Beispiel #1
0
    // Use this for initialization
    void Start()
    {
        tf = gameObject.transform;

        // Load noisemaker
        noisemaker = GetComponent <Noisemaker>();
    }
Beispiel #2
0
    private IEnumerator TestNoteRoutine(Noisemaker NoisemakerBeingTested)
    {
        NoisemakerBeingTested.StartPlaying();
        yield return(new WaitForSeconds(1));

        if (!NoisemakerBeingTested.Input.On)
        {
            NoisemakerBeingTested.StopPlaying();
        }
    }
Beispiel #3
0
    // Start is called before the first frame update
    public virtual void Start()
    {
        senses = GetComponent <AISenses>();

        tf = GetComponent <Transform>();

        noisemaker = GetComponent <Noisemaker>();

        homePoint = tf.position;
    }
    // Start is called before the first frame update
    public virtual void Start()
    {
        // Store my senses component
        senses = GetComponent <AISenses>();

        tf = GetComponent <Transform>();

        // Load noisemaker
        noisemaker = GetComponent <Noisemaker>();

        // Save home point
        homePoint = tf.position;
    }
Beispiel #5
0
 void Awake()
 {
     if (Instance != null && Instance != this)
     {
         Debug.Log("Noisemaker got destroyeed\n");
         Destroy(gameObject);
     }
     Instance = this;
     //    Debug.Log("Starting @  " + AudioListener.volume + "\n");
     //AudioListener.volume = 0.5f +  global_volume * 0.05f;
     AudioListener.volume = global_volume * 0.1f;
     //   Debug.Log("Now at @  " + AudioListener.volume + "\n");
 }
Beispiel #6
0
    public bool CanHear(GameObject target)
    {
        Noisemaker targetNoisemaker = target.GetComponent <Noisemaker>();

        if (targetNoisemaker != null)
        {
            Vector3 vectorToTarget = target.transform.position - this.transform.position;
            if (hearingDistance + targetNoisemaker.noiseRadius > vectorToTarget.magnitude)
            {
                gizmoColor = Color.green;
                return(true);
            }
        }
        gizmoColor = Color.red;
        return(false);
    }
Beispiel #7
0
 public bool CanHear(Transform target)
 {
     //If the target does not have a noisemaker we cannot hear them
     noisemaker = target.GetComponent <Noisemaker>();
     if (noisemaker == null)
     {
         return(false);
     }
     //If they do have a noisemaker, check distance -- if it is <= (PlayerVolume * hearingScale), then we can hear them
     if (Vector3.Distance(target.position, transform.position) <= noisemaker.PlayerVolume * hearingScale)
     {
         return(true);
     }
     //Otherwise enemies cannot hear player
     return(false);
 }
Beispiel #8
0
    public bool canAttack  = false; //A bool to allow the enemy to attack or not attack

    // Start is called before the first frame update
    public virtual void Start()
    {
        bulletPrefab.tag = "Bullet";

        // Store my senses component
        senses = GetComponent <AISenses>();

        tf = GetComponent <Transform>();

        rb = GetComponent <Rigidbody2D>();

        controller = GetComponent <PlayerController>();

        // Load noisemaker
        noisemaker = GetComponent <Noisemaker>();
    }
    public bool CanHear(GameObject target)
    {
        Noisemaker targetNoiseMaker = target.GetComponent <Noisemaker>();

        if (targetNoiseMaker == null)
        {
            return(false);
        }

        Transform targetTf = target.GetComponent <Transform>();

        if (Vector3.Distance(targetTf.position, tf.position) <= targetNoiseMaker.volume * hearingScale)
        {
            return(true);
        }

        return(false);
    }
Beispiel #10
0
    public void shoot()
    {
        Noisemaker noisemaker = gameObject.GetComponent <Noisemaker>();
        // Check cooldown timer to see if we can shoot.

        // Instantiate the cannon ball.
        GameObject firedCannonBall = Instantiate(cannonBallPrefab, firePoint.transform.position, Quaternion.identity) as GameObject;
        Rigidbody  cannonRB        = firedCannonBall.GetComponent <Rigidbody>();

        // Propel the cannon ball forward with Rigidbody.AddForce()
        cannonRB.AddForce(firePoint.transform.forward * data.shotSpeed);
        // The cannon ball needs some data: Who fired it, and how much damage will it do?
        Cannonball cannonBall = firedCannonBall.GetComponent <Cannonball>();

        cannonBall.attack = new Attack(this.gameObject, data.cannonballDamage);
        Debug.Log(cannonBall.attack);
        gameObject.SendMessage("AddNoise", value: 5, SendMessageOptions.DontRequireReceiver);
        sfx.Play();
    }
    bool CanHear(GameObject target)
    {
        float      hearingDistance;
        Noisemaker source = target.GetComponent <Noisemaker>();

        if (source == null)
        {
            return(false);
        }
        else
        {
            if (source.isMakingNoise == true)
            {
                hearingDistance = hearingSensitivity * source.noiseVolume;
                if (Vector3.Distance(target.GetComponent <Transform>().position, tf.position) < hearingDistance)
                {
                    return(true);
                }
            }
        }
        //if somehow this is reached, you can't hear them
        return(false);
    }
Beispiel #12
0
    // god this sucks. Should be an interface. TODO learn how to use interfaces and make this an interface
    // also, mounts should be a part of this
    private static void DoThingsForNewComponents(GameObject newcomponent)
    {
        Display display = newcomponent.GetComponentInChildren <Display>();

        if (display != null)
        {
            display.NewlyPlaced(); return;
        }

        Label label = newcomponent.GetComponentInChildren <Label>();

        if (label != null)
        {
            label.NewlyPlaced(); return;
        }

        Noisemaker noisemaker = newcomponent.GetComponentInChildren <Noisemaker>();

        if (noisemaker != null)
        {
            noisemaker.NewlyPlaced(); return;
        }
    }
 private void Awake()
 {
     noisemaker = GetComponent <Noisemaker>();
 }
    private static void LoadNoisemaker(GameObject LoadedObject, SavedNoisemaker save)
    {
        Noisemaker noisemaker = LoadedObject.GetComponentInChildren <Noisemaker>();

        noisemaker.ToneFrequency = save.ToneFrequency;
    }
    public static SavedObjectV2 CreateSavedObjectFrom(ObjectInfo worldsave)
    {
        //SavedObjectV2 newsavedobject = SaveManager.ObjectTypeToSavedObjectType(save.ObjectType);

        SavedObjectV2 newsavedobject = null;

        switch (worldsave.ComponentType)
        {
        case ComponentType.CustomObject:
            newsavedobject = new SavedCustomObject();
            CreateCustomSavedObject((SavedCustomObject)newsavedobject, worldsave);
            break;

        case ComponentType.CircuitBoard:
            CircuitBoard board = worldsave.GetComponent <CircuitBoard>();
            newsavedobject = new SavedCircuitBoard
            {
                x     = board.x,
                z     = board.z,
                color = board.GetBoardColor
            };
            break;

        case ComponentType.Wire:
            InputInputConnection IIConnection = worldsave.GetComponent <InputInputConnection>();
            newsavedobject = new SavedWire
            {
                InputInput = IIConnection,
                length     = worldsave.transform.localScale.z
            };
            break;

        case ComponentType.Button:
            newsavedobject = new SavedButton();
            break;

        case ComponentType.PanelButton:
            newsavedobject = new SavedPanelButton();
            break;

        case ComponentType.Delayer:
            Delayer delayer = worldsave.GetComponent <Delayer>();
            newsavedobject = new SavedDelayer
            {
                OutputOn   = delayer.Output.On,
                DelayCount = delayer.DelayCount
            };
            break;

        case ComponentType.Display:
            Display display = worldsave.GetComponentInChildren <Display>();
            newsavedobject = new SavedDisplay
            {
                Color = display.DisplayColor
            };
            break;

        case ComponentType.PanelDisplay:
            Display paneldisplay = worldsave.GetComponentInChildren <Display>();
            newsavedobject = new SavedPanelDisplay
            {
                Color = paneldisplay.DisplayColor
            };
            break;

        case ComponentType.Inverter:
            Inverter notgate = worldsave.GetComponent <Inverter>();
            newsavedobject = new SavedInverter
            {
                OutputOn = notgate.Output.On
            };
            break;

        case ComponentType.Label:
            Label label = worldsave.GetComponent <Label>();
            newsavedobject = new SavedLabel
            {
                text     = label.text.text,
                FontSize = label.text.fontSize
            };
            break;

        case ComponentType.PanelLabel:
            Label panellabel = worldsave.GetComponent <Label>();
            newsavedobject = new SavedPanelLabel
            {
                text     = panellabel.text.text,
                FontSize = panellabel.text.fontSize
            };
            break;

        case ComponentType.Switch:     // SWITCH-F*****G-CEPTION
            Switch circuitswitch = worldsave.GetComponentInChildren <Switch>();
            newsavedobject = new SavedSwitch
            {
                on = circuitswitch.On
            };
            break;

        case ComponentType.PanelSwitch:
            Switch panelswitch = worldsave.GetComponentInChildren <Switch>();
            newsavedobject = new SavedPanelSwitch
            {
                on = panelswitch.On
            };
            break;

        case ComponentType.Peg:
            newsavedobject = new SavedPeg();
            break;

        case ComponentType.ThroughPeg:
            newsavedobject = new SavedThroughPeg();
            break;

        case ComponentType.Blotter:
            Blotter blotter = worldsave.GetComponent <Blotter>();
            newsavedobject = new SavedBlotter
            {
                OutputOn = blotter.Output.On
            };
            break;

        case ComponentType.ThroughBlotter:
            Blotter throughblotter = worldsave.GetComponent <Blotter>();
            newsavedobject = new SavedThroughBlotter
            {
                OutputOn = throughblotter.Output.On
            };
            break;

        case ComponentType.ColorDisplay:
            newsavedobject = new SavedColorDisplay();
            break;

        case ComponentType.PanelColorDisplay:
            newsavedobject = new SavedPanelColorDisplay();
            break;

        case ComponentType.Noisemaker:
            Noisemaker noisemaker = worldsave.GetComponentInChildren <Noisemaker>();
            newsavedobject = new SavedNoisemaker
            {
                ToneFrequency = noisemaker.ToneFrequency
            };
            break;

        case ComponentType.SnappingPeg:
            newsavedobject = new SavedSnappingPeg();
            break;

        case ComponentType.Mount:
            newsavedobject = new SavedMount();
            break;

        case ComponentType.VerticalSnappingPeg:
            newsavedobject = new SavedVerticalSnappingPeg();
            break;

        case ComponentType.none:
            Debug.LogError("BIG ERROR tried to save a component with no type!");
            break;
        }

        newsavedobject.LocalPosition    = worldsave.transform.localPosition;
        newsavedobject.LocalEulerAngles = worldsave.transform.localEulerAngles;

        if (newsavedobject.CanHaveChildren)
        {
            newsavedobject.Children = FindChildSaves(worldsave);
        }

        return(newsavedobject);
    }