private GuardScript SpawnGuard(GameObject spawnPoint)
    {
        GameObject newGuard = Instantiate(guardTemplate);

        GuardScript newGuardScript = newGuard.GetComponent <GuardScript>();

        newGuardScript.SetManager(this);
        newGuardScript.SetPosition(spawnPoint.transform.position);
        return(newGuardScript);
    }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        //ディレクタースクリプト取得
        ASScriptEne = Pcont.fightEnemy.GetComponent <ArtsStateScript>();
        CEvent      = this.GetComponent <ColliderEvent>();
        CEventEne   = Pcont.fightEnemy.GetComponent <ColliderEvent>();
        HPDir       = this.GetComponent <HPDirectorScript>();
        DEGScript   = this.GetComponent <DebugGetEnemyScript>();
        SEScript    = this.GetComponent <SetEffectScript>();
        GScript     = this.GetComponent <GuardScript>();

        //コライダーのスクリプトを取得
        for (int i = 0; i < CEvent.HClid.Count; i++)
        {
            col.Add(CEvent.HClid[i]);
            react.Add(col[i].GetComponent <ColliderReact>());
        }

        AI = gameObject.GetComponent <EnemyAI>();
    }
Beispiel #3
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    // Use this for initialization
    void Start()
    {
        for (int i = 0; i < 2; i++)
        {
            //キャラクター設定
            switch (InScript.Fighter(i).tag)
            {
            case "P1":
                player1 = InScript.Fighter(0);
                SetPlayerState(player1.name, P1Image, P1Name, player1);
                player1Controller             = player1.GetComponent <PlayerController>();
                player1Controller.CanControll = false;
                break;

            case "P2":
                player2 = InScript.Fighter(1);
                SetPlayerState(player2.name, P2Image, P2Name, player2);
                player2Controller             = player2.GetComponent <PlayerController>();
                player2Controller.CanControll = false;
                break;
            }
        }

        HP1 = player1.GetComponent <HPDirectorScript>();
        HP2 = player2.GetComponent <HPDirectorScript>();

        Guard1 = player1.GetComponent <GuardScript>();
        Guard2 = player2.GetComponent <GuardScript>();

        initPos1 = player1.transform.position;
        initPos2 = player2.transform.position;
        player1.transform.position = initPos1;
        player2.transform.position = initPos2;

        //comboScript = GetComponent<ComboScript>();
        gameScript = GetComponent <GetGameScript>();
    }
Beispiel #4
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 // Use this for initialization
 void Start()
 {
     //スクリプト取得
     GScript          = this.GetComponent <GuardScript>();
     playerController = this.GetComponent <PlayerController>();
 }
    // Use this for initialization
    void Start()
    {
        // get the canvas element
        GameObject canvas = GameObject.FindGameObjectWithTag("Canvas");

        // Lookups from string to enums!
        string_enums = new Dictionary<string, RelationshipType>();
        string_enums.Add("FRIEND", RelationshipType.FRIEND);
        string_enums.Add("ENEMY", RelationshipType.ENEMY);
        string_enums.Add("RIVAL", RelationshipType.RIVAL);
        string_enums.Add("MEMBER", RelationshipType.MEMBER);

        // instantiate the cast members!
        gs = castLead.GetComponent<GuardScript>();
        cast = new Dictionary<string, GameObject>();

        for (int i = 0; i < castNames.Length; i++)
        {
            GameObject castMember = Instantiate(castMemberPrefab);
            castMember.name = castNames[i];

            // group connection
            if (i == 4)
            {
                castMember.GetComponent<Demo3Character>().EntityType = EntityType.GROUP;
                graph.AddDirectConnection(new Connection(castLead, castMember, member));
            }

            // direct connections
            if (i < 4)
            {
                graph.AddDirectConnection(new Connection(castLead, castMember, friend));
            }

            // indirect connection
            if (i > 5)
            {
                graph.AddConnection(castLead.GetComponent<Demo3Character>(), new Connection(cast[castNames[3]], cast[castNames[5]], rival));
            }

            if(i == 7)
            {
                graph.AddDirectConnection(new Connection(castLead, castMember, rival));
            }

            // connection known through group i.e. group knows so I know
            if (i == 9)
            {
                graph.AddDirectConnection(new Connection(cast[castNames[4]], castMember, enemy));
            }

            // otherwise, the entities are unknown

            int ypos = 250 - (i * 20);
            GameObject castCheckbox = Instantiate(castMemberCheckPrefab, new Vector3(90, ypos, 0), Quaternion.identity) as GameObject;
            castCheckbox.transform.SetParent(canvas.transform);
            castCheckbox.GetComponentInChildren<Text>().text = castNames[i];
            castCheckbox.name = castNames[i];
            castCheckbox.GetComponent<Toggle>().group = GameObject.FindGameObjectWithTag("CastToggleGroup").GetComponent<ToggleGroup>();
            if (i == 0)
            {
                castCheckbox.GetComponent<Toggle>().isOn = true;
            }

            // track the cast members
            cast.Add(castNames[i], castMember);
        }

        activeRelationshipType = RelationshipType.FRIEND;
        activeCastMember = cast[castNames[0]];
    }
Beispiel #6
0
    // Use this for initialization
    void Start()
    {
        //instantiate weather effects and music
        deathTollText      = GameObject.Find("DeathTollText").GetComponent <Text> ();
        deathTollText.text = "0 have died";
        winterWeather      = GameObject.Find("WinterWeather");
        winterWeather.SetActive(false);
        springWeather = GameObject.Find("SpringWeather");
        springWeather.SetActive(false);
        summerWeather = GameObject.Find("SummerWeather");
        summerWeather.SetActive(false);
        fallWeather = GameObject.Find("FallWeather");
        fallWeather.SetActive(false);
        fallMusicBoxObject   = GameObject.Find("FallMusicBox");
        springMusicBoxObject = GameObject.Find("SpringMusicBox");
        summerMusicBoxObject = GameObject.Find("SummerMusicBox");
        winterMusicBoxObject = GameObject.Find("WinterMusicBox");
        nightMusicBoxObject  = GameObject.Find("NightMusicBox");
        springMusicBoxScript = springMusicBoxObject.GetComponent <SpringMusicBoxScript> ();
        summerMusicBoxScript = summerMusicBoxObject.GetComponent <SpringMusicBoxScript> ();
        fallMusicBoxScript   = fallMusicBoxObject.GetComponent <SpringMusicBoxScript> ();
        winterMusicBoxScript = winterMusicBoxObject.GetComponent <SpringMusicBoxScript> ();
        nightMusicBoxScript  = nightMusicBoxObject.GetComponent <SpringMusicBoxScript> ();

        //find advisors
        guardScript = GameObject.Find("Guard").GetComponent <GuardScript>();
        witchScript = GameObject.Find("Witch").GetComponent <WitchScript>();

        //find notification text
        notificationText      = GameObject.Find("NotificationText").GetComponent <Text> ();
        notificationText.text = "";

        //Load in txt files to word lists
        loadWordLists();

        //find the screen fader
        screenFader       = GameObject.Find("ScreenFader");
        screenFaderScript = screenFader.gameObject.GetComponent <ScreenFaderScript> ();

        //write season text
        seasonText      = GameObject.Find("SeasonText").GetComponent <Text> ();
        seasonText.text = "spring";

        //set us to night
        isDay = false;

        //create list fo opponents
        opponentList = new List <GameObject>();

        //find the day counter in UI
        dayNumberText = GameObject.Find("DayNumberText").GetComponent <Text>();

        //create the world with opponents, player, and decorations (cursor too)
        CreateWorld();

        //establish reference to well
        well       = GameObject.FindGameObjectWithTag("Well");
        wellScript = well.GetComponent <WellScript> ();

        //establish reference to player village
        myPlayerVillage       = GameObject.FindGameObjectWithTag("PlayerVillage");
        myPlayerVillageScript = myPlayerVillage.gameObject.GetComponent <PlayerVillageScript> ();

        //Camera background
        camera.clearFlags = CameraClearFlags.SolidColor;
        destroyWordLists();
        nightMusicBoxScript.FadeInMusic();

        //color trees
        for (int i = 0; i < trees.Length; i++)
        {
            trees [i].GetComponent <Renderer>().material.color = springSummerTreeColor;
        }

        //set day number
        dayNumberText.text = "night " + dayNumber;
        origOpponents      = opponents;
    }
Beispiel #7
0
    public override void Awake()
    {
        base.Awake();

        gs = GetComponent<GuardScript>();
    }
Beispiel #8
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    public void KillFromTaze(GuardScript GS)
    {
        if(!beingTazed) return;
        string path = "Prefabs/" + Bloodpool.name;
        if (Network.connections.Length > 0)
        {
            Connector.AddEntityReturn(Bloodpool.name, transform.position - new Vector3(0,0,3), Quaternion.identity, path,
                                "Untagged",
                                true);
        }else
        {
            Instantiate(Resources.Load(path), transform.position - new Vector3(0,0,3), Quaternion.identity);
        }

        //this.renderer.enabled = false;
        //this.collider2D.isTrigger = true;
        //print("Han er døøøøø'");
        GS.DeathCount();
        thievesAlive--;
        Destroy(progress);
        Destroy(ActionButton);
        Destroy(gameObject);
    }
Beispiel #9
0
 void Start()
 {
     guardScript = GetComponentInParent <GuardScript>();
 }
Beispiel #10
0
    private void SetDifficulty()
    {
        DifficultySetting difficulty = difficultySettings[currentDifficulty];

        switch (SceneManager.GetActiveScene().name)
        {
        case "WarScene":
            FindObjectOfType <WarScene>().CollectableLifeSeconds = difficulty.CollectableLifeSeconds;
            BombEmitter bombEmitter = FindObjectOfType <BombEmitter>();
            bombEmitter.BombIntervalSeconds = difficulty.BombInterval;
            bombEmitter.BombDrag            = difficulty.BombDrag;
            foreach (BombScript bomb in FindObjectsOfType <BombScript>())
            {
                bomb.GetComponent <Rigidbody2D>().drag = difficulty.BombDrag;
            }
            break;

        case "SeaScene":
            SeaScene sea = FindObjectOfType <SeaScene>();
            sea.StartingWaveStrength = difficulty.StartingWaveSize;
            sea.EndingWaveStrength   = difficulty.EndingWaveSize;
            LandScene.FindObjectsOfTypeAll <EnemyGun>()[0].ShootDelay = difficulty.ShootDelay;
            break;

        case "LandScene":
            Searchlight light = LandScene.FindObjectsOfTypeAll <Searchlight>()[0];    //Find it even if it is disabled
            light.SweepSpeed           = difficulty.SearchlightSpeed;
            light.FramesVisibleForLoss = difficulty.SearchlightTime;
            GuardScript guard = LandScene.FindObjectsOfTypeAll <GuardScript>()[0];
            guard.FramesVisibleForLoss = difficulty.GuardTime;
            guard.WalkSpeed            = difficulty.GuardSpeed;
            LandScene.FindObjectsOfTypeAll <FenceCut>()[0].CutSpeed = difficulty.CutFenceSpeed;
            break;

        default:
            Debug.Log("Can't change difficulty in this scene");
            break;
        }

        ShowText();
        DiffText.color = DifficultyTextColours[currentDifficulty];
        switch (currentDifficulty)
        {
        case 0:
            DiffText.text = "E";
            break;

        case 1:
            DiffText.text = "N";
            break;

        case 2:
            DiffText.text = "H";
            break;

        case 3:
            DiffText.text = "EX";
            break;

        default:
            Debug.LogError("...What just happened?");
            break;
        }
    }