Beispiel #1
0
    void Start()
    {
        playerSpawner      = GameObject.FindGameObjectWithTag("PlayerCreator").GetComponent <PlayerSpawner>();
        backgroundMovement = GameObject.FindGameObjectWithTag("Background").GetComponent <BackgroundMovement>();

        SetVisibility(false);
    }
Beispiel #2
0
 // Use this for initialization
 void Start()
 {
     rb2d          = GetComponent <Rigidbody2D>();
     scrollSpeed   = GameControl.instance.globalScrollSpeed;
     bgManager     = GameObject.FindGameObjectWithTag("BGManager").GetComponent <BackgroundMovement>();
     rb2d.velocity = new Vector2(-scrollSpeed * scrollRatio, 0);
 }
 void Start()
 {
     levelCreator       = GameObject.FindGameObjectWithTag("LevelCreator").GetComponent <LevelCreator>();
     playerStatus       = Camera.main.GetComponent <PlayerStatus>();
     backgroundMovement = GameObject.FindGameObjectWithTag("Background").GetComponent <BackgroundMovement>();
     cloud = GameObject.Find("CloudPlane").GetComponent <JustCloud>();
 }
    // Use this for initialization
    void Start()
    {
        //DontDestroyOnLoad(this.gameObject);
        playerPosition = GameObject.FindGameObjectWithTag("Player").transform;
        BackgroundMovement bgManager = GameObject.FindGameObjectWithTag("BGManager").GetComponent <BackgroundMovement>();

        cameraBaseLimit = -bgManager.backgroundLayers[0].GetHeight() / 2f + Camera.main.orthographicSize;
        //Debug.Log(bgManager.backgroundLayers[0].GetHeight() + " Height");
        transform.position = playerPosition.position + cameraDistance;
        CameraAtStart();
        GameControl.instance.OnDie += CameraAtStart;
    }
Beispiel #5
0
 public void OnExitClick()
 {
     GameControl.instance.InGameUI.SetActive(true);
     GameControl.instance.UpgradeMenuUI.SetActive(false);
     GameControl.instance.gameOver = false;
     if (GameControl.instance.totalDistance > GameControl.instance.level2Distance)
     {
         BackgroundMovement bgMovement = GameObject.FindGameObjectWithTag("BGManager").GetComponent <BackgroundMovement>();
         bgMovement.ChangeLayerImage(0);
         GameControl.instance.totalDistance = 0f;
     }
 }
Beispiel #6
0
 void Start()
 {
     _backgroundMovement = FindObjectOfType <BackgroundMovement>();
     if (_backgroundMovement == null)
     {
         _startX = 6f;
     }
     else
     {
         _startX = _backgroundMovement.DiffX;
     }
     _obstacles = new List <ObstacleBehaviour>();
     posX       = _startX;
     CreateObstacles();
 }
    public override void OnInspectorGUI()
    {
        BackgroundMovement myTarget = (BackgroundMovement)target;

        myTarget.active    = EditorGUILayout.Toggle("Active", myTarget.active);
        myTarget.baseSpeed = EditorGUILayout.FloatField("Base Speed", myTarget.baseSpeed);
        myTarget.playLoop  = EditorGUILayout.Toggle("Play Loop?", myTarget.playLoop);
        myTarget.moveType  = (MovementType)EditorGUILayout.EnumPopup("MoveMent Type", myTarget.moveType);
        switch (myTarget.moveType)
        {
        case MovementType.Left:
            myTarget.rightPoint = EditorGUILayout.FloatField("Max x position", myTarget.rightPoint);
            if (myTarget.rightPoint < myTarget.leftPoint)
            {
                myTarget.leftPoint = myTarget.rightPoint;
            }
            myTarget.leftPoint = EditorGUILayout.FloatField("Min x position", myTarget.leftPoint);
            if (myTarget.leftPoint > myTarget.rightPoint)
            {
                myTarget.rightPoint = myTarget.leftPoint;
            }
            break;

        case MovementType.Right:
            myTarget.rightPoint = EditorGUILayout.FloatField("Max x position", myTarget.rightPoint);
            if (myTarget.rightPoint < myTarget.leftPoint)
            {
                myTarget.leftPoint = myTarget.rightPoint;
            }
            myTarget.leftPoint = EditorGUILayout.FloatField("Min x position", myTarget.leftPoint);
            if (myTarget.leftPoint > myTarget.rightPoint)
            {
                myTarget.rightPoint = myTarget.leftPoint;
            }
            break;

        case MovementType.Up:
            myTarget.upPoint = EditorGUILayout.FloatField("Max y position", myTarget.upPoint);
            if (myTarget.upPoint < myTarget.downPoint)
            {
                myTarget.downPoint = myTarget.upPoint;
            }
            myTarget.downPoint = EditorGUILayout.FloatField("Min y position", myTarget.downPoint);
            if (myTarget.downPoint > myTarget.upPoint)
            {
                myTarget.upPoint = myTarget.downPoint;
            }
            break;

        case MovementType.Down:
            myTarget.upPoint = EditorGUILayout.FloatField("Max y position", myTarget.upPoint);
            if (myTarget.upPoint < myTarget.downPoint)
            {
                myTarget.downPoint = myTarget.upPoint;
            }
            myTarget.downPoint = EditorGUILayout.FloatField("Min y position", myTarget.downPoint);
            if (myTarget.downPoint > myTarget.upPoint)
            {
                myTarget.upPoint = myTarget.downPoint;
            }
            break;
        }
    }
Beispiel #8
0
 private void Awake()
 {
     singleton = this;
 }