void AutoPlay() { BallScript ball = GameObject.FindObjectOfType <BallScript>(); Vector3 movingPosition = new Vector3(ball.transform.position.x, this.transform.position.y, 0.0f); this.transform.position = movingPosition; }
void Start() { ball = GameObject.FindGameObjectWithTag("Ball").GetComponent <BallScript>(); GetComponent <Animator>().SetBool("isRunning", true); GetComponent <Animator>().SetFloat("runningSpd", 0.8f); originalColor = transform.Find("Alpha_Surface").gameObject.GetComponent <SkinnedMeshRenderer>().material.color; }
void Start() { Resources.UnloadUnusedAssets(); playAgainButton.SetActive(false); //Loads the user's high score if one exists if (File.Exists(Application.persistentDataPath + "/HighScore.dat")) { Load(); } ball = GameObject.Find("Ball"); ballScript = ball.GetComponent <BallScript>(); paddles[0] = GameObject.Find("Paddle1"); paddles[1] = GameObject.Find("Paddle2"); paddles[2] = GameObject.Find("Paddle3"); pScripts[0] = paddles[0].GetComponent <PaddleScript>(); pScripts[1] = paddles[1].GetComponent <PaddleScript>(); pScripts[2] = paddles[2].GetComponent <PaddleScript>(); goToOptions = GameObject.Find("GoToOptions"); powerupManager = gameObject.GetComponent <PowerHodling>(); canShoot = true; //Displays the high score if one exists if (highScore != 0) { highScoreText.text = "High Score: " + highScore; } objectSpawnerScript = GetComponent <ObjectSpawning>(); canSpawnPowers = false; }
private void OnTriggerEnter(Collider other) { if (other.tag == "ScoreChecker") { ballScript = other.gameObject.GetComponentInParent <BallScript>(); if (ballScript.colorValue == 4) { dunkedColorValue = Random.Range(1, 4); ballScript.colorValue = dunkedColorValue; var renderer = other.gameObject.GetComponentInParent <Renderer>(); switch (dunkedColorValue) { case 1: // renderer.material.SetColor("_Color", Color.red); // break; // case 2: //Set colour value equal to the value passed renderer.material.SetColor("_Color", Color.yellow); //from the ColorGetter and assign material colour break; //accordingly to the value case 3: // renderer.material.SetColor("_Color", Color.blue); // break; } } } }
public override void hendleInput(BallScript ball, KeyCode key) { if (key == KeyCode.RightArrow || key == KeyCode.LeftArrow || key == KeyCode.UpArrow || key == KeyCode.DownArrow) { ball.ballState = BallState.movingBall; } }
public override void AcademyReset() { int resetSeed = (int)this.resetParameters["randomSeed"]; if (resetSeed != 0) { Random.seed = resetSeed; } float ballspeed = this.resetParameters["ballSpeed"]; int ballnum = (int)this.resetParameters["ballNum"]; float AimRandom = this.resetParameters["ballRandom"]; foreach (GameObject b in balls) { DestroyImmediate(b.gameObject); } balls.Clear(); for (int i = 0; i < ballnum; i++) { GameObject b = Instantiate(Ball, Env.transform); BallScript script = b.GetComponent <BallScript>(); script.SetBall(Agent, ballspeed, AimRandom); balls.Add(b); } }
void ThrowBall() { BallScript ballScript = ball.GetComponent <BallScript>(); ballScript.ReleaseMe(target.position); ball = null; }
private void Start() { rb = gameObject.GetComponent <Rigidbody2D>(); tr = gameObject.GetComponent <Transform>(); ball = GameObject.Find("BallScript").GetComponent <BallScript>(); }
public override IEnumerator CAbility(int collume, int row, int offset) { BallScript ball = FieldScript.instance.collums[collume].ReturnBall(row, offset); BallManagerScript.PauseGame++; ball.activated = true; int counter = 0; BallManagerScript.PauseGame--; while (counter < 5) { if (FieldScript.instance.collums[collume].ReturnBall(row + 1, offset) != null) { FieldScript.instance.collums[collume].DeleteBallInstant(row + 1, offset); counter++; } yield return(new WaitForSeconds(5)); } FieldScript.instance.collums[collume].ReturnBall(row + 1, offset).done = true; FieldScript.instance.collums[collume].DeleteBallInstant(row, offset); yield break; }
public BallScriptPointer(BallScript ball) { this.gameobject = ball.gameObject; this.ball = ball; this.transform = ball.gameObject.transform; this.joints = new List <JointRef> (); }
BallScriptPointer(GameObject gameobject, BallScript ball, Transform transform) { this.gameobject = gameobject; this.ball = ball; this.transform = transform; this.joints = new List <JointRef> (); }
//checking if we get hit public void OnCollisionEnter(Collision collision) { player1Hit = true; /* * if (player1Hit == true && p1_lifeCount >= 0) * { * player1Hit = false; * Destroy((p1_healthvalue[p1_lifeCount].gameObject)); * p1_lifeCount -= 1; * print(p1_lifeCount); * } */ BallScript ball = collision.rigidbody.GetComponent <BallScript>(); // p1_lifeCount -= 1; // Destroy(p1_lifePoint_1); //only if the ball is flying around, you could put other exemptions here if (ball != null && ball.ballState == BallScript.BallState.NORMAL) { StopAllCoroutines(); //stop whatever you're doing StartCoroutine(DieCoroutine()); //start dying ball.StartCoroutine(ball.HitPlayerCoroutine(this)); //remove the ball but let it know who it killed } }
void Start() { ball = FindObjectOfType<BallScript>(); ball.OnShoot += (shoot, pass) => { if (pass) { speedBoost = 3f; } else { speedBoost = 10f; } decreaseSpeedBoostCooldown = 1.5f; }; ball.BallPicked += (p) => { speedBoost = 1f; }; ball.BallReset += () => { speedBoost = 1f; this.transform.position = new Vector3(ball.transform.position.x, this.transform.position.y, this.transform.position.z); }; diffZ = this.transform.position.z; }
private void OnTriggerEnter(Collider other) { if (other.tag == "ScoreChecker") // { // ballScript = other.gameObject.GetComponentInParent <BallScript>(); // if (tag == "Ground") // { // if (scoreScript.score >= 1) // { // scoreScript.score--; // } // } // else if (tag == "Container") // { // if (ballScript.colorValue == thisContainer) //When a ball/creature/throwable object is thrown into { //a container, check the colour values and assign score scoreScript.score++; //accordingly; it is done so that is never gets to a scoreSound.Play(); //negative value } // else if (ballScript.colorValue != thisContainer) // { // if (scoreScript.score >= 1) // { // scoreScript.score--; // } // } // } // } // } //
//Recycle a ball withour a delay private IEnumerator RecycleBallWithDelay(BallScript ball) { RecycleBall(ball); yield return(new WaitForSeconds(0.05f)); invokedBalls++; }
private float timeLastTurnEnded; //what time did the last turn end? // Use this for initialization void Start() { //get the GameRules and the LineScript gameRules = gameObject.GetComponent <GameRulesScript> (); line = gameObject.GetComponent <LineScript> (); //link the scripts ballScriptR1 = ballR1.GetComponent <BallScript> (); ballScriptR2 = ballR2.GetComponent <BallScript> (); ballScriptB1 = ballB1.GetComponent <BallScript> (); ballScriptB2 = ballB2.GetComponent <BallScript> (); //set default values for LastRed and LastBlue ball gameRules.LastRedBall = ballR1; gameRules.LastBlueBall = ballB1; //get a starting position for the mouse cursor Vector3 posInScreen = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10); posInWorld = Camera.main.ScreenToWorldPoint(posInScreen); //set up some other things ballsMoving = false; hitBuilding = true; }
public void LifeLoss() { if (life == 0 || gameClear) { return; } life--; _audioSource.PlayOneShot(LossHeartA); heartArray[life].SetActive(false); // chargeBar.transform.localScale = new Vector2(0, 1); if (life == 0) { gameOverUI.SetActive(true); ChangeBackSprite.instance.StopBGM(); _audioSource.PlayOneShot(GameOverA, 5); GuideLines.instance.RemoveAll(); StartCoroutine("NextScene"); } else { speed = startYusyaSpeed; // StageManager.GetInstance.RestorePassableImmediately(); GuideLines.instance.RemoveAll(); StoveScript.instance.Reset(); playerInstance = Instantiate(player, new Vector2(0, startYusyaPositionY), Quaternion.FromToRotation(Vector3.right, Vector3.up)) .GetComponent <BallScript>(); PrepareForNextTurn(); } }
private void Start() { BallScript = Ball.GetComponent <BallScript>(); greenTile = Resources.Load("GreenSquare") as TileBase; redTile = Resources.Load("RedSquare") as TileBase; }
void BallThrowing() { if (isHolding) { ballHudMeshRend.enabled = true; if (Input.GetMouseButton(0)) { //increase propulsion force while fire button is held down propulsionForce += 0.25f; propulsionForce = Mathf.Clamp(propulsionForce, 0f, 16f); } if (Input.GetMouseButtonUp(0)) { Vector3 forward = Camera.main.transform.forward; //Get ball script reference for the ball being held ballScript = projectileObj.GetComponent <BallScript>(); projectileObj.transform.parent = null; Rigidbody ballRB = projectileObj.GetComponent <Rigidbody>(); ballRB.AddForce(forward * propulsionForce, ForceMode.Impulse); //mark ball as thrown ballScript.ballState = BallScript.BallFSM.Thrown; //add force in direction that camera is pointing propulsionForce = 0; //set ballscript ballState to Thrown isHolding = false; } } else if (!isHolding) { ballHudMeshRend.enabled = false; } }
void Start() { goalie = GameObject.Find("Goalie"); goaliePos = goalie.transform.position; bs = GameObject.Find("Ball").GetComponent<BallScript>(); force = 0; }
void spawn() { //Debug.Log(r1); float x = Random.Range(0.8f - w, w - 0.8f); GameObject lst = al[al.Count - 1]; Vector3 pos = lst.transform.position; float r2 = getr(lst.transform.localScale.x); float dmin = gap + r2 + 0.6f; float dx = pos.x - x; float ymin = Mathf.Sqrt(Mathf.Max(dmin * dmin - dx * dx, 0)); y += Random.Range(Mathf.Max(ymin, 0.5f), 3f); float dist = BallScript.eucdist(pos.x, x, pos.y, y); float rmax1 = dist - r2 - gap; float rmax2 = Mathf.Min(Mathf.Abs(x - (w - 0.2f)), Mathf.Abs(x - (0.2f - w))); //Debug.Log(rmax1 + " " + rmax2+ " " + dist + " " + dmin + " " + ymin); float smax = Mathf.Min(rmax1, rmax2) / 2.4f; float scale = Random.Range(0.25f, smax); float r1 = getr(scale); //Debug.Log(ming + " " + r1 + " " + r + " " + scale); foreach (GameObject i in al) { Vector3 posi = i.transform.position; float r3 = getr(i.transform.localScale.x); float di = gap + r3 + r1; float dxi = posi.x - x; float dyi = Mathf.Sqrt(Mathf.Max(di * di - dxi * dxi, 0)); y = Mathf.Max(posi.y + dyi, y); } GameObject ob; if (lst.tag == "c") { ob = Instantiate(cc); } else { ob = Instantiate(c); } ob.transform.position = new Vector3(x, y, 0); ob.transform.localScale = new Vector3(scale, scale, 0); al.Add(ob); if (Random.Range(0, 5) >= 4 && al.Count >= 5) { GameObject eorb = Instantiate(orb, ob.transform); //eorb.transform.Translate(ob.transform.position); eorb.transform.Translate(new Vector3(r1 + 0.4f, 0, 0)); eorb.transform.localScale = (new Vector3(0.05f / scale, 0.05f / scale, 0)); if (lst.tag == "c") { eorb.GetComponent <OrbObstacle>().initlz(ob.transform.position, Vector3.back); } else { eorb.GetComponent <OrbObstacle>().initlz(ob.transform.position, Vector3.forward); } } }
public void CheckMatchesForBall(BallScript ball) { matchList.Clear(); for (int row = 0; row < ROWS; row++) { for (int column = 0; column < COLUMNS; column++) { gridBalls[row][column].visited = false; } } //search for matches around ball var initialResult = GetMatches(ball); matchList.AddRange(initialResult); while (true) { var allVisited = true; for (var i = matchList.Count - 1; i >= 0; i--) { var b = matchList[i]; if (!b.visited) { AddMatches(GetMatches(b)); allVisited = false; } } if (allVisited) { if (matchList.Count > 2) { foreach (var b in matchList) { b.gameObject.SetActive(false); } CheckForDisconnected(); //remove disconnected balls var i = 0; while (i < ROWS) { foreach (var b in gridBalls[i]) { if (!b.connected && b.gameObject.activeSelf) { b.gameObject.SetActive(false); } } i++; } } return; } } }
void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag.Equals("Ball")) { BallScript otherBall = collision.gameObject.GetComponent <BallScript>(); Rigid_Body.AddForce(otherBall.Rigid_Body.velocity); } }
void Start() { Application.targetFrameRate = 60; ballScript = ballPrefab.GetComponent <BallScript>(); player1ScoreText.text = player2ScoreText.text = "0"; }
private void Start() { instance = this; _animator = GetComponent <Animator>(); _rigidbody2D = GetComponent <Rigidbody2D>(); _spriteRenderer = transform.GetChild(0).GetComponent <SpriteRenderer>(); _audioSource = GetComponent <AudioSource>(); }
void Start () { instance = this; r2d = GetComponent<Rigidbody2D>(); gameStart = false; myPhotonView = GetComponent<PhotonView>(); consecutiveWallHits = 0; consecutivePaddleHits = 0; }
void Start() { Application.runInBackground = true; Application.targetFrameRate = 500; redTeamTxt = redTeamScoreObj.GetComponent <tk2dTextMesh>(); blueTeamTxt = blueTeamScoreObj.GetComponent <tk2dTextMesh>(); ball = GameObject.FindObjectOfType <BallScript>(); }
private void GenerateUsualLevel() { BallScript ballScript = ObjectPool.Instance.Get <BallScript>(AssetManager.Instance.Ball, _ballStartPosition); JumpScript.Instance.ResetPosition(); BotJump.Instance.ResetPosition(); BotJump.Instance.SetAim(ballScript); }
//sets up the play are for the first time void FirstSetUp() { ballScript = ball.GetComponent <BallScript> (); gameState = 1; playerOneScript.NewRound(); playerTwoScript.NewRound(); SetBallSpeed(-1); }
//ボールオブジェクトの生成 private void CreateSphere() { var v = new Vector3(-0.43f, 2.7f, 9.3f); //シーンオブジェクト(マスタークライアントが変更されても消失しない)として生成 GameObject ballObj = PhotonNetwork.InstantiateSceneObject("PhotonSphere", v, Quaternion.identity); ball = ballObj.GetComponent <BallScript>(); }
public int attackingPlayer; // which player scores into this goal void OnCollisionEnter2D(Collision2D other) // collision function, for when ball hits wall behind player { if (other.gameObject.tag == "Ball") // if the tag on the object is 'ball' { BallScript ball = other.gameObject.GetComponent <BallScript>(); // ***?*?*?*** GameManager.instance.GoalScored(attackingPlayer, ball); // is it attacking player (ref. bool) ball.Reset(); // run the reset function on the ball object } //end if object is ball } // END ON COLLISION
void OnTriggerExit(Collider col) { BallScript bs = col.gameObject.GetComponent <BallScript>(); if (bs) { bs.onHill(false, hillPhysXMat); } }
void OnTriggerEnter(Collider other) { BallScript ballScript = other.GetComponent <BallScript>(); if (ballScript) { ballScript.Die(); } }
// Méthode appelée lors du "réveil" de l'objet (avant même le Start) // Il est important de créer les singleton dans le Awake pour être sûr qu'ils soient créé avant le Start des autres objets void Awake() { // Unity créera l'objet même si le constructeur est privé donc on doit initialiser l'instance de notre singleton ici if (BallScript._instance == null) { BallScript._instance = this; } else if (BallScript._instance != this) { Destroy(this.gameObject); } }
void Awake() { levelText = GameObject.Find("LevelText"); levelTextPanel = GameObject.Find("ChicoWithTextBoard"); ball = GameObject.Find("Ball"); if (ball) { ballScript = ball.GetComponent<BallScript>(); shootScript = ball.GetComponent<ShootLogicV3>(); } }
public void Start() { //gets the player object m_playerObj = GameObject.FindWithTag("Player"); //gets teh ball script if(m_playerObj) { m_ballScript = m_playerObj.GetComponent<BallScript>();// typeof(BallScript)); } }
public void Update() { if(m_on) { m_ballScript = (BallScript)GameObject.FindObjectOfType( typeof(BallScript)); // Camera camera0 = Camera.mainCamera; if(m_ballScript) { updateLookAt(); } } }
public void Start() { //get the player object GameObject go = GameObject.FindWithTag("Player"); if(go) { //save a ref of the players gameobject m_playerObj=go; //get the players ballscript m_ballScript = m_playerObj.GetComponent<BallScript>(); } }
void Start() { Application.runInBackground = true; Application.targetFrameRate = 500; redTeamTxt = redTeamScoreObj.GetComponent<tk2dTextMesh>(); blueTeamTxt = blueTeamScoreObj.GetComponent<tk2dTextMesh>(); ball = GameObject.FindObjectOfType<BallScript>(); }
public virtual void InitPlayer() { if (!isInited) { id++; oponentDefense = oponentTeam.GetComponentsInChildren<DefensePlayer>(); rgBody = GetComponent<Rigidbody2D>(); ballScript = FindObjectOfType<BallScript>(); brain = new NeuralNetwork(NeuralNetworkConst.ATTACKER_INPUT_COUNT, NeuralNetworkConst.ATTACKER_OUTPUT_COUNT, NeuralNetworkConst.ATTACKER_HID_LAYER_COUNT, NeuralNetworkConst.ATTACKER_NEURONS_PER_HID_LAY); isInited = true; } }
void Awake() { ball = GameObject.Find("Ball").GetComponent<BallScript>(); level = GameObject.Find("Level").GetComponent<LevelScript>(); }
void Awake() { // Ball ball = FindObjectOfType<BallScript>(); // Players var players = FindObjectsOfType<PlayerScript>(); if (players.Length == 0) { Debug.LogError("No players WTF"); } foreach (var p in players) { p.OnBallPick += (pickingPlayer) => { SelectTeam(pickingPlayer, pickingPlayer.definition.team); }; p.OnShoot += (pl) => { soundShootCooldown = 2f; }; } mire1.SetActive(false); mire2.SetActive(false); team1 = players.Where(p => p.definition.team == TEAM1).ToList(); team2 = players.Where(p => p.definition.team == TEAM2).ToList(); InputHandleSelection(true); // Goal foreach (GoalScript g in FindObjectsOfType<GoalScript>()) { g.OnGoal += GOAL; if (g.team == TEAM1) goal1 = g; else if (g.team == TEAM2) goal2 = g; } }
void LetGoOfBall() { refactory = 0f; Debug.Log ("ball has left"); ball.BPosessed = false; ball.unitOwner = null; ball.transform.SetParent(null); ball = null; hasBall = false; }
public void Awake() { m_par = 3; RenderSettings.ambientLight = ambientColor; //unpause the game GameConfig.setPaused(false); ScoreState ss = (ScoreState)GameObject.FindObjectOfType(typeof(ScoreState)); if(ss) { m_scoreStateGO = ss.gameObject; } //if its levle 1 reset the scores. int holeIndex = getHoleNomUsingCourse(); // Debug.Log("holeIndex"+holeIndex); if(holeIndex==1) { setScoreForHole(getHoleNomUsingCourse(),currentNumberOfStrokes); setTotalScore(0); // m_totalScore=0; m_totalPar = 0; }else{ // m_totalScore = getTotalScore(); } ParScript ps = (ParScript)GameObject.FindObjectOfType(typeof(ParScript)); if(ps) { m_par = ps.par; setParForHole(getHoleNomUsingCourse(),m_par); m_totalPar+=m_par; }else{ setParForHole(getHoleNomUsingCourse(),m_par); } //get a ref to the gamescript! GameObject go = GameObject.FindWithTag("Player"); if(go) { m_ballScript = go.GetComponent<BallScript>(); } GameManager.enterState( GameScript.State.INIT.ToString() ); }
private void Pass() { if (ball == null) return; PlayerScript nearest = gameScript.GetNearestPlayer((definition.team == GameScript.TEAM1 ? gameScript.team1 : gameScript.team2), this.gameObject); if (nearest != null) { // Small targeted shoot Vector3 direction = (nearest.transform.position - this.transform.position); direction.Normalize(); Vector3 shootDirection = new Vector3(direction.x, 0.15f, direction.z); BallRelativePosition = Vector3.Scale(Vector3.Normalize(shootDirection), ballDistance); ball.ApplyBallPosition(); Shooting(shootDirection, definition.passForce, true); ball = null; CameraShaker.ShakeCamera(0.1f, 0.15f); } }
// Use this for initialization void Start() { blocks = GameObject.FindGameObjectsWithTag("Block"); Ball = GameObject.Find("Ball").GetComponent<BallScript>(); statusText = GameObject.Find("Status").GetComponent<Text>(); }
void primeForDeletion() { foreach(GameObject ball in touchingList)// for every ball in my touching list, { if(ball != null) { ballScript = ball.GetComponent<BallScript>(); if( ballScript.color == m_color)//if this ball has the same color as me { if(!sameColorList.Contains(ball)) // add it to the list, as long as it's not already there { sameColorList.Add(ball); } } } } if(sameColorList.Count > 1) // if there is more than 1 ball touching me that has the same color, { isDead = true; // this ball is dead foreach(GameObject ball in sameColorList)// the balls touching me are dead { ball.GetComponent<BallScript>().isDead = true; } } }
// Use this for initialization void Start() { sockets = new Sockets(); client = new Client(); opPosY = 128; ballPosX = 0; ballPosY = 0; buffer = new byte[6]; gameStart = false; player1Score = 0; player2Score = 0; gui = GameObject.Find("GUI").GetComponent<GUIScript>(); p1 = (Player1) GameObject.Find ("Player1").GetComponent ("Player1"); p2 = (Player2) GameObject.Find ("Player2").GetComponent ("Player2"); bscript = (BallScript) GameObject.Find ("GameBall").GetComponent("BallScript"); lPaddle = GameObject.Find ("Goal2"); bWall = GameObject.Find ("BottomWall"); paddleRatio = (250.0f / (GameObject.Find("Goal1").transform.position.x - GameObject.Find("Goal2").transform.position.x)); wallRatio = (250.0f / (GameObject.Find ("TopWall").transform.position.y - bWall.transform.position.y)); }
private void Shoot() { if (ball == null) return; // Shooooot Vector3 shootDirection = new Vector3(ballDirection.x, 0.25f * definition.lobForceFactor, ballDirection.z); Shooting(shootDirection, definition.shootForce, false); ball = null; CameraShaker.ShakeCamera(0.2f, 0.3f); }
void OnTriggerEnter2D(Collider2D coll) { //broom interactions if(coll.gameObject.tag == "ball") { hasPossession = true; ball = coll.gameObject; ballScript = ball.GetComponent<BallScript>(); } }
void Start() { ball = ChangingHeights.Instance.ball; returnerCollider = gameObject.GetComponent<Collider>(); ballScript = ball.gameObject.GetComponent<BallScript>(); }
void OnTriggerEnter(Collider other) { switch(other.tag) { case "Ball": { if (refactory>1f) { ball = other.GetComponent<BallScript> (); ball.BPosessed = true; ball.unitOwner = this; Debug.Log ("I gots da ball"); hasBall = true; other.transform.SetParent (tran); other.transform.position = tran.TransformPoint (0, 0, 1); ball.StopMe (); } break; } } }
void HandleBallCollision(Collider c) { if (this.ball != null) return; if (IsActive == false) return; BallScript b = c.GetComponent<BallScript>(); // Touching the ball if (b != null) { touchingBall = true; // Link? if (b.linkedPlayer == null && b.IsPickable) { b.linkedPlayer = this; this.ball = b; // Reset ball direction ballDirection = new Vector3(definition.team == GameScript.TEAM1 ? -1 : 1, 0, 0); if (OnBallPick != null) { OnBallPick(this); } } } }
public void BallLost() { ball = null; }
void Start() { leftFoot = GameObject.Find("15_Foot_Left"); rightFoot = GameObject.Find("19_Foot_Right"); ball = GameObject.Find("Ball"); head = GameObject.Find("12_Hip_Left"); time = 0; timeTaken = 0; maxDistanceofKick = 0; bs = GameObject.Find("Ball").GetComponent<BallScript>(); footPos = new List<float>(); timeList = new List<float>(); angleDetect = new List<Vector3>(); }