void Awake() { S = this; cam = GetComponent<Camera>(); defaultScale = cam.orthographicSize; }
public void PlayerEntersBuildingTrigger(string triggerName) { if (mainCam == null) { mainCam = FindObjectOfType <MainCam> (); } if (type == buildingType.SINGLESTORY) { for (int i = 0; i < hideOnEntry.Length; ++i) { hideOnEntry [i].SetActive(false); } mainCam.PlayerEntersBuilding(); } else if (type == buildingType.MULTISTORY) { if (!currentlyActiveTriggers.Contains(triggerName)) { currentlyActiveTriggers.Add(triggerName); } UpdateVisibility(); } }
public override void Fire() { if (stats.ShotsInClip > 0) { base.Fire(); //Debug.Log("BOOM"); Ray screenRay = MainCam.ScreenPointToRay(new Vector3(ret.currentAimPosition.x, ret.currentAimPosition.y, 0)); if (Physics.Raycast(screenRay, out RaycastHit hit, stats.Range, stats.layerMask)) { hitPoint = hit.point; Vector3 hitDir = hit.point - MainCam.transform.position; Debug.DrawRay(MainCam.transform.position, hitDir * stats.Range, Color.red); //OnDrawGizmos(hit.point); } } else { sock.StopFiring(); sock.StartReload(); } }
public void FindCamera() { // Find the main camera. MainCam cam = GameObject.FindObjectOfType<MainCam>(); if (cam != null) { Camera = cam.Camera; } }
private void Start() { mainCam = MainCam.Instance; squareManager = SquareManager.Instance; // getting spray particle components. spray = transform.GetChild(0).gameObject; sprayParticles = spray.GetComponentsInChildren <ParticleSystem> (); }
private void ShipStatsUpdate() { // Writes information in the bottem_left corner float relative_vel = SceneGlobals.ReferenceSystem.RelativeVelocity(PlayerShip.Velocity).magnitude; texts["velocity_indicator"].text = (Mathf.Round(relative_vel * 100f) / 100f).ToString() + " m/s"; texts["angular_momentum_indicator"].text = (Mathf.Round(PlayerShip.AngularVelocity.magnitude * Mathf.Deg2Rad * 100f) / 100f).ToString() + " rad/s"; // Points to one turret if (turret_selected) { HighlightingPosition = MainCam.WorldToScreenPoint(selected_turret.Position); } if (HighlightingPosition == Vector3.zero) { pointers ["turret_position"].transform.position = new Vector3(-200, -200, 0); } else { Vector3 screen_pos = HighlightingPosition; screen_pos.z = 0f; pointers ["turret_position"].transform.position = HighlightingPosition; pointers ["turret_position"].transform.Rotate(0, 0, Time.deltaTime * 90); } // Updates stuff SliderUpdate(); TurretSliderUpdate(); if (Input.mouseScrollDelta.y > 0 && (selected_turret != null || selected_group != null)) { // up scroll_bar.value -= .05f; } if (Input.mouseScrollDelta.y < 0 && (selected_turret != null || selected_group != null)) { // down scroll_bar.value += .05f; } mouse_on_menu = !GroupSwitch?turret_menu.rectTransform.rect.Contains(Input.mousePosition - turret_menu.rectTransform.position) : group_menu.rectTransform.rect.Contains(Input.mousePosition - group_menu.rectTransform.position); if (!mouse_on_menu && !turret_selected) { turret_menu.rectTransform.position = new Vector3(-200, -200, 0); selected_turret = null; } if (!mouse_on_menu && !group_selected) { group_menu.rectTransform.position = new Vector3(-100, -200, 0); selected_group = null; } }
// Start is called before the first frame update void Start() { if (instance != null && instance != this) { Destroy(gameObject); } else { instance = this; } }
// Start is called before the first frame update void Start() { lives = 3; left_btn.onClick.AddListener(UpdateUiLives); right_btn.onClick.AddListener(UpdateUiLives); MainCam = MainCamera.GetComponent <MainCam>(); rb = GetComponent <Rigidbody2D> (); _anim_hero = GetComponent <Animator> (); JumpAudio = GetComponent <AudioSource> (); if (GameController.sound_flag == false) { JumpAudio.Stop(); } // get a reference to the SpriteRenderer component on this gameObject heroSprite = GetComponent <SpriteRenderer>(); //обновление жизни UpdateUiLives(); }
public void RespawnPlayer() { if (CurrentPlayer != null) { Destroy(CurrentPlayer); } if (eventHandler == null) { eventHandler = GameObject.Find("eventHandler").GetComponent <GameSceneEvents>(); } CurrentPlayer = Instantiate(CurrentPlayerTemplate); MainCam.GetComponent <CameraController> ().ResetCamera(CurrentPlayer); if (eventHandler) { eventHandler.onPlayerRespawn(); } }
public override void GrabUpdate() { base.GrabUpdate(); #if UNITY_EDITOR float mmag = (Input.mousePosition - _prevPosition).magnitude; for (int i = 0; i < mmag - 1f; i += BrushSize / 4) { Ray r = MainCam.ScreenPointToRay(Vector3.Lerp(_prevPosition, Input.mousePosition, i / mmag)); RaycastHit rch = PaintableObject.Instance.CleanRay(r, BrushStrength, BrushSize, Bubbles); if (rch.transform != null && UnityEngine.Random.Range(0f, 1f) < .01f) { GameObject g = Instantiate(SudsPrefab, rch.point, Quaternion.identity); g.transform.parent = rch.transform; g.GetComponent <SudsMaster>().PlaceSuds(rch.normal); } } _prevPosition = Input.mousePosition; PaintableObject.Instance.ApplyUpdates(); return; #endif Touch t = GetFingerTouch(); Vector3 pos = t.position; float mag = (pos - _prevPosition).magnitude; for (int i = 0; i < mag - 1f; i += BrushSize / 4) { Ray r = MainCam.ScreenPointToRay(Vector3.Lerp(_prevPosition, t.position, i / mag)); PaintableObject.Instance.CleanRay(r, .96f, BrushSize, Bubbles); RaycastHit rch = PaintableObject.Instance.CleanRay(r, BrushStrength, BrushSize, Bubbles); if (rch.transform != null && UnityEngine.Random.Range(0f, 1f) < .01f) { GameObject g = Instantiate(SudsPrefab, rch.point, Quaternion.identity); g.transform.parent = rch.transform; g.GetComponent <SudsMaster>().PlaceSuds(rch.normal); } } PaintableObject.Instance.ApplyUpdates(); _prevPosition = t.position; }
// Update is called once per frame void Update() { if (pj == true && player == true && camj == false) { MainCam.SetActive(true); EnemyCam.SetActive(false); StartCam.SetActive(false); camj = true; Ve.SetActive(true); oni.SetActive(true); TIME.SetActive(true); GetComponent <Text>().text = ((int)time).ToString(); } else if (pj == true && player == false && camj == false) { MainCam.SetActive(false); EnemyCam.SetActive(true); StartCam.SetActive(false); camj = true; Vm.SetActive(true); nige.SetActive(true); TIME.SetActive(true); GetComponent <Text>().text = ((int)time).ToString(); } // カメラの向き if (player == true) { if (Input.GetKey(KeyCode.UpArrow) && (Camera.main.transform.localEulerAngles.x > 335 || MainCam.transform.localEulerAngles.x < 90)) { MainCam.transform.Rotate(-4, 0, 0); } if (Input.GetKey(KeyCode.DownArrow) && (Camera.main.transform.localEulerAngles.x > 325 || MainCam.transform.localEulerAngles.x < 80)) { MainCam.transform.Rotate(4, 0, 0); } if (Input.GetKey(KeyCode.LeftArrow)) { ws.Send("L0"); } if (Input.GetKey(KeyCode.RightArrow)) { ws.Send("R0"); } } // 敵の向き if (player == false) { if (Input.GetKey(KeyCode.UpArrow) && (EnemyCam.transform.localEulerAngles.x > 335 || EnemyCam.transform.localEulerAngles.x < 90)) { EnemyCam.transform.Rotate(-4, 0, 0); } if (Input.GetKey(KeyCode.DownArrow) && (EnemyCam.transform.localEulerAngles.x > 325 || EnemyCam.transform.localEulerAngles.x < 80)) { EnemyCam.transform.Rotate(4, 0, 0); } if (Input.GetKey(KeyCode.LeftArrow)) { ws.Send("L1"); } if (Input.GetKey(KeyCode.RightArrow)) { ws.Send("R1"); } } if (l0 == true) { CamShell.transform.Rotate(0, -4, 0); l0 = false; } if (r0 == true) { CamShell.transform.Rotate(0, 4, 0); r0 = false; } if (l1 == true) { EnemyShell.transform.Rotate(0, -4, 0); l1 = false; } if (r1 == true) { EnemyShell.transform.Rotate(0, 4, 0); r1 = false; } // 移動 // Player0 camSet.transform.position += new Vector3(moveX, 0, moveZ); // Player1 EnemySet.transform.position += new Vector3(moveX1, 0, moveZ1); if ((Input.GetKeyUp(KeyCode.Space) || Input.GetKeyUp(KeyCode.Z)) && canMove0 == true && player == true) { ws.Send("M0"); } if ((Input.GetKeyUp(KeyCode.Space) || Input.GetKeyUp(KeyCode.Z)) && canMove1 == true && player == false) { ws.Send("M1"); } // Player0 if (player == true && p0m == true) { camRot = CamShell.transform.localEulerAngles.y; if (camRot > 225 && camRot < 315) { ws.Send("A0"); } else if (camRot > 135 && camRot < 225) { ws.Send("B0"); } else if (camRot > 45 && camRot < 135) { ws.Send("C0"); } else if (camRot > 315 || camRot < 45) { ws.Send("D0"); } canMove0 = false; } // Player1 if (player == false && p1m == true) { camRot = EnemyShell.transform.localEulerAngles.y; if (camRot > 225 && camRot < 315) { ws.Send("A1"); } else if (camRot > 135 && camRot < 225) { ws.Send("B1"); } else if (camRot > 45 && camRot < 135) { ws.Send("C1"); } else if (camRot > 315 || camRot < 45) { ws.Send("D1"); } canMove1 = false; } if (p0m == true) { p0m = false; } if (p1m == true) { p1m = false; } // Poison Move for (int i = 0; i < 10; i++) { if (prj1 == true) { pr [i].transform.position += new Vector3(0, 0.05f, 0); } else if (prj1 == false) { pr [i].transform.position -= new Vector3(0, 0.05f, 0); } } for (int i = 10; i < 20; i++) { if (prj2 == true) { pr [i].transform.position += new Vector3(0, 0.05f, 0); } else if (prj2 == false) { pr [i].transform.position -= new Vector3(0, 0.05f, 0); } } if (pr [0].transform.position.y >= 1.3f) { prj1 = false; prj2 = true; } else if (pr [0].transform.position.y <= -0.2f) { prj1 = true; prj2 = false; } // TIME if (pj == true && count >= 1.1f) { sCount.SetActive(true); count -= Time.deltaTime; sCount.GetComponent <Text>().text = ((int)count).ToString(); } else if (pj == true) { st = true; sCount.SetActive(false); canMove0 = true; canMove1 = true; } if (st == true) { time -= Time.deltaTime; } if (time < 1) { if (player == true) { SceneManager.LoadScene("lose"); } else { SceneManager.LoadScene("win"); } } if (time >= 11 && st == true) { TIME.SetActive(true); TIME.GetComponent <Text>().text = ((int)time).ToString(); } else if (st == true && time >= 1) { TIME.SetActive(false); eCount.SetActive(true); eCount.GetComponent <Text>().text = ((int)time).ToString(); } }
///<summary> This should be called from the third frame on </summary> private void BattleSymbolsUpdate() { // Defines Target Target target = player_script.target; ReferenceSystem ref_sys = SceneGlobals.ReferenceSystem; // Projects the player's "absolute" velocity (relative to the origin of the scene) if (PlayerShip != null && ref_sys.RelativeVelocity(PlayerShip.Velocity) != Vector3.zero) { Image prog = pointers["prograde_marker"]; ProjectVecOnScreen(ref_sys.RelativeVelocity(PlayerShip.Velocity), camera_transform, ref prog); } // Projects the players relative velocity to his selected target if (target.Exists) { if (!target.virt_ship) { if (PlayerShip.Velocity - target.Ship.Velocity != Vector3.zero) { Image tgt_vel = pointers["target_velocity_marker"]; ProjectVecOnScreen(PlayerShip.Velocity - target.Ship.Velocity, camera_transform, ref tgt_vel); } } } // Weapon indicators foreach (Weapon w in PlayerShip.Parts.GetAll <Weapon>()) { Image img = weapon_states[w]; Vector3 new_pos = MainCam.WorldToScreenPoint(player_transform.position + (player_transform.forward * 100000)); new_pos.z = 0; img.rectTransform.position = new_pos; if (w.ooo_time > 0) { float ratio = 1 - (w.ooo_time / w.init_ooo_time) * .75f; img.color = new Color(ratio, ratio, ratio); } else { img.color = new Color(1f, 1 - w.heat, 1 - w.heat); } } // Turret Indicators foreach (Turret t in PlayerShip.Parts.GetAll <Turret>()) { Image img = turret_states[t]; Vector3 new_pos = MainCam.WorldToScreenPoint(transform.position + (t.BarrelRot * Vector3.forward * 100000f)); new_pos.z = 0; img.rectTransform.position = new_pos; if (t.ooo_time > 0) { float ratio = 1 - (t.ooo_time / t.init_ooo_time) * .75f; img.color = new Color(ratio, ratio, ratio); } else { img.color = new Color(1f, 1 - t.heat, 1 - t.heat); } } // Draws the "direction pointer" (the velocity direction) Vector3 direction_projection = direction == Vector3.zero ? new Vector3(-200, -200) : MainCam.WorldToScreenPoint(direction + transform.position); direction_projection.z = 0; pointers ["direction_pointer"].transform.position = direction_projection; Vector3 velocity_dir = PlayerShip.Velocity == Vector3.zero ? new Vector3(-200, -200) : MainCam.WorldToScreenPoint(PlayerShip.Position + PlayerShip.Velocity.normalized * 1e9f); velocity_dir.z = 0; pointers ["prograde"].transform.position = velocity_dir; pointers ["prograde"].color = Vector3.Angle(PlayerShip.Velocity, camera_transform.forward) < 90f ? Color.green : Color.red; if (player_script.target != null) { if (player_script.target.Exists) { tgting_point = player_script.target.Position; } } if (group_follows_cursor) { if (current_group != null) { current_group.SetTgtDir(CursorWorldDirection); } } }
private void Awake() { Instance = this; iPos = transform.localPosition; }
// Use this for initialization void Start() { S = this; }
// Start is called before the first frame update void Start() { cam = MainCam.GetCam(); }
// Start is called before the first frame update void Start() { MainCam.GetComponent <Camera>().player = Player; StartCoroutine("SpawnEnemy"); }