Beispiel #1
0
    private void Awake()
    {
        distortionEffect = GetComponent <_2dxFX_Distortion_Additive>();
        AdjustRadius();
        warningColor = new Color32(255, 0, 63, 255);
        particleSystemGameObjectsToScale.Add(standardStarParticlesGO);
        particleSystemGameObjectsToScale.Add(starTooBigGO);
        particleSystemGameObjectsToScale.Add(starUltraNovaGO);

        doomColor                   = Color.red;
        playerHealth                = GameObject.Find("Player").GetComponent <PlayerHealth>();
        illuminationLossLap         = 30.0f;
        holdMaxIlluminationDuration = 30.0f;
        blackHoleEffect             = GetComponent <_2dxFX_BlackHole>();
        blackHoleForce              = GetComponent <PointEffector2D>();
        area           = GetComponent <CircleCollider2D>();
        DarkStarSprite = GetComponent <SpriteRenderer>().sprite;
        //       openStarParticles = openStarGO.GetComponentsInChildren<ParticleSystem>().ToList();
        ourAnimations = GetComponent <DarkStarAnimations>();
        // maxIlluminationParticles = maxIlluminationGO.GetComponentsInChildren<ParticleSystem>().ToList();

        //here we're connecting it so that when it touches the rim of being too big, it starts a countdown
        DarkStarTooBig.DarkStarReachedTooLargeBounds += BeginOvercharge;
        DarkStarTooBig.DarkStarReceeded += this.CancelOvercharge;
        DarkStarTooBig.DarkStarReachedTooLargeBounds += StartDistortionEffect;
        DarkStarTooBig.DarkStarReceeded += this.StopDistortionEffect;
    }
Beispiel #2
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    protected override void OnValidate()
    {
        base.OnValidate();
        invuln = true;

        cc2Ds = GetComponentsInChildren <CircleCollider2D>();
        ps    = GetComponent <ParticleSystem>();
        pe2D  = GetComponentInChildren <PointEffector2D>();

        foreach (CircleCollider2D cc2D in cc2Ds)
        {
            if (cc2D.isTrigger) // area effect
            {
                cc2D.radius = areaEffectRadius;
            }
            else // singularity
            {
                cc2D.radius = singularityRadius;
            }
        }

        sRend.transform.localScale = new Vector3(2 * singularityRadius, 2 * singularityRadius, 1f);
        pe2D.forceMagnitude        = forceMagnitude;

        if (ps)
        {
            // arbitrary
            ParticleSystem.ShapeModule pss = ps.shape;
            pss.radius          = (singularityRadius + areaEffectRadius) / 2f;
            pss.radiusThickness = 1 - singularityRadius / pss.radius;

            // delete particles inside the singularity
            ps.trigger.SetCollider(0, cc2Ds[0]);
        }
    }
    void OnCollisionEnter2D(Collision2D coll)
    {
        if (coll.gameObject.tag.Equals("Planet"))
        {
            Rigidbody2D coll_rg = coll.gameObject.GetComponent <Rigidbody2D> ();
            LastMassCenter = MassCenter;
            MassCenter     = coll_rg.position;

            UFOEnableTouch = true;

            // grabs the rigidbody for planet landed on
            LastPlanet    = CurrentPlanet;
            CurrentPlanet = coll.gameObject.GetComponent <PointEffector2D>();
            if (LastPlanet != null)
            {
                LastPlanet.enabled = true;
            }

            if (MassCenter != LastMassCenter)
            {
                if (stateMachine)
                {
                    stateMachine.enterOrbit();
                }
                else
                {
                    Debug.Log("State Machine does not exist");
                    Application.Quit();
                }
            }
        }
    }
    // Use this for initialization
    void Start()
    {
        PointEffector2D effector = GetComponent <PointEffector2D> ();
        float           f        = Random.Range(ForceMin, ForceMax);

        effector.forceMagnitude = f;
    }
Beispiel #5
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 // Use this for initialization
 protected override void Awake()
 {
     base.Awake();
     vfx      = GetComponent <ParticleSystem>();
     coll     = GetComponent <CircleCollider2D>();
     effector = GetComponent <PointEffector2D>();
 }
 void Start()
 {
     gun                     = GetComponent <Gun>();
     rb                      = GetComponent <Rigidbody2D>();
     gravityEffector         = GetComponent <PointEffector2D>();
     gravityEffector.enabled = false;
 }
Beispiel #7
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 void pointEffect()
 {
     foreach (Collider2D collider in colliderList)
     {
         PointEffector2D effector = collider.GetComponent <PointEffector2D>();
         if (Input.GetKey(KeyCode.Mouse0))
         {
             effector.forceMagnitude = pointEffectForce;
             GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0);
             hasSetEffector = true;
         }
         else if (Input.GetKey(KeyCode.Mouse1))
         {
             effector.forceMagnitude = pointEffectForce * -1;
             GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0);
             hasSetEffector = true;
         }
         else
         {
             effector.forceMagnitude = 0;
             hasSetEffector          = false;
         }
     }
     if (!colliderList[0].transform.position.Equals(controls.positions[0]))
     {
         colliderList[1].gameObject.SetActive(true);
         colliderList[1].transform.position = controls.positions[0];
         colliderList.Reverse();
     }
     else
     {
         colliderList[1].gameObject.SetActive(false);
     }
 }
    public void Step(Ball bal)
    {
        Collider2D[] cols2 = Physics2D.OverlapCircleAll(bal.transform.position, radius);
        foreach (Collider2D col in cols2)
        {
            if (col.usedByEffector)
            {
                PointEffector2D effector = col.GetComponent <PointEffector2D>();
                Vector2         dir      = new Vector2(effector.transform.position.x - bal.transform.position.x, effector.transform.position.y - bal.transform.position.y);
                float           distSqr  = dir.magnitude * effector.distanceScale;
                if (effector.forceMode == EffectorForceMode2D.InverseSquared)
                {
                    distSqr *= distSqr;
                }
                float force = effector.forceMagnitude / (distSqr);
                float vel   = (force / bal.mass);
                vel *= Time.fixedDeltaTime;

                bal.velocity += -dir.normalized * vel;
            }
        }
        if (bal.drag != 0)
        {
            bal.velocity *= (1f - (Time.fixedDeltaTime * bal.drag));
        }

        bal.transform.position += (bal.velocity * Time.fixedDeltaTime).XYZ(0);
    }
Beispiel #9
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 void Start()
 {
     //Inicializamos los componentes anteriores y desactivamos el "point effector" en un principio
     anim       = GetComponent <Animator>();
     pe         = GetComponent <PointEffector2D>();
     pe.enabled = false;
 }
Beispiel #10
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 // Start called at the start
 protected void Start()
 {
     pointEffector  = GetComponent <PointEffector2D>();
     particles      = GetComponent <ParticleSystem>();
     spriteRenderer = GetComponent <SpriteRenderer>();
     //oldSprite = GetComponent<Sprite>();
 }
Beispiel #11
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    public void Die()
    {
        if (type == "Droid")
        {
            GetComponent <EnemyMovement>().state   = "Idle";
            GetComponent <Enemy1_Attack>().enabled = false;
        }
        if (type == "Drone")
        {
            GetComponent <DroneMovement>().enabled = false;
            GetComponent <DroneAttack>().enabled   = false;
        }
        if (type == "Drone2")
        {
            GetComponent <DroneMovement>().enabled = false;
            Destroy(GetComponent <Drone2Attack>().cp);
            GetComponent <Drone2Attack>().enabled = false;
        }
        if (type == "LandMine")
        {
            GetComponent <LandMine>().delay   = 0;
            GetComponent <LandMine>().explode = true;
        }

        //Rigidbody2D rb = GetComponent<Rigidbody2D>();
        //rb.velocity = new Vector2(0, 0);
        //rb.simulated = false;

        if (corpse != null)
        {
            foreach (GameObject bodyPart in corpse)
            {
                //bodyPart.GetComponent<Rigidbody2D>().velocity = new Vector2(Random.Range(-corpseExplosionForce, corpseExplosionForce), Random.Range(-corpseExplosionForce, corpseExplosionForce));
                Instantiate(bodyPart, transform.position + new Vector3(Random.Range(-corpseSpawnOffset, corpseSpawnOffset), Random.Range(-corpseSpawnOffset, corpseSpawnOffset), 0.0f), Quaternion.identity);
            }
        }
        if (explodeOnDeath)
        {
            GameObject       thisExplosion = explosion;
            CircleCollider2D thisCollider  = thisExplosion.GetComponent <CircleCollider2D>();
            PointEffector2D  thisEffector  = thisExplosion.GetComponent <PointEffector2D>();

            thisCollider.radius         = explosionRadius;
            thisEffector.forceMagnitude = explosionForce;

            thisExplosion.GetComponent <Explosion>().duration = explosionDuration;

            Instantiate(explosion, transform.position, Quaternion.identity);
        }

        if (destroyOnDeath)
        {
            Destroy(gameObject);
            if (deathCount)
            {
                _GM_.killCount++;
            }
        }
    }
Beispiel #12
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    // Start is called before the first frame update
    void Start()
    {
        pointE = GetComponent <PointEffector2D>();
        anim   = GetComponent <Animator>();
        rigi   = GetComponent <Rigidbody2D>();

        StartCoroutine(countDown());
    }
Beispiel #13
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 // Start is called before the first frame update
 void Start()
 {
     //Inicializamos los componentes previos y declaramos
     //el "point effector" desactivado, en un principio
     pe         = GetComponent <PointEffector2D>();
     pe.enabled = false;
     anim       = GetComponent <Animator>();
 }
Beispiel #14
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 void Start()
 {
     playerLayer     = (1 << LayerMask.NameToLayer(R.S.Layer.Player));
     adjustedForce   = new Vector2(1, 1);
     player          = Finder.Player;
     radius          = GetComponent <CircleCollider2D>().radius;
     pointEffector2D = GetComponent <PointEffector2D>();
 }
Beispiel #15
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 void Start()
 {
     animator       = GetComponent <Animator>();
     player         = GameObject.FindGameObjectWithTag("Player").transform;
     point_effector = attack_pose.GetComponent <PointEffector2D>();
     char_state.Add("hit", 1);
     char_state.Add("explosion", 2);
 }
Beispiel #16
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    // Start is called before the first frame update
    void Start()
    {
        //Accedemos al point effector y lo ponemos falso de base
        poi = GetComponent <PointEffector2D>();

        poi.enabled = false;

        anim = GetComponent <Animator>();
    }
Beispiel #17
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    // Use this for initialization
    void Start()
    {
        circleCollider2D = GetComponent <CircleCollider2D>();
        pointEffector2D  = GetComponent <PointEffector2D>();
        pointEffector2D.forceMagnitude = forceMagnitude;
        pointEffector2D.forceVariation = forceVariation;

        GetComponent <AudioSource>().Play();
    }
Beispiel #18
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 void Update()
 {
     timer -= Time.deltaTime;
     if (timer < 0)
     {
         PointEffector2D effector = gameObject.GetComponent <PointEffector2D>();
         effector.enabled = false;
     }
 }
Beispiel #19
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 public RopeNode2D(Transform transform)
 {
     this.transform  = transform;
     gameObject      = transform.gameObject;
     rigid2D         = gameObject.GetComponent <Rigidbody2D>();
     boxColl2D       = gameObject.GetComponent <BoxCollider2D>();
     dj2D            = gameObject.GetComponent <DistanceJoint2D>();
     pointEffector2D = gameObject.GetComponent <PointEffector2D>();
 }
Beispiel #20
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    public void Die()
    {
        ////////////////////    Drop all items
        PlayerWeaponManager wm = GetComponent <PlayerWeaponManager>();

        List <GameObject> weapons = wm.weapons;

        ////////////////////    Spawn bodyparts
        foreach (GameObject bodyPart in corpse)
        {
            Instantiate(bodyPart, transform.position + new Vector3(Random.Range(-corpseSpawnOffset, corpseSpawnOffset), Random.Range(-corpseSpawnOffset, corpseSpawnOffset), 0.0f), Quaternion.identity);
        }

        ////////////////////    Explode
        GameObject       thisExplosion = explosion;
        CircleCollider2D thisCollider  = thisExplosion.GetComponent <CircleCollider2D>();
        PointEffector2D  thisEffector  = thisExplosion.GetComponent <PointEffector2D>();

        thisCollider.radius         = explosionRadius;
        thisEffector.forceMagnitude = explosionForce;

        thisExplosion.GetComponent <Explosion>().duration = explosionDuration;

        Instantiate(explosion, transform.position, Quaternion.identity);

        ///////////////////     Self Destruct
        GameObject.FindGameObjectWithTag("PlayerGraphics").SetActive(false);
        GameObject.FindGameObjectWithTag("PlayerJetpack").SetActive(false);
        GetComponent <PlayerMove>().enabled          = false;
        GetComponent <PlayerPickUp>().enabled        = false;
        GetComponent <PlayerAnimControl>().enabled   = false;
        GetComponent <PlayerWeaponManager>().enabled = false;

        GetComponent <Animator>().enabled         = false;
        GetComponent <BoxCollider2D>().enabled    = false;
        GetComponent <CircleCollider2D>().enabled = false;
        GetComponent <Rigidbody2D>().simulated    = false;

        foreach (GameObject weapon in weapons)
        {
            weapon.SetActive(true);
            weapon.GetComponent <WeaponStats>().Drop();
            weapon.GetComponent <WeaponStats>().is_shooting = false;
            weapon.GetComponent <Animator>().SetBool("Shooting", false);
            //Debug.Log("Weapon dropped");
        }

        GameObject.FindGameObjectWithTag("UI").GetComponent <UI_Dead>().Dead();

        //GameObject.FindGameObjectWithTag("Cursor").GetComponent<Cursory>().enabled = false;
        //GameObject.FindGameObjectWithTag("Cursor").GetComponent<SpriteRenderer>().enabled = false;
        //Cursor.visible = true;

        _GM_.playerAlive = false;

        enabled = false;
    }
Beispiel #21
0
    // Use this for initialization
    void Start()
    {
        effector = GetComponent <PointEffector2D>();
        collider = GetComponent <Collider2D>();

        smoke.Play();
        flash.Play();
        fire.Play();
    }
    public void Randomize()
    {
        PointEffector2D effector =
            GetComponent <PointEffector2D> ();
        float forceMag =
            Random.Range(_ForceMagMin, _ForceMagMax);

        effector.forceMagnitude = forceMag;
    }
Beispiel #23
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    // Start is called before the first frame update
    void Start()
    {
        RigiEgg  = GetComponent <Rigidbody2D>();
        Point    = GetComponent <PointEffector2D>();
        Collider = GetComponent <PolygonCollider2D>();


        RigiEgg.velocity = new Vector2(0, -10);
        Sprite           = GetComponent <SpriteRenderer>();
    }
Beispiel #24
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        void Start()
        {
            id   = GetComponent <Player.Player>().id;
            rb2D = GetComponent <Rigidbody2D>();

            gravity = GameObject.Find("Gravity").GetComponent <PointEffector2D>();            // For ladder anti-gravity

            // Ignore collisions between PlayerCharacters
            Physics2D.IgnoreLayerCollision(gameObject.layer, gameObject.layer);
        }
Beispiel #25
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    void Start()
    {
        rowballSprite   = transform.GetChild(0).gameObject;
        bounds          = GetComponent <PolygonCollider2D>();
        effector        = GetComponent <PointEffector2D>();
        collisionBounds = transform.GetChild(1).GetComponent <PolygonCollider2D>();      //Somewhat hardcoded

        Build();
        Update();
    }
 // Use this for initialization
 void Awake()
 {
     player                 = GameObject.FindWithTag("Player");
     pReference             = player.GetComponent <PlayerReferences>();
     locationHandler        = pReference.locationHandler;
     ourPointEffector       = GetComponentInChildren <PointEffector2D>();
     proximityTriggerObject = GameObject.Find("PlanetProximityHandler");
     gravityWellObject      = GameObject.Find("GravityWell");
     // parent = transform.parent.gameObject;
 }
    // Use this for initialization
    protected override void Awake()
    {
        base.Awake();
        vfx      = GetComponent <ParticleSystem>();
        coll     = GetComponent <CircleCollider2D>();
        effector = GetComponent <PointEffector2D>();
        render   = GetComponent <MeshRenderer>();
        source   = GetComponent <AudioSource>();

        render.sortingLayerName = Tags.SortingLayers.overlay;
    }
Beispiel #28
0
    private void Boom()
    {
        TargetBox       expl = this.gameObject.GetComponent <TargetBox>();
        PointEffector2D pe2D = expl.GetComponent <PointEffector2D>();
        SpriteRenderer  s    = expl.GetComponent <SpriteRenderer>();

        pe2D.enabled = true;
        s.enabled    = false;
        Instantiate(ExplosionPrefab, transform.position, Quaternion.identity, transform.parent);
        Invoke("Destruct", 0.1f);
    }
Beispiel #29
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    private void Boom()
    {
        PointEffector2D pe = gameObject.GetComponent <PointEffector2D>();

        pe.enabled = true;
        SpriteRenderer sr = gameObject.GetComponent <SpriteRenderer>();

        sr.enabled = false;
        Instantiate(ExplosionPrefab, transform.position, Quaternion.identity, transform.parent);
        Invoke("Destruct", 0.1f);
    }
Beispiel #30
0
 // Use this for initialization
 void Start()
 {
     rb2d = GetComponent<Rigidbody2D>();
     anim = GetComponent<Animator>();
     eff = GetComponent<PointEffector2D>();
     //eff = GetComponentInChildren<PointEffector2D>();
     eff.enabled = false;
     curHealth = maxHealth;
     gm = GameObject.FindGameObjectWithTag("GameMaster").GetComponent<gameMaster>();
     gameWonUI.SetActive(false);
 }