void Start() { start = transform.position; end = transform.position + Vector3.left * transform.position.x * 2; if (end.x > -10) { end = new Vector3(-40, end.x, end.z); } if (levelMover == null) { levelMover = FindObjectOfType <LevelMover>(); } spriteRenderer = GetComponent <SpriteRenderer>(); if (parallaxCoef == 0) { parallaxCoef = levelMover.ParallaxCoef(spriteRenderer.sortingLayerName); } else if (parallaxCoef == -1) { parallaxCoef = 0; } FastModeChange(); rigidbody = GetComponent <Rigidbody2D>(); }
IEnumerator SpawnNewLevelComponent() { while (true) { while (true) { GameObject spawn = levelComponents[Random.Range(0, levelComponents.Length)]; if (Random.Range(0, 100) <= (spawn.GetComponent <LevelMover>().obstacleDifficulty + (gm.currentScore * 1))) { GameObject newSpawn = Instantiate(spawn, transform); LevelMover lm = newSpawn.GetComponent <LevelMover>(); if (gm.currentScore >= 10) { if (gm.currentScore > ((colors.Length / 3) * 10)) { currentColor = (currentColor + 3) % colors.Length; } else if (gm.currentScore % 10 == 0) { currentColor = (currentColor + 3) % colors.Length; } } lm.SetColor(colors, currentColor); break; } } yield return(new WaitForSeconds(-Mathf.Log(gm.levelSpeed) * spawnRate + 5)); } }
private void Start() { if (_generateMoveSpeed) { _moveSpeed = Random.Range(_lowerSpeedLimit, _upperSpeedLimit); } _levelMover = LevelMover.Instance; }
// Start is called before the first frame update void Start() { levelMover = Instantiate(levelMover, Vector3.zero, Quaternion.identity); starfighter = Instantiate(starfighter, levelMover.transform); starfighter.transform.parent = levelMover.transform; OnStarfighterCreated(new StarfighterCreatedEventArgs() { starfighter = starfighter }); }
void Start() { if (levelMover == null) { levelMover = FindObjectOfType <LevelMover>(); } car = FindObjectOfType <Car>(); building = GetComponent <IInteractiveBuilding>(); levelSpeed = levelMover.GetComponent <LevelSpeed>(); }
void Start() { winker = GetComponentInChildren <WinkerAction>(); //carBase = GameObject.FindGameObjectWithTag("CarBase"); //borders = FindObjectOfType<CarBorders>(); PrepareAllPartsForStart(); FindInteractives(); levelMover = FindObjectOfType <LevelMover>(); levelMover.OnNight += TurnLight; levelMover.OnDay += TurnOffLight; }
Queue <float> spawnTimes = new Queue <float>(); //list of spawn times, to simulate lifetime. Back of the queue is vertex 1, front of the queue is the end of the trail. //Length of this queue is one less than the number of positions in the linerenderer, since the linerenderer always has a non-solidified vertex at the object's position. // Use this for initialization void Awake() { line = GetComponent <LineRenderer>(); line.useWorldSpace = true; points = new List <Vector3>() { transform.position }; //indices 1 - end are solidified points, index 0 is always transform.position line.SetPositions(points.ToArray()); _levelMover = LevelMover.Instance; }
private void Start() { levelMover = FindObjectOfType <LevelMover>(); var r = Random.Range(0, transform.childCount); for (int i = 0; i < transform.childCount; i++) { if (i == r) { obj = transform.GetChild(i).gameObject; obj.SetActive(true); } } }
//private List<ColorType> availableTypes; private void Start() { policeLevel = GetComponent <PoliceLevel>(); robbersPrefab = Resources.LoadAll <GameObject>("Levels/Police/Robbers"); types = new List <ColorType>(); catchedRobbers = new List <ColorType>(); RandomizeColors(); carParts = FindObjectOfType <CarParts>(); car = carParts.GetComponentInParent <Car>(); levelMover = GetComponent <LevelMover>(); levelGenerator = GetComponent <LevelGenerator>(); levelSpeed = GetComponent <LevelSpeed>(); lightPrefab = levelGenerator.LightGameObject; dreamSpawner = FindObjectOfType <DreamSpawner>(); }
// Use this for initialization void Start() { objectsList = new List <GameObject>(); mover = FindObjectOfType <LevelMover>(); for (int i = 0; i < pooledAmount; i++) { GameObject obj = (GameObject)Instantiate(pooledObject, parent.transform); obj.transform.parent = parent.transform; obj.SetActive(false); objectsList.Add(obj); mover.rigidbodyList.Add(obj.GetComponent <Rigidbody2D>()); } }
private void Start() { bannedButtons = new List <int>(); car = FindObjectOfType <Car>(); ui = GetComponentInParent <UI>(); level = FindObjectOfType <Level>(); levelMover = level.GetComponent <LevelMover>(); catching = level.GetComponent <CatchingRobbers>(); if (catching == null) { catching = level.gameObject.AddComponent <CatchingRobbers>(); } catching.OnColorsChanged += ChangeIcons; icons = Resources.LoadAll <Sprite>("Levels/Police/BanditIcons"); }
void Awake() { print("GM awake"); screensParent.SetActive(true); canvas = GameObject.Find("Canvas").GetComponent <Canvas>(); invertSpawner = GameObject.Find("InvertSpawner").GetComponent <InvertSpawner>(); levelMover = GameObject.Find("LevelAnchor").GetComponent <LevelMover>(); playerController = GameObject.Find("Player").GetComponent <PlayerController>(); playerJumpTrigger = GameObject.Find("JumpTrigger").GetComponent <CircleCollider2D>(); levelCreator = GameObject.Find("LevelAnchor").GetComponent <LevelCreator>(); countdownScreen = GameObject.Find("CountdownScreen"); countdownText = countdownScreen.transform.GetChild(1).GetComponent <Text>(); gameOverScreen = GameObject.Find("GameOverScreen"); endScoreText = gameOverScreen.transform.GetChild(1).GetComponent <Text>(); bestScoreText = gameOverScreen.transform.GetChild(2).GetComponent <Text>(); pauseScreen = GameObject.Find("PauseScreen"); pauseButton = GameObject.Find("PauseButton"); scoreText = GameObject.Find("ScoreText").GetComponent <Text>(); scoreText.text = ""; countdownScreen.SetActive(false); gameOverScreen.SetActive(false); pauseScreen.SetActive(false); checkpointRespawns = 5; score = 0; paused = false; startSpeed = 10; gameOver = false; playerIsReseting = false; gravityIsDown = true; gravity = new Vector2(0.0f, -9.8f); }
void Awake() { print("GM awake"); screensParent.SetActive(true); canvas = GameObject.Find("Canvas").GetComponent<Canvas>(); invertSpawner = GameObject.Find("InvertSpawner").GetComponent<InvertSpawner>(); levelMover = GameObject.Find("LevelAnchor").GetComponent<LevelMover>(); playerController = GameObject.Find("Player").GetComponent<PlayerController>(); playerJumpTrigger = GameObject.Find("JumpTrigger").GetComponent<CircleCollider2D>(); levelCreator = GameObject.Find("LevelAnchor").GetComponent<LevelCreator>(); countdownScreen = GameObject.Find("CountdownScreen"); countdownText = countdownScreen.transform.GetChild(1).GetComponent<Text>(); gameOverScreen = GameObject.Find("GameOverScreen"); endScoreText = gameOverScreen.transform.GetChild(1).GetComponent<Text>(); bestScoreText = gameOverScreen.transform.GetChild(2).GetComponent<Text>(); pauseScreen = GameObject.Find("PauseScreen"); pauseButton = GameObject.Find("PauseButton"); scoreText = GameObject.Find("ScoreText").GetComponent<Text>(); scoreText.text = ""; countdownScreen.SetActive(false); gameOverScreen.SetActive(false); pauseScreen.SetActive(false); checkpointRespawns = 5; score = 0; paused = false; startSpeed = 10; gameOver = false; playerIsReseting = false; gravityIsDown = true; gravity = new Vector2(0.0f, -9.8f); }
void Start() { level = FindObjectOfType <LevelMover>(); image = GetComponent <Image>(); TurnDay(); }
private void Start() { levelMover = FindObjectOfType <LevelMover>(); FrontSpawn(); BackSpawn(); }
private void Awake() { car = FindObjectOfType <Car>(); level = GetComponent <LevelMover>(); }
private void Start() { lm = transform.parent.GetComponent <LevelMover>(); pm = GetComponent <PlayerMover>(); }