public AmbxAddon() { NotifyIcon notifyIcon = new NotifyIcon(); notifyIcon.CreateNotifyicon("amBX Addon", "gun3.ico", "E&xit"); var movingBehaviour = new MovingBehaviour(); var shootingBehaviour = new ShootingBehaviour(); }
// Use this for initialization void Start() { Speed *= 100; CurrentPosition = transform.position; CurrentWeapon = GetComponent <ShootingBehaviour>(); rb2d = GetComponent <Rigidbody2D>(); Input.multiTouchEnabled = true; }
// Start is called before the first frame update void Start() { //find objects we need m_PlayerShootingBehaviour = FindObjectOfType <ShootingBehaviour>(); m_PlayerMovementBehaviour = FindObjectOfType <MovementBehaviour>(); m_PlayerBehaviour = FindObjectOfType <PlayerCharacter>(); //set time to 1 when the game starts Time.timeScale = 1; }
private void Awake() { _playerScript = GetComponent <Player>(); _playerRigidbody = _playerScript.GetComponent <Rigidbody>(); _playerShootingBehaviour = _playerScript.GetComponent <ShootingBehaviour>(); _playerStealthBehaviour = _playerScript.GetComponent <StealthBehaviour>(); _playerCollider = _playerScript.GetComponent <Collider>(); _healthBehaviour = _playerScript.GetComponent <HealthBehaviour>(); }
private void Awake() { MovementBehaviour = GetComponent <MovementBehaviour>(); ShootingBehaviour = GetComponent <ShootingBehaviour>(); _stealthBehaviour = GetComponent <StealthBehaviour>(); _takeOverBehaviour = GetComponent <TakeOverBehaviour>(); _interActionBehaviour = GetComponent <InterActionBehavior>(); HealthBehaviour = GetComponent <HealthBehaviour>(); _defendingBehaviour = GetComponent <DefendingBehaviour>(); _swithcTakeOverBehaviour = GetComponent <SwitchTakeOverBehaviour>();; }
protected void Awake() { _movementBehaviour = GetComponent <MovementBehaviour>(); _shootingBehaviour = GetComponent <ShootingBehaviour>(); _healthBehaviour = GetComponent <HealthBehaviour>(); _lootDropBehaviour = GetComponent <LootDropBehaviour>(); State = EnemyState.passive; _player = FindObjectOfType <Player>().transform; _playerStealthBehaviour = _player.GetComponent <StealthBehaviour>(); _attentionAngleInRadians = (_attentionAngleInDegrees * Mathf.PI) / 180.0f; }
void Update() { if (GameManager.GetStage() == GameManager.Stage.PlayerAim) { if (hasSnap) { Vector3 newMousePosition = Input.mousePosition; //Angulo é calculado pela diferença no eixo y e a força na diferença do eixo y float angle = (snapPosition.y - newMousePosition.y) / 200; if (angle > Mathf.PI) { angle = Mathf.PI; } float shotPower = Mathf.Abs((snapPosition.x - newMousePosition.x) / 20);//diferença no eixo x é a força do tiro if (shotPower > 20) { shotPower = 20; } Camera.main.orthographicSize = (shotPower / 8f) + 3; //Afasta a camera de acordo com a força do tiro GameManager.SetAngle(angle); GameManager.shotPower = shotPower; //Guarda a força do tiro no GameManager if (shotPower >= 2) { hud.EnablePopUp(); hud.UpdatePopUp(angle, shotPower); } else { hud.DisablePopUp(); } } if (!hasSnap && CrossPlatformInputManager.GetButtonDown("Fire1")) //Começou a mirar { snapPosition = Input.mousePosition; //varia a força e angulo baseado em onde a pessoa clicou hasSnap = true; //Player está mirando hud.CreatePopUp(snapPosition); } if (CrossPlatformInputManager.GetButtonUp("Fire1"))//Player deixou de mirar { hasSnap = false; if (GameManager.shotPower >= 2) //Se o tiro for muito fraco a flecha não é disparada { GameManager.SetStage(GameManager.Stage.playershot); // Passagem da rodada de jogador atirar para tiro do jogador GameManager.cameraInPosition = false; hud.DisablePopUp(); ShootingBehaviour.Shot(GameManager.shotPower, GameManager.angle, GameManager.arrow); } } } }
IEnumerator Aim(Vector3 playerPosition, float precison = 0.002f) { float distance = Vector3.Distance(gameObject.transform.position, playerPosition); float angle = 0; float time = 0; float horizontalVelocity = 0; int totalVelocity; float animationTimer = 0; for (totalVelocity = 4; totalVelocity <= 20; totalVelocity++) { angle = 0; for (angle = 0; angle < 1;) { angle += precison; horizontalVelocity = totalVelocity * Mathf.Cos(angle); float verticalVelocity = totalVelocity * Mathf.Sin(angle); time = -(verticalVelocity * 2 / Physics.gravity.y); //Gravidade no unity no eixo y = -9.8 if (time > (distance / horizontalVelocity)) { break; } } bow.SetBowRotation(Mathf.PI - angle); if (time > (distance / horizontalVelocity)) { break; } } //Quando a animação for executada a inteligencia artificial ja vai ter completado os calculos //Esta animação poderia ser feita pelo animator, mas como ja possuia um script que fazia a troca de sprites //(BowBehaviour), preferi aproveita-lo e fazer por código while (animationTimer < 1) { animationTimer += 0.03f; //Camera se afasta, da mesma forma de como quando o player atira, dando a impressão de que o inimigo esta aumentando a força Camera.main.orthographicSize = Mathf.Lerp(3, totalVelocity / 8f + 3, animationTimer); //Arco rotaciona, dando a impressão de que a ia esta mirando bow.SetBowRotation(Mathf.Lerp(Mathf.PI, Mathf.PI - (angle), animationTimer)); //Muda o sprite do arco, incrementalmente na direção do sprite com a corda mais puxada bow.SetBowPosition(Mathf.FloorToInt(4 * animationTimer + 1)); yield return(new WaitForSeconds(0.03f)); } //Adiciona erro tanto na velocidade do tiro quando no angulo de disparo. ShootingBehaviour.Shot(totalVelocity + totalVelocity * Random.Range(-erro, erro), (Mathf.PI - angle) + (Mathf.PI - angle) * Random.Range(-erro, erro), GameManager.arrow); //Atira e muda o estágio do jogo para EnemyShot GameManager.cameraInPosition = false; GameManager.SetStage(GameManager.Stage.EnemyShot); }
private void Awake() { var towerProperty = gameObject.AddComponent <BasicTower>(); currentLevel = towerProperty.level; possibleLevels = Enum.GetValues(typeof(TowerProperty.Level)).Cast <TowerProperty.Level>().ToList(); //Liste der Level enums shootingBehaviour = GetComponent <ShootingBehaviour>(); shootingBehaviour.SetTowerPropertyReference(towerProperty); shootingBehaviour.OnFire += Shoot; bullets = GetComponentInChildren <ParticleSystem>(); tud = GameObject.FindObjectOfType <TowerUpgradeDowngrade>(); }
void Start() { //find an object of type player PlayerCharacter player = FindObjectOfType <PlayerCharacter>(); //find an object of type level m_LevelLogic = FindObjectOfType <LevelLogic>(); //find the director m_Director = FindObjectOfType <Director>(); //if player exist acces its health and shootingbehaviour script and store it if (player) { m_PlayerHealth = player.GetComponent <Health>(); m_StressLevel = player.GetComponent <StressLevel>(); m_PlayerShootingBehaviour = player.GetComponent <ShootingBehaviour>(); } }
public override void Initialize() { ItemStats["Spreading"] = new Stat(Settings.Spreading); ItemStats["ShotInterval"] = new Stat(Settings.ShotInterval); ItemStats["Weight"] = new Stat(Settings.Weight); ItemStats["Price"] = new Stat(Settings.Price); ItemStats["ClipSize"] = new Stat(Settings.ClipSize); ItemStats["ReloadTime"] = new Stat(Settings.ReloadTime); Name = Settings.Name; shootingModule = gameObject.AddComponent <ShootingModule>(); shootingModule.LoadedProjectile = Settings.Projectile; shootingModule.ProjectileSpawn = ProjectilesSpawn; shootingModule.ShotEffect = Settings.ShootEffect; shootingModule.AttachedEntity = this; shootingModule.Initialize(Settings); if (customShootingBehaviour != null) { Behaviour = ScriptableObject.CreateInstance(customShootingBehaviour.GetClass()) as ShootingBehaviour; OnShoot = delegate { Behaviour.OnShoot.Invoke(this); }; } }
void Start() { Vehicle = gameObject.GetComponent<VehicleController>() as VehicleController; ShootingBehaviour = gameObject.GetComponentInChildren<ShootingBehaviour>() as ShootingBehaviour; TankTurret = gameObject.GetComponentInChildren<TankTurretBehaviour>() as TankTurretBehaviour; Manager = Object.FindObjectOfType(typeof(MatchManager)) as MatchManager; }
protected virtual void Awake() { m_ShootingBehaviour = GetComponent <ShootingBehaviour>(); m_MovementBehaviour = GetComponent <MovementBehaviour>(); }
void Start() { //finds the shootingbehaviour attached to the player m_Behaviour = FindObjectOfType <PlayerCharacter>().gameObject.GetComponent <ShootingBehaviour>(); }
void Start() { TurretShooting = GetComponent<ShootingBehaviour>(); }