public void PickUp(s_Player p) { if (p != null && p.GetEquippedWeapon() == null && holder == null) { onPickUp(p); } }
public void OnSpawn(s_Player myPlayer) { owningPlayer = myPlayer; owningPlayer.AddSBlock(this); mySystem = GetComponentInChildren <ParticleSystem>(); //gets referance to particle system defaultSimSpeed = mySystem.main.simulationSpeed; //set the default speed of the system i.e. what it will return to when unpaused }
void swing() { deflect(); swingTimer.SetTimerShouldCountDown(true); Vector3 forward = holder.GetAimDirection(); List <s_Player> swingables = s_GameManager.Singleton.GetPlayersOnTeam(holder.GetTeam(), true); resetArcs(); for (int i = 0; i < swingables.Count; i++) { if (s_Calculator.GetDistanceLessThan(holder.transform.position, swingables[i].transform.position, Range)) { Vector3 dirToTarget = holder.transform.position - swingables[i].transform.position; float dotResult = Vector3.Dot(dirToTarget.normalized, forward.normalized); s_Player swingy = swingables[i]; if (dotResult < 0 && swingy.GetCurrentState() != s_Player.States.Dead) { if (dotResult * -1 > swingArc.arc) { swingy.TakeKnockBack(-dirToTarget.normalized, SwingForce, 0, true); onImpact(); swingy.TakeDamage(Damage); reduceDurability(); } } } } }
public Game() { player1 = new s_Player(); camera = new s_Camera(); UI_Data = new s_UIData(); enemy = new s_Enemy(); s_enemyList = new List <s_Enemy>(); }
void onExit(Collider c) { s_Player p = c.gameObject.GetComponent <s_Player>(); if (p != null) { p.SetOverlapped(this); } }
public void onPickUp(s_Player p) { if (p.SetEquippedWeapon(this)) // checks to make the weapon is not one just dropped if it is not then it equips it and continues { AudioControlerScript.PlaySound(AudioControlerScript.Clips.pickup_gun_001); SetHolder(p); p.AddWeaponToHand(this); holderColor = p.PlayerColor; tossed = null; p.PlayPickupSound(); doPickUpEffect(); } }
// Start is called before the first frame update public void InitializeControls() { KeyCode[] myKeyCodes = (KeyCode[])Enum.GetValues(typeof(KeyCode)); myPlayer = GetComponent <s_Player>(); xboxController = (XboxController)myPlayer.GetPlayerID() + 1; for (int i = 0; i < myKeyCodes.Length; i++) { myKeys.Add(new Nothing(myPlayer, 0)); keyCodeMyKeysLocation.Add(new KeyValuePair <int, int>((int)myKeyCodes[i], i)); } XboxAxis[] myContInput = (XboxAxis[])Enum.GetValues(typeof(XboxAxis)); for (int i = 0; i < myContInput.Length; i++) { myXCIAxis.Add(new NothingA(myPlayer, "")); XCIMyKeysLocation.Add(new KeyValuePair <int, int>((int)myContInput[i], i)); } XboxButton[] myContButtonInput = (XboxButton[])Enum.GetValues(typeof(XboxButton)); for (int i = 0; i < myContButtonInput.Length; i++) { myXCIButtons.Add(new NothingA(myPlayer, "")); XCIMyKeyButtonLocation.Add(new KeyValuePair <int, int>((int)myContButtonInput[i], i)); } keyCodeMyKeysLocation.Sort((x, y) => x.Key.CompareTo(y.Key)); XCIMyKeysLocation.Sort((x, y) => x.Key.CompareTo(y.Key)); XCIMyKeyButtonLocation.Sort((x, y) => x.Key.CompareTo(y.Key)); if (InputManagerA.GetInputLibrary() == InputManagerA.InputLibrary.InControl) { if (myPlayer.GetPlayerID() < InputManager.Devices.Count) { m_controllerDevice = InputManager.Devices[myPlayer.GetPlayerID()]; } else { if (!myPlayer.GetAI() && myPlayer.GetPlayerID() > InputManager.Devices.Count + 1) { s_ErrorMessage.AddMesage("Error Connecting controllers"); } } } setDefaultControls(); for (int i = 0; i < m_inControlWrappers.Count; i++) { m_inControlWrappers[i].ControlNotInUse(); } }
public string getProperAxisName(s_Player p, int axisNumber, string axisPrefix = "") { switch (axisNumber) { case 1: return(axisPrefix + "Horizontal" + "p" + p.GetPlayerID().ToString()); case 2: return(axisPrefix + "Vertical" + "p" + p.GetPlayerID().ToString()); default: return(axisPrefix + "Axis" + axisNumber.ToString() + "p" + p.GetPlayerID().ToString()); } }
void Start() { myPlayer = GetComponent <s_Player>(); myBody = GetComponent <Rigidbody>(); if (myPlayer.GetTeam() == 0) { setDirection(transform.right); aimDirection = transform.right; } else { setDirection(transform.right * -1); aimDirection = transform.right * -1; } }
// Update is called once per frame void Update() { if (owningPlayer == null) { if (FindPlayer.CountDownAutoCheckBool()) { owningPlayer = FindObjectOfType <s_Player>(); } } if (s_GameManager.Singleton.GetPauseState()) { return; } withOwningPlayer(); fallIfNothingSupporting(); }
protected virtual void OnEnter(Collider c) { s_Player p = c.gameObject.GetComponent <s_Player>(); if (p != null) { p.SetOverlapped(this); } if (mySpawnPoint != null && p != null && p.GetEquippedWeapon() == null) { mySpawnPoint.SetCurrentWeapon(null); mySpawnPoint = null; transform.SetParent(null); } if (p != null && p.GetEquippedWeapon() == null && holder == null && !p.GetAI() && p.GetCurrentState() != s_Player.States.Dead) { onPickUp(p); } }
public void SetHolder(s_Player toHold) { holder = toHold; if (toHold == null) { holderColor = Color.white; if (m_myOutline != null) { m_myOutline.enabled = true; } } else { holderColor = toHold.PlayerColor; if (m_myOutline != null) { m_myOutline.enabled = false; } } if (tossed == null) { checkIfEmpty(); } }
public DropWeapon(s_Player p, XboxButton kc) : base(p, kc) { }
public Kick(s_Player p, KeyCode kc) : base(p, kc) { }
public RotateRight(s_Player p, KeyCode kc) : base(p, kc) { }
public RotateLeft(s_Player p, KeyCode kc) : base(p, kc) { }
public Kick(s_Player p, XboxButton kc) : base(p, kc) { }
public void SetOwningPlayer(s_Player player) { owningPlayer = player; }
public CommandA(s_Player p, XboxButton kc) { myPlayer = p; xbb = kc; }
public MoveEast(s_Player p, KeyCode kc) : base(p, kc) { }
public FireWeaponSecondary(s_Player p, KeyCode kc) : base(p, kc) { }
public Dodge(s_Player p, XboxButton kc) : base(p, kc) { }
public Dodge(s_Player p, KeyCode kc) : base(p, kc) { }
public Nothing(s_Player p, KeyCode kc) : base(p, kc) { }
public DropWeapon(s_Player p, KeyCode kc) : base(p, kc) { }
public CommandA(s_Player p, KeyCode kc) { myPlayer = p; keyCode = kc; }
public MoveBack(s_Player p, KeyCode kc) : base(p, kc) { }
public MoveForward(s_Player p, KeyCode kc) : base(p, kc) { }
public MoveSouth(s_Player p, KeyCode kc) : base(p, kc) { }
public FireWeapon(s_Player p, KeyCode kc) : base(p, kc) { }