
        inputHorizontal += UpdateControls(CheckXbox(0));
        inputVertical   += UpdateControls(CheckXbox(0));

        if (GameObject.Find("PlayerData").GetComponent <SelectedCharacterManager>().P1Side == "Left")
        {
            P2Displays.SetActive(false);
        }
        else
        {
            P1Displays.SetActive(false);
        }

        if (GameObject.Find("PlayerData").GetComponent <SelectedCharacterManager>().gameMode == "Practice")
        {
            DamageDisplays.SetActive(true);
            RecordingDisplay.SetActive(true);
        }
    }
示例#4
0
    // Registering the values' initial states
    void Start()
    {
        // Player data
        pIsBlocking     = false;
        pIsAirborne     = false;
        pIsCrouching    = false;
        pIsAttacking    = false;
        pIsActive       = false;
        pIsRecovering   = false;
        pIsHitstun      = false;
        pIsBlockstun    = false;
        pIsSupering     = false;
        pAttackingGuard = "";
        pCharacter      = "";
        pGuard          = "";

        // AI data
        faceLeft   = true;
        isAirborne = false;
        //isCrouching = false;
        isAttacking  = false;
        isRecovering = false;
        isHitstun    = false;
        //finishMove = false;
        //finishDash = false;
        pauseAI     = false;
        keepInput   = false;
        keepAction  = "";
        aiCharacter = "";

        // Command inputs
        doingQCF = 0;
        doingQCB = 0;
        doingHCF = 0;
        doingHCB = 0;
        doingDP  = 0;

        // Combos
        doing5L_1 = 0;
        doing2H_1 = 0;

        // Distance between players
        distanceBetweenX = 0;
        distanceBetweenY = 0;

        // Timers
        pastryTimer   = 0;
        circleTimer   = 0;
        squareTimer   = 0;
        triangleTimer = 0;
        crossTimer    = 0;
        breakTimer    = 0;
        noBreakTimer  = 0;
        delayTimer    = 0;

        MaxInput = GetComponent <MaxInput>();
        if (!MaxInput.AI)
        {
            //Debug.Log("AI disabled");
            enabled = false;
        }
        PlayerProp       = GameObject.Find("Player1").transform.GetComponentInChildren <CharacterProperties>();
        AIProp           = GameObject.Find("Player2").transform.GetComponentInChildren <CharacterProperties>();
        playerInput      = GameObject.Find("Player1").transform.GetChild(0).GetChild(0).gameObject;
        playerHit        = GameObject.Find("Player1").transform.GetChild(0).GetChild(2).gameObject;
        aiInput          = GameObject.Find("Player2").transform.GetChild(0).GetChild(0).gameObject;
        aiHit            = GameObject.Find("Player2").transform.GetChild(0).GetChild(2).gameObject;
        characterManager = GameObject.Find("PlayerData").GetComponent <SelectedCharacterManager>();

        states.Add("Attack", 0);
        states.Add("Defend", 0);
        states.Add("Approach", 0);
        states.Add("Recover", 0);

        attackStates.Add("Zone", 0);
        attackStates.Add("Overhead", 0);
        attackStates.Add("Mid", 0);
        attackStates.Add("Low", 0);
        attackStates.Add("Grab", 0);
        attackStates.Add("Setup", 0);       // Figure out how to see if the player is down on the floor
    }