Beispiel #1
0
 // Use this for initialization
 void Start()
 {
     mom       = FindObjectOfType <MotherBehaviour>();
     qt        = FindObjectOfType <QuicktimeEvent>();
     m_running = false;
     Physics2D.IgnoreLayerCollision(LayerMask.NameToLayer("Endzone"), LayerMask.NameToLayer("Wagen"));
 }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        anim           = GetComponent <Animator>();
        audio          = GetComponent <AudioSource>();
        takeControl    = GetComponent <TakeControl>();
        quicktimeEvent = FindObjectOfType <QuicktimeEvent>();
        quicktimeEvent.gameObject.SetActive(false);

        if (OnHealthChanged != null)
        {
            OnHealthChanged(Health);
        }

        animId_bHoldItem  = Animator.StringToHash("bHoldItem");
        animId_tGrabItem  = Animator.StringToHash("tGrabItem");
        animId_tThrowItem = Animator.StringToHash("tThrowItem");
    }
Beispiel #3
0
    // Use this for initialization
    void Start()
    {
        audio = GetComponent <AudioSource>();
        score = FindObjectOfType <ScoreSystem>();
        GetComponent <Rigidbody2D>().velocity = new Vector2(0.75f, 0);
        if (quicktimeEvent == null)
        {
            quicktimeEvent = FindObjectOfType <QuicktimeEvent>();
        }

        anim = GetComponent <Animator>();
        animId_tThrowItem         = Animator.StringToHash("tThrowItem");
        animId_tGiveItem          = Animator.StringToHash("tGiveItem");
        animId_tTakeItemChild     = Animator.StringToHash("tTakeItemChild");
        animId_tGrabItem          = Animator.StringToHash("tGrabItem");
        animId_tFailTakeItemChild = Animator.StringToHash("tFailTakeItemChild");

        animId_bIsHolding = Animator.StringToHash("bIsHolding");
    }
Beispiel #4
0
    void GenerateNewSequence(QuicktimeEvent[] theQueue)
    {
        int z = 0;
        while (z < buttonsPerSequence)
        {
            float newTimeStart = Time.time + (buttonDelay * (z + 1));
            float newTimeEnd = newTimeStart + buttonLife;

            int rand = UnityEngine.Random.Range(0, ContextActions.QuickActions.Count - 1);

            KeyCode newKey;
            newKey = ContextActions.QuickActions[rand].KeyCode;
            Texture2D newTexture = WhichTexture(rand);

            ////debug.log(z + " " + theQueue.Length + " " + buttonsPerSequence);
            //theQueue[z] = new QuicktimeEvent(newTimeStart, newTimeEnd, newKey, newTexture);
            z++;
        }
        //PossessionGUI.RunPossession();
    }
Beispiel #5
0
    QuicktimeSequence GenerateNewSequence(int size)
    {
        QuicktimeSequence theSequence = new QuicktimeSequence();
        QuicktimeEvent[] theQueue = new QuicktimeEvent[size];
        int buttonCount = 0;
        a = 0;
        float sequenceStart = Time.time;
        float sequenceEnd = Time.time;
        while (buttonCount < buttonsPerSequence)
        {
            float newTimeStart = Time.time + (buttonDelay * (buttonCount + 1));
            float newTimeEnd = newTimeStart + buttonLife;
            sequenceEnd = newTimeEnd;

            int rand = UnityEngine.Random.Range(0, ContextActions.QuickActions.Count - 1);

            KeyCode newKey;
            newKey = ContextActions.QuickActions[rand].KeyCode;
            Texture2D newTexture = ResourceManager.TextureResources[newKey];

            GameObject newQte = new GameObject();
            GUIMove guiMove = newQte.AddComponent<GUIMove>();
            guiMove.FireAway(newTimeStart, newTimeEnd, newTexture, buttonLife);

            theQueue[buttonCount] = new QuicktimeEvent(newTimeStart, newTimeEnd, newKey, newTexture, newQte);
        //            //debug.log("Genearted: " + Time.time + " " + newTimeStart + " " + newTimeEnd + " " + buttonCount + " " + buttonsPerSequence + " gen");
            buttonCount++;
        }

        theSequence.theEvents = theQueue;
        theSequence.timeStart = sequenceStart;
        theSequence.timeEnd = sequenceEnd;

        return theSequence;
    }