private void Awake() { current_command_time = DateTime.Now; last_command_time = DateTime.Now; working_directory = Directory.GetCurrentDirectory(); if (Process.GetProcessesByName("speech_recognition").Length == 0) { _speech = new Process(); _speech.StartInfo.CreateNoWindow = true; _speech.StartInfo.FileName = working_directory + "/SpeechRecognition/bin/speech_recognition.exe"; _speech.StartInfo.RedirectStandardOutput = true; _speech.StartInfo.UseShellExecute = false; _speech.StartInfo.WindowStyle = ProcessWindowStyle.Hidden; _speech.OutputDataReceived += (sender, args) => { if (args.Data.Contains("Voce") == false) { _command = args.Data; _command = _command.Replace("\n", ""); _command = _command.Replace("\r", ""); current_command_time = DateTime.Now; } }; _speech.Start(); _speech.BeginOutputReadLine(); UnityEngine.Debug.Log("Starting speech recognition"); } player = GameObject.Find("Player").GetComponent<Player>(); }
protected override void OnCantMove <T>(T component) { Completed.Player hitplayer = component as Completed.Player; animator.SetTrigger("enemyAttack"); SoundManager.instance.RandomizeSFX(enemyattack1, enemyattack2); hitplayer.LoseFood(playerDamage); }
// Use this for initialization void Start() { preguntas = GameObject.Find("Preguntas").GetComponent <Canvas>(); player = GameObject.FindObjectOfType <Completed.Player>(); }
// Use this for initialization void Start () { playerInstance = GetComponent<Completed.Player> (); //position = new Vector2 (transform.localPosition.x, transform.localPosition.y); }
private Player playerCtrl; //Reference to the Player script. #endregion Fields #region Methods void Awake() { // Setting up the references. playerCtrl = transform.root.GetComponent<Player>(); }
//Initializes the game for each level. void InitGame() { //While doingSetup is true the player can't move, prevent player from moving while title card is up. //doingSetup = true; playerobject = GameObject.Find("Player"); player = playerobject.GetComponent<Player> (); manaIcon = GameObject.Find ("ManaImage").GetComponent<Image> (); healthIcon = GameObject.Find ("HealthImage").GetComponent<Image> (); turnTimer = GameObject.Find ("TurnTimer").GetComponent<Slider>(); alertText = GameObject.Find ("AlertText").GetComponent<Text> (); hideUI (); //Get a reference to our image LevelImage by finding it by name. levelImage = GameObject.Find("LevelImage"); //Get a reference to our text LevelText's text component by finding it by name and calling GetComponent. levelText = GameObject.Find("LevelText").GetComponent<Text>(); //Set the text of levelText to the string "Day" and append the current level number. levelText.text = "Level " + level; //Set levelImage to active blocking player's view of the game board during setup. levelImage.SetActive(true); //Call the HideLevelImage function with a delay in seconds of levelStartDelay. Invoke("HideLevelImage", levelStartDelay); //Clear any Enemy objects in our List to prepare for next level. enemies.Clear(); //Call the SetupScene function of the BoardManager script, pass it current level number. boardScript.SetupScene(level); }
public abstract void Use(Completed.Player player);
public void removePlayer(Player dead, int team) { if (team == 0) { bluePlayer.Remove(dead); if (bluePlayer.Count == 0) { showEndState(); } } else { redPlayer.Remove(dead); if (redPlayer.Count == 0) { showEndState(); } } }
public IEnumerator ShopSequence() { shopping = true; shopImage = GameObject.Find ("Shop"); infoPanel = GameObject.Find ("Infopanel"); payObject = GameObject.Find ("PayButton"); payButton = payObject.GetComponent<Button>(); player = GameObject.Find ("Player").GetComponent<Player>(); moneyText = GameObject.Find ("MoneyText").GetComponent<Text> (); foodText = GameObject.Find ("ShopFoodText").GetComponent<Text> (); damageText = GameObject.Find ("DamageText").GetComponent<Text> (); moneyText.text = "$: " + money; damageText.text = "dmg: " + playerEnemyDamage; foodText.text = "Mate: " + playerFoodPoints; for (int i = 3; i <=5; i++) { itemsToDisplay[i] = false; // Reset the reusable food items } //Stones stones = GameObject.Find ("Stones"); stonesButton = stones.GetComponent<Button> (); stonesButton.onClick.AddListener(()=> { openInfoPanel(infoPanel,payObject, 0); }); //BrokenMateItem brokenMate = GameObject.Find ("BrokenMate"); brokenMateButton = brokenMate.GetComponent<Button> (); brokenMateButton.onClick.AddListener(()=> { openInfoPanel(infoPanel,payObject, 1); }); //TriangleOfDoom triangleOfDoom = GameObject.Find ("TriangleOfDoom"); triangleOfDoomButton = triangleOfDoom.GetComponent<Button> (); triangleOfDoomButton.onClick.AddListener(()=> { openInfoPanel(infoPanel,payObject, 2); }); //Glass of Mate glassMateButton = GameObject.Find ("GlassMate").GetComponent<Button>(); glassMateButton.onClick.AddListener (() => { openInfoPanel (infoPanel, payObject, 3); //Debug.Log ("food: "+ playerFoodPoints); }); halfMateButton = GameObject.Find ("HalfMate").GetComponent<Button>(); halfMateButton.onClick.AddListener (() => { openInfoPanel (infoPanel, payObject, 4); }); fullMateButton = GameObject.Find ("FullMate").GetComponent<Button>(); fullMateButton.onClick.AddListener (() => { openInfoPanel (infoPanel, payObject, 5); }); if (itemsToDisplay [0]) { stonesButton.interactable = false; } if (itemsToDisplay [1]) { brokenMateButton.interactable = false; } if (itemsToDisplay [2]) { triangleOfDoomButton.interactable = false; } shopImage.SetActive (false); levelImage = GameObject.Find("LevelImage"); //Get a reference to our text LevelText's text component by finding it by name and calling GetComponent. levelText = GameObject.Find("LevelText").GetComponent<Text>(); //Set the text of levelText to the string "Day" and append the current level number. levelText.text = "Stage "+level; //Set levelImage to active blocking player's view of the game board during setup. levelImage.SetActive(true); FindHighScoreObjects (); DisableHighScoreObjects (); yield return new WaitForSeconds(2); levelText.text = ""; infoPanel.SetActive (false); shopImage.SetActive(true); shopping = false; }