private void Awake() { Instance = this; renderer = GetComponent<Renderer>(); targetMat = new Material(renderer.material); targetMat.color = Color.clear; renderer.sharedMaterial = targetMat; }
void Awake() { if (GameObject.FindGameObjectWithTag("Player") != null) { target = GameObject.FindGameObjectWithTag("Player").transform; targetEntity = target.GetComponent <LivingEntity>(); damage = targetEntity.startingHealth / hitsToKillPlayer; } if (!isPatrollingType) { patrolLineWidth = 0; } rb2d = GetComponent <Rigidbody2D>(); spriteRenderer = GetComponentInChildren <SpriteRenderer>(); flasher = GetComponent <Flasher>(); isFacingRight = true; initialPosition = transform.position; rb2d.velocity = Vector2.right * patrolSpeed; if (attackType == AttackType.Melee) { sword = swordObject.GetComponent <Sword>(); sword.setDamage(damage); } nextAttackTime = Time.time; timeBetweenAttacks = 1 / fireRatePerSecond; }
void Awake() { spriteRenderer = GetComponent <SpriteRenderer>(); flasher = GetComponent <Flasher>(); triggered = false; spriteRenderer.sprite = notPressedSprite; }
// Start is called before the first frame update void Start() { o2Seconds = GameConfig.instance.o2Seconds; character = GetComponent <Character>(); flasher = GetComponent <Flasher>(); name = $"Character {Random.Range(0, 20)}"; }
/// <summary> /// Trigger on flasher chekcs for null /// </summary> public static void Trigger(this Flasher flasher) { if (flasher != null) { flasher.Flash(); } }
void Start() { flasher = GetComponent <Flasher>(); shaker = GetComponent <Shake>(); cM = GetComponent <characterMove>(); if (effects.DeathEffect) { effects.DeathEffect.CreatePool(); } if (effects.HitEffect) { effects.HitEffect.CreatePool(); } if (effects.HealEffect) { effects.HealEffect.CreatePool(); } RespawnPosition = transform.position; OriginalLayer = gameObject.layer; CurrentHealth = MaxHealth; timeOfLastHurt = Time.time; }
private void Awake() { spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); flasherDamage = new Flasher(spriteRenderer, 1.0f, 0.05f, 2); flasherDamage.FlashColor = Color.red; }
// Use this for initialization void Start() { //txt = GetComponent<Text>(); defCol = txt.color; flashTimer = 999; deathCounter = GameObject.Find("Manager").GetComponent <GameManager> (); me = this; }
// Use this for initialization void Start() { if (_health == null) { _health = GetComponent <Health>(); } _flasher = GetComponent <Flasher>(); }
protected void Start() { SetRandomShootCounter(); _player = GameObject.FindGameObjectsWithTag("Player").Where(_ => _.name == "Player").FirstOrDefault(); _sm = GetComponent <EnemyFSM> (); _pathing = GetComponent <EnemyPathing> (); _flasher = GetComponent <Flasher> (); Max_Health = Health; }
private void Awake() { spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); flasherCharge = new Flasher(spriteRenderer, 0.8f, 0.1f, -1); flasherCharge.FlashColor = Color.blue; flasherFullCharge = new Flasher(spriteRenderer, 0.8f, 0.3f, -1); flasherFullCharge.FlashColor = Color.red; }
// Use this for initialization void Start() { Flasher flasher = GetComponent <Flasher>(); if (flasher != null) { damage.FilterDamage((source, damageable) => { StartCoroutine(flash()); return(source); }, false); } }
// Use this for initialization protected override void Start() { base.Start(); m_rigidBody2D = GetComponent <Rigidbody2D>(); groundCollider = GetComponent <CircleCollider2D>(); m_isGrounded = false; m_isFacingRight = true; m_animator = GetComponentInChildren <Animator>(); sword = swordObject.GetComponent <Sword>(); sword.setDamage(damage); flasher = GetComponent <Flasher>(); spriteRenderer = GetComponentInChildren <SpriteRenderer>(); }
private void FlashbtnClick(object sender, EventArgs e) { if (_busy) { return; } if (ofd.ShowDialog() != DialogResult.OK) { return; } size.Enabled = false; _file = ofd.FileName; _dev = ((ComboBoxItem)_drivelist.SelectedItem).Value; Flasher.RunWorkerAsync(); }
static void Main(string[] args) { if (args.Length == 0) { System.Console.WriteLine("Require program to run"); Environment.Exit(1); } var file = args[0]; var programFile = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, file); string source = File.ReadAllText(programFile); var binary = Assembler.Assemble(source); var memory = new Memory(0x10000); var console = new SystemConsole(memory, CONSOLE_ADDRESS, WIDTH, HEIGHT); var processor = new Processor(memory, 0x800); var flasher = new Flasher(memory); flasher.Flash(binary); var instructions = 0; processor.Tick += (o, e) => { instructions++; }; processor.Halt += (o, e) => console.Close(); var start = DateTime.Now; processor.Run(); var end = DateTime.Now; var duration = end - start; var instructionsPerSecond = instructions / (duration.TotalMilliseconds / 1000.0); System.Console.WriteLine($"Ran {instructions} instructions in {duration}"); System.Console.WriteLine($"{instructionsPerSecond} instructions per second"); if (Debugger.IsAttached) { System.Console.ReadLine(); } }
public Project() { name = ""; exec = ""; Include = new NameElement(); Ref_mot = new NameElement(); Folder = new NameElement(); MotCommand = new NameElement(); Param4MotCommand = new NameElement(); ExtraDefine = new NameElement(); Mot_Image = new MotImage(); MYPackage = new Package(); _MigrationAndDevicesBin = new MigrationAndDevicesBin(); MYSerialFlashHexImage = new SerialFlashHexImage(); MFlasher = new Flasher(); }
public void FlashIfNeeded(bool flash) { Dispatcher.BeginInvoke((Action)(() => { if (!IsActive) { if (flash) { Flasher.Flash(this); } else { Flasher.Stop(this); } } })); }
void Start() { UI = GameObject.Find("UI").GetComponent <PlayerHUD> (); health = max_health; shootController = GetComponent <ShootController> (); _flasher = GetComponent <Flasher> (); var sc = GameObject.Find("StageController"); if (sc != null) { _stageController = sc.GetComponent <StageController> (); } _cameraShake = Camera.main.gameObject.GetComponent <CameraShake> (); SetBoundaries(); }
public override void OnCreate() { base.OnCreate(); entity.name = "bob"; entity.AddComponent <SpriteRenderer>().SetTexture(Assets.textures["avatar"]).SetLayer(ViewLayers.OBJECTS); entity.AddComponent <BasicBody>().SetHitbox(new FloatRect(-0.3f, -0.3f, 0.6f, 0.6f)).SetMaxSpeed(20f); entity.AddComponent <FootstepsSound>().SetStep(1.5f).SetVars("step", 1, 8).SetVolume(0.25f); entity.AddComponent <AudioEmitter>().Spatialize(); entity.AddComponent <SpriteOrderFromY>(); entity.AddComponent <AudioListener>(); world.avatar = this.entity; light = entity.AddComponent <Light>().SetColor(new Color(255, 255, 255)).AddLayer(ViewLayers.TERRAIN).SetRadius(250f); light.SetCookie("flashcone3"); flasher = entity.AddComponent <Flasher>(); entity.sprite.textureRect = new IntRect(0, 0, 32, 32); entity.sprite.CenterOrigin(); entity.AddComponent <Gun>(); }
public void AllU16FibonacciNumbers() { var memory = new Memory(0x100); var processor = new Processor(memory, 0x10); var flasher = new Flasher(memory); const ushort SEQUENCEADDRESS = 0x00a0; var source = new string[] { "START:", // initialize register values "LDVR 0 $R0", "LDVR 1 $R1", "LDVR 0x10 $R2", $"LDVR {SEQUENCEADDRESS} $R3", "LDVR 2 $R4", // Save R0 and R1 value to memory "STRR $R0 $R3", "CALL 0 INCREMENT", "POP $T1", // return value count (0) "STRR $R1 $R3", "CALL 0 INCREMENT", "POP $T1", // return value count (0) "LOOP:", // Check for overflow "AND $T0 $R2", "JNZ END", // calculate next Fibonacci number (R0 + R1 -> ACC) "ADD $R0 $R1", // Save Flag register for check later "MOVE $FLAG $T0", // Write Fibonacci number to memory "STRR $ACC $R3", // Shift all values, R1 -> R0, ACC -> R1 "MOVE $R1 $R0", "MOVE $ACC $R1", // Increment address to save fibonnaci values at "CALL 0 INCREMENT", "POP $T1", // return value count (0) "JUMP LOOP", "END:", "HALT", "INCREMENT:", "ADD $R3 $R4", "MOVE $ACC $R3", "RET 0" }; var binary = Assembler.Assemble(string.Join(Environment.NewLine, source)); flasher.Flash(binary); processor.Run(); var expected = new ushort[] { 0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233, 377, 610, 987, 1597, 2584, 4181, 6765, 10946, 17711, 28657, 46368, // next value is 75025 which is > ushort max (65535) 9489 // (75025 & 0xffff) => 9489 }; for (var i = 0; i < expected.Length; i++) { ushort address = (ushort)(SEQUENCEADDRESS + (2 * i)); var value = expected[i]; Assert.That(memory.GetU16(address), Is.EqualTo(value)); } }
public void Start() { flasher = Game.GetFlasher(); SpawnLocation = Game.GetSpawn(); }
/// <summary> /// /// </summary> /// <param name="x"></param> /// <param name="loc">The correct hit location.</param> void Hit(Collider2D x, Vector2 loc) { GameObject t = x.gameObject; // Should do nothing with the friendly. if (this.gameObject.tag == "AllyCannonball") { if (t.tag == "Ally" || t.tag == "AllyCannonball" | t.tag == "Player") { return; } } else if (this.gameObject.tag == "EnemyCannonball") { if (t.tag == "Enemy" || t.tag == "EnemyCannonball") { return; } } /*else if(this.gameObject.tag != "UsedCannonball") * { * Debug.Log("WARNING: Cannonball tag is not set properly : " + this.gameObject.name); * return; * }*/ if (hitted) { return; // This gameobjcet will be destroyed when timeout in FixedUpdate. } // Notice that all *can-be-hit* cannonball & missiles *should* mount a SpecObject. SpecObject s = t.GetComponent <SpecObject>(); if (s == null) { return; } s.RecieveDamage(damageType, damage); this.GetComponent <AudioSource>().Play(); // Not to destroy this object immediatly for playing sounds. //Destroy(this.gameObject); Collider2D cd = this.gameObject.GetComponent <Collider2D>(); if (cd != null) { Destroy(cd); } SpriteRenderer rd = this.gameObject.GetComponent <SpriteRenderer>(); if (rd != null) { Destroy(rd); } this.gameObject.tag = "UsedCannonball"; hitted = true; // FX objects... if (explodeFX != null) { // Maintain direction... Vector3 dir; float a; this.gameObject.transform.rotation.ToAngleAxis(out a, out dir); if (dir.z < 0) { dir = -dir; a = -a; } Vector2 vdir; vdir.y = Mathf.Min(Mathf.Cos(a * Mathf.Deg2Rad) * speed, 0f); vdir.x = -Mathf.Sin(a * Mathf.Deg2Rad) * speed; if (vdir.magnitude > Global.flySpeed * 0.5f) { vdir = vdir.normalized * Global.flySpeed * 0.5f; } // Create and assign fx objects... for (int i = 0; i < explodeFX.Length; i++) { GameObject fx = Instantiate(explodeFX[i]); fx.transform.position = loc; Flasher fl = fx.GetComponent <Flasher>(); if (fl != null) { fl.baseSpeed = vdir; } } } // particle objects... if (explodeParticles != null) { for (int i = 0; i < explodeParticles.Length; i++) { GameObject pc = Instantiate(explodeParticles[i]); pc.transform.position = loc; // Turn the color to red as enemies' ship damaged. SpriteRenderer prd = pc.GetComponent <SpriteRenderer>(); Shield sd = x.gameObject.GetComponent <Shield>(); if (prd != null && sd == null) { SpriteRenderer spr = s.gameObject.GetComponent <SpriteRenderer>(); if (spr != null) { float hrate = 0.5f + 0.5f * s.hp / s.hpMax; prd.color = new Color( spr.color.r, spr.color.g * hrate, spr.color.b * hrate, spr.color.a); } } } } }
public static IEnumerator Start(DarknessOverlay darkness, AnimationController playerAnimator, SpriteRenderer playerSpriteRenderer, Flasher damageFlasher) { damageFlasher.enabled = false; Time.timeScale = 0.0f; float spinTime = 2.0f; float spinRate = 16.0f; float endSpinRate = 2.0f; float spinRateChange = (endSpinRate - spinRate) / spinTime; float angle = 0.0f; float startRadius = 12.0f; float endRadius = 0.0f; float darkesRadius = startRadius; float radiusChangeRage = (endRadius - startRadius) / spinTime; playerSpriteRenderer.sortingLayerName = "Overlay"; int animation = darkness.StartAnimation(); darkness.SetColor(Color.black, animation); playerAnimator.SetFloat("Distance", 0.0f); while (spinTime > 0.0f) { playerAnimator.SetInteger("Direction", Mathf.FloorToInt(angle)); angle += spinRate * Time.unscaledDeltaTime; spinRate += spinRateChange * Time.unscaledDeltaTime; spinTime -= Time.unscaledDeltaTime; darkness.UpdateValues(playerAnimator.transform.position, darkesRadius, animation); darkesRadius += radiusChangeRage * Time.unscaledDeltaTime; yield return(null); } playerAnimator.SetInteger("Direction", 0); yield return(new WaitForSecondsRealtime(1.0f)); GameObject.FindGameObjectWithTag("GameController").GetComponent <WorldController>().SwitchTo(MapDirections.Dead); playerAnimator.SetBool("Dead", true); yield return(new WaitForSecondsRealtime(1.0f)); while (darkesRadius < startRadius) { darkesRadius -= 2.0f * radiusChangeRage * Time.unscaledDeltaTime; darkness.UpdateValues(playerAnimator.transform.position, darkesRadius, animation); yield return(null); } playerAnimator.SetBool("Dead", false); darkness.EndAnimation(animation); playerSpriteRenderer.sortingLayerName = "Default"; Time.timeScale = 1.0f; yield return(null); yield return(StoryFunctionBindings.GetBindings().interact("on_player_death")); }
public override void Reset() { flasher = null; }
public static void TestMethod1() { byte[] x = { 0, 0, 0 }; Flasher.Flash(x); }