// Update is called once per frame void Update() { // Rotate the key transform.Rotate(Vector3.back * (rotationSpeed * Time.deltaTime)); // Set the colour GetComponent <SpriteRenderer>().color = keyColour; // If the pickup has been collected if (keyCollected) { // Call back if (onKeyCollected != null) { onKeyCollected.Invoke(gameObject); } // Play sfx questManager.PlaySFX(); ParticleSystemController.InstaniateParticleSystem(collectable, transform.position, Quaternion.identity); // Key has been collected chest.GetComponent <Chest>().KeyCollected(true); // Remove the key gameObject.SetActive(false); } }
public void Resize(bool live) { if (psCtrl == null) { gameObject.AddComponent <ParticleSystemController> (); psCtrl = GetComponent <ParticleSystemController>(); } if (live) { if (lineRenderers.Count > 0) { for (int i = 0; i < lineRenderers.Count; i++) { lrWidth[i] *= size; lrWidth [i] = (float)System.Math.Round(lrWidth [i], 2); } } overgrow *= size; overgrow = (float)System.Math.Round(overgrow, 2); } size = (float)System.Math.Round(size, 2); psCtrl.size = size; psCtrl.ResizeOnly(); }
public override void init() { effectColor = GetComponent <SpriteRenderer>().color; effectColor.a = 1; friu = GetComponent <TeleportRangeIndicatorUpdater>(); aoeCollider = GetComponent <CircleCollider2D>(); particleController = GetComponentInChildren <ParticleSystemController>(); }
void Awake() { scoreScreen = scoreScreen.GetComponent <Canvas> (); gameOverScreen = gameOverScreen.GetComponent <Canvas> (); gameOverScreen.enabled = false; player = GameObject.FindWithTag("Player"); explosion = player.GetComponent <ParticleSystemController> (); }
private void OnEnable() { effectParticleController = GetComponent <ParticleSystemController>(); effectParticleSystem = GetComponent <ParticleSystem>(); ParticleSystem.MainModule psmm = effectParticleSystem.main; psmm.startColor = playerAbility.EffectColor.adjustAlpha(psmm.startColor.color.a); playerAbility.onEffectedTeleport += processTeleport; }
public float maxGestureRange = 1;//how far from the center of the player character this ability can activate // Use this for initialization protected virtual void Start() { player = gameObject; particleController = teleportParticleEffects.GetComponent <ParticleSystemController>(); particleSystem = teleportParticleEffects.GetComponent <ParticleSystem>(); if (abilityIndicatorParticleEffects != null) { abilityIndicatorParticleEffects.GetComponent <ParticleSystem>().Play(); } }
public override void OnInspectorGUI() { DrawDefaultInspector(); ParticleSystemController psCtrl = (ParticleSystemController)target; if (GUILayout.Button("Refresh")) { psCtrl.UpdateParticleSystem(); } }
public IEnumerator colorsDifferent() { GameObject newGameObject = InstantiateGameObjectParticleSystemMidController(); yield return(null); particleSystemController = newGameObject.GetComponent <ParticleSystemController>(); Color[] colors = { Color.red, Color.blue, Color.black }; particleSystemController.alterColorOverLifeTime(colors[0], colors[1], colors[2]); Gradient gradient = getGradient(colors[0], colors[1], colors[2]); Assert.AreEqual(gradient, particleSystemController.particleSystem.colorOverLifetime.color.gradient); }
public void ToggleLifeIndicator(bool isOn, Image inhalerSprite) { // change the tint based on on/off inhalerSprite.color = isOn ? Color.white : Color.black; // play the particle system associated with this toggle, if it exists ParticleSystemController system = isOn ? systemOn : systemOff; if (system) { system.Play(); } }
public ParticleSystemController Spawn(string particleSystemName, Vector3 spawnPosition) { ParticleSystemController result = loader.Spawn(particleSystemName, particlesContainer); if (result != null) { result.transform.position = spawnPosition; aliveSystems.Add(result); SubscribeEvents(result); } return(result); }
public IEnumerator colorsEqual() { GameObject newGameObject = InstantiateGameObjectParticleSystemMidController(); yield return(null); particleSystemController = newGameObject.GetComponent <ParticleSystemController>(); Color color = Color.yellow; particleSystemController.alterColorOverLifeTime(color, color, color); Gradient gradient = getGradient(color, color, color); Assert.AreEqual(gradient, particleSystemController.particleSystem.colorOverLifetime.color.gradient); }
// Use this for initialization void Start() { rb2d = GetComponent <Rigidbody2D>(); pc2d = GetComponent <PolygonCollider2D>(); gravity = GetComponent <GravityAccepter>(); mainCamCtr = Camera.main.GetComponent <CameraController>(); gm = GameObject.FindGameObjectWithTag("GestureManager").GetComponent <GestureManager>(); halfWidth = GetComponent <SpriteRenderer>().bounds.extents.magnitude; hm = GetComponent <HardMaterial>(); hm.shattered += shattered; fta = GetComponent <ForceTeleportAbility>(); wca = GetComponent <WallClimbAbility>(); sba = GetComponent <ShieldBubbleAbility>(); teleportRangeParticalController = teleportRangeParticalObject.GetComponent <ParticleSystemController>(); }
void Start() { //Changes color psCtrl = GetComponent <ParticleSystemController>(); if (psCtrl == null && size != 1 || changeColor) { gameObject.AddComponent <ParticleSystemController> (); psCtrl = GetComponent <ParticleSystemController>(); } if (changeColor) { psCtrl.changeColor = changeColor; psCtrl.newMaxColor = newMaxColor; psCtrl.newMinColor = newMinColor; psCtrl.ChangeColorOnly(); for (int i = 0; i < lineRenderers.Count; i++) { lineRenderers [i].colorGradient = psCtrl.ChangeGradientColor(lineRenderers [i].colorGradient, psCtrl.newMaxColor, psCtrl.newMinColor); } } if (size != 1) { Resize(false); } //if the end point is a camera than get the componenet if (endPoint != null) { cam = endPoint.GetComponent <Camera> (); } if (layerName != "Default") { var layerID = LayerMask.NameToLayer(layerName); if (layerID != -1) { gameObject.layer = layerID; ChangeLayerRecursively(gameObject); } else { Debug.Log("That Layer Name doesn't exist. Watchout for a typo!"); } } FillLists(); }
// Called when the cube has taken damage public void CubeDamaged(int damage) { // Remove health from cube currentHealth -= damage; // If the cube damaged is a rock play particle effects if (cubeType == CUBETYPE.ROCK) { // If the cube has been damaged if (currentHealth > 0) { ParticleSystemController.InstaniateCubeParticleSystem(map.rockDamagedSystem, transform); soundFx.PlayOneShot(rockDamagedClip, 0.25f); } // Cube has been destroyed else { ParticleSystemController.InstaniateCubeParticleSystem(map.rockDestroyedSystem, transform); soundFx.PlayOneShot(rockDestroyedClip, 0.25f); } // Camera shake CameraShaker.Instance.Shake(CameraShakePresets.RockDamaged); } // If the cube damaged is a crystal play particle effects if (cubeType == CUBETYPE.CRYSTAL) { // If the cube has been damaged if (currentHealth > 0) { ParticleSystemController.InstaniateCubeParticleSystem(map.crystalDamagedSystem, transform); soundFx.PlayOneShot(crystalDamagedClip); } // Cube has been destroyed else { ParticleSystemController.InstaniateCubeParticleSystem(map.crystalDestroyedSystem, transform); soundFx.PlayOneShot(crystalDestroyedClip); } // Camera shake CameraShaker.Instance.Shake(CameraShakePresets.CrystalDamaged); } }
//base function for ranged attack that can be overridden for unique behaviour protected virtual void RangedAttack() { //Play the gunshot flash GameObject FlashParticleObject = ObjectPoolManager.Instance.GetObjectFromNetworkPool(m_GunFlashParticlePoolName); if (FlashParticleObject != null) { FlashParticleObject.SetActive(true); ParticleSystemController particleController = FlashParticleObject.GetComponent <ParticleSystemController>(); if (GunFlashLocation != null) { particleController.FireFromPositionNetworked(GunFlashLocation.position); } } ResetAnimationTriggers(); m_IsAttacking = true; AmmoAmount--; }
// Update is called once per frame void Update() { // Set the colour GetComponentInChildren<SpriteRenderer>().material.color = chestColour; // If the pickup has been collected if (chestOpened && !completed) { if (onChestOpened != null) onChestOpened.Invoke(gameObject); // Play sfx questManager.PlaySFX(); ParticleSystemController.InstaniateParticleSystem(collectable, transform.position, Quaternion.identity); // Chest opened completed = true; } }
// Update is called once per frame void Update() { // Rotate the pickup transform.Rotate(Vector3.back * (rotationSpeed * Time.deltaTime)); // If the pickup has been collected if (healthCollected) { // Health has been collectd gameController.HealthCollected(); // Play sfx questManager.PlaySFX(); ParticleSystemController.InstaniateParticleSystem(collectable, transform.position, Quaternion.identity); // Destory the pickup Destroy(gameObject); } }
void Start() { //add width of the lasers to a list and sets the width to 0 for (int i = 0; i < lineRenderers.Count; i++) { lrWidth.Add(lineRenderers[i].widthMultiplier); lineRenderers [i].widthMultiplier = 0; lineRenderers [i].enabled = false; } //COLOR - changes color according to ParticleSystemController psCtrl = GetComponent <ParticleSystemController>(); if (psCtrl != null && psCtrl.changeColor) { for (int i = 0; i < lineRenderers.Count; i++) { lineRenderers [i].colorGradient = psCtrl.ChangeGradientColor(lineRenderers [i].colorGradient, psCtrl.newMaxColor); } } //add particle systems to a respective list if (endVFX != null) { endVFX.SetActive(false); AddPSToList(endVFX, psEndVFX, true); } if (psVFX != null) { psVFX.SetActive(false); AddPSToList(psVFX, psChilds, true); } if (trailVFX != null && trail) { psTrailVFX = trailVFX.GetComponent <ParticleSystem> (); } //if the end point is a camera the get componenet if (endPoint != null) { cam = endPoint.GetComponent <Camera> (); } }
// Update is called once per frame void Update() { // Rotate the pickup transform.Rotate(Vector3.back * (rotationSpeed * Time.deltaTime)); // If the pickup has been collected if (pickupCollected) { // Call back if (onPickupCollected != null) { onPickupCollected.Invoke(gameObject); } // Play sfx questManager.PlaySFX(); ParticleSystemController.InstaniateParticleSystem(collectable, transform.position, Quaternion.identity); // Destory the pickup Destroy(gameObject); } }
// OnTriggerEnter is called when the Collider other enters the trigger void OnTriggerStay(Collider other) { // If the other collider is the player if (other.gameObject.tag == Tags.playerTag) { // If the player presses action saves civillian if (other.gameObject.GetComponent <PlayerController>().IsAction()) { // Set the civillian stats GameDataManager.instance.SetCivillianStats(transform.position, false, true); // Add the civillian to the hud hud.AddCivillian(civillianHUDItem); // Play sound fx and particles - destroy gameobject questManager.PlaySFX(); ParticleSystemController.InstaniateParticleSystem(savedCivillian, transform.position, Quaternion.identity); Destroy(gameObject); } // Player kills civillian else if (other.gameObject.GetComponent <PlayerController>().IsDiggingAttacking()) { // Set the civillian stats GameDataManager.instance.SetCivillianStats(transform.position, true, false); // Set the rotation Quaternion rotation = Quaternion.identity; rotation.eulerAngles = new Vector3(0.0f, 0.0f, 90.0f); // Play sound fx and particles - destroy gameobject questManager.PlaySFX(killedClip); ParticleSystemController.InstaniateParticleSystem(killedCivillian, transform.position, rotation); Destroy(gameObject); } } }
// Check if explosion destroys rocks void DestroyGridCubes() { // Loop through all cubes in the cubes list foreach (GameObject cube in cubes) { // Check that there are cubes if (cubes.Count > 0 && cube != null) { // Get the cube data CubeData cubeData = cube.GetComponent <CubeData>(); // If the cube can be destroyed if (cubeData.CubeDestructible()) { cubeData.CubeDamaged(cubeData.CurrentHealth()); } } } // If there are cubes in the cubes list if (cubes.Count > 0) { // Loop through each cube for (int i = 0; i < cubes.Count; i++) { // If the cube has been destroyed remove it from the cubes list if (cubes[i] == null || cubes[i].GetComponent <CubeData>().CubeDestroyed()) { cubes.Remove(cubes[i].gameObject); } } } // Play the particles ParticleSystemController.InstaniateParticleSystem(explosion, transform.position, Quaternion.identity); }
void Start() { particleSystemController = particle.GetComponent <ParticleSystemController>(); buttonUpdate.onClick = new Button.ButtonClickedEvent(); buttonUpdate.onClick.AddListener(() => clickUpdate()); }
protected virtual void Awake() { ParticleController = GetComponent <ParticleSystemController>(); }
public ParticleSystemEndsPlayingEvent(ParticleSystemController particleSystemController) { ParticleSystemController = particleSystemController; }
private void UnsubscribeEvents(ParticleSystemController controller) { controller.Events.RemoveListener(OnParticleEndsPlaying, ParticleSystemEndsPlayingEvent.EVENT_TYPE); }
// Use this for initialization void Start() { instance = this; }
// Update is called once per frame public void HealthUpdate() { // If the monster has no health if (currentHealth == 0) { // If the monster has no health (not given dead status yet) if (!monsterDead) { // Play the death particles monsterController.playerController.AddToScore(pointsScore); // If the monster is a basic monster record the monster kill position if (monsterController.monsterType == MONSTERTYPE.BASIC) { // Killed in quest flag bool killedInQuest; // Is the monster killed during quest if (questManager.MonsterQuest()) { killedInQuest = true; } else { killedInQuest = false; } // Record themonster killed GameDataManager.instance.MonsterKilled(MONSTERTYPE.BASIC, monsterController.Index(), transform.position, killedInQuest); } // If the monsters is a juicy monster record the monster kill position if (monsterController.monsterType == MONSTERTYPE.JUICY) { // Killed in quest flag bool killedInQuest; // Is the monster killed during quest if (questManager.MonsterQuest()) { killedInQuest = true; } else { killedInQuest = false; } // Record themonster killed GameDataManager.instance.MonsterKilled(MONSTERTYPE.JUICY, monsterController.Index(), transform.position, killedInQuest); // Play the juicy particle death ParticleSystemController.InstaniateParticleSystem(monsterController.destroyedSystem, transform.position, Quaternion.identity); } } // The monster is dead monsterDead = true; // If the monster is a basic monster shrink it on death if (monsterController.monsterType == MONSTERTYPE.BASIC) { // Shrink the monster transform.localScale = Vector3.Lerp(transform.localScale, new Vector3(targetScale, targetScale, targetScale), Time.deltaTime * shrinkSpeed); Destroy(bodyShadow); monsterController.characterController.enabled = false; deathTimer -= Time.deltaTime; } // If the monster is a juicy monster disable sprite else if (monsterController.monsterType == MONSTERTYPE.JUICY) { GetComponentInChildren <SpriteRenderer>().enabled = false; Destroy(bodyShadow); monsterController.characterController.enabled = false; deathTimer -= Time.deltaTime; } // When the monster has finished dying if (deathTimer <= 0.0f) { // Monster quest if (questManager.MonsterQuest() && questManager.MonstersKilled() < questManager.TotalMonsters()) { if (onMonsterKilled != null) { onMonsterKilled.Invoke(gameObject); } } // Destroy the gameobject Destroy(gameObject); // Spawn new monster monsterManager.SpawnMonster(monsterManager.monsterHealth); } } }