Inheritance: MonoBehaviour
Beispiel #1
0
 // Start is called before the first frame update
 void Start()
 {
     rb    = GetComponent <Rigidbody2D>();
     speed = 0f;
     StartCoroutine(ChangeTableSpeed());
     shaker = GameObject.FindWithTag("MainCamera").GetComponent <ScreenShake>();
 }
    private void Start()
    {
        pressbar = GameObject.FindGameObjectWithTag("PressBar").GetComponent <PressBar>();
        anim     = GetComponent <Animator>();

        camera = Camera.main.GetComponent <ScreenShake>();
    }
Beispiel #3
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    // Start is called before the first frame update
    void Start()
    {
        isColumnBomb   = false;
        isRowBomb      = false;
        isColourBomb   = false;
        isAdjacentBomb = false;

        //board = FindObjectOfType<Board>();

        board = GameObject.FindWithTag("Board").GetComponent <Board>();

        findMatches    = FindObjectOfType <FindMatches>();
        hintManager    = FindObjectOfType <HintManager>();
        shake          = FindObjectOfType <ScreenShake>();
        endGameManager = FindObjectOfType <EndGameManager>();

        explodable = GetComponent <Explodable>();

        audioSource = gameObject.GetComponent <AudioSource>();

        childObj = transform.Find("FollowMouse");

        if (board.AllJuice == true)
        {
            childObj.gameObject.SetActive(true);
        }
    }
Beispiel #4
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    private IEnumerator PlaySword(NodeCollider.NodeHit grabbedNode, float attackSpeed)
    {
        float slashTime = attackSpeed / 3f;

        while (true)
        {
            slashTime += Time.deltaTime;
            Node    updatedNode = UpdateNode(grabbedNode);
            Vector2 direction   = GetNodeDirection(updatedNode);

            transform.position = updatedNode.position;
            transform.rotation = Quaternion.FromToRotation(Vector3.right, direction);

            if (slashTime >= attackSpeed)
            {
                slashTime -= attackSpeed;

                BloodParticlesManager.Play(updatedNode.position + Vector2.right / 10, direction);
                ScreenShake.Play();
            }

            if (slashTime > attackSpeed / 3f)
            {
                swordSprite.transform.localPosition = Vector3.right / 10 + Vector3.down / 10;
            }
            else
            {
                swordSprite.transform.localPosition = Vector3.left / 20 + Vector3.down / 10;
            }


            yield return(null);
        }
    }
Beispiel #5
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 void Start()
 {
     col    = GetComponent <BoxCollider2D>();
     text   = GetComponent <Text>();
     shake  = Camera.main.GetComponent <ScreenShake>();
     player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerShooting>();
 }
Beispiel #6
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        // Start is called before the first frame update

        void Start()
        {
            mAnim   = GetComponent <Animator>();
            mCamera = GameObject.FindGameObjectWithTag("MainCamera").transform.GetChild(0).gameObject;
            mShake  = GetComponent <ScreenShake>();
            ShipTransitionIn();
        }
    private void Start()
    {
        ani = GetComponent <Animator>();

        audioPlayer  = GameObject.Find("AudioPlayer").GetComponent <AudioPlayer>();
        screenShaker = GameObject.Find("GroundColTrigger").GetComponent <ScreenShake>();
    }
Beispiel #8
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    // Use this for initialization
    void Start()
    {
        leftPanel  = transform.GetChild(0);
        rightPanel = transform.GetChild(1);

        leftOpenPosition    = leftPanel.position;
        rightOpenPosition   = rightPanel.position;
        leftClosedPosition  = leftPanel.position + new Vector3(-Screen.width * 0.6f, 0, 0);
        rightClosedPosition = rightPanel.position + new Vector3(Screen.width * 0.6f, 0, 0);

        leftPanel.position  = leftClosedPosition;
        rightPanel.position = rightClosedPosition;

        vs              = transform.GetChild(2).gameObject;
        leftTotal       = vs.transform.GetChild(0).GetChild(0);
        leftTotalSpace  = leftTotal.position;
        rightTotal      = vs.transform.GetChild(1).GetChild(0);
        rightTotalSpace = rightTotal.position;

        leftTotal.position  = rightTotalSpace;
        rightTotal.position = leftTotalSpace;

        vs.SetActive(false);

        screen = transform.parent.GetComponent <ScreenShake>();
    }
Beispiel #9
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    // Start is called before the first frame update
    void Start()
    {
        transform.position = new Vector3(0, 0, 0);

        _screenShake          = GameObject.Find("Main Camera").GetComponent <ScreenShake>();
        _spawnManager         = GameObject.Find("Spawn_Manager").GetComponent <SpawnManager>();
        _uiManager            = GameObject.Find("Canvas").GetComponent <UIManager>();
        _audioSource          = GetComponent <AudioSource>();
        _shieldSpriteRenderer = _shieldVisual.GetComponent <SpriteRenderer>();

        if (_spawnManager == null)
        {
            Debug.LogError("The Spawn Manager is NULL.");
        }

        if (_uiManager == null)
        {
            Debug.LogError("The UI Manager is NULL.");
        }

        if (_audioSource == null)
        {
            Debug.LogError("The Player's Audio Source is NULL.");
        }
        else
        {
            _audioSource.clip = _laserSoundClip;
        }

        if (_shieldSpriteRenderer == null)
        {
            Debug.LogError("The Shield's sprite renderer is NULL.");
        }
    }
    void explode()
    {
        if (c != null)
        {
            ScreenShake ss = c.GetComponent <ScreenShake>();
            ss.shakeDuration += .3f;
        }
        //do the exploding
        Vector3 explosionPos = transform.position;

        Collider2D[] colliders = Physics2D.OverlapCircleAll(explosionPos, radius);
        foreach (Collider2D hit in colliders)
        {
            Rigidbody2D rb = hit.GetComponent <Rigidbody2D>();

            var direction = Vector3.zero;
            if (rb != null)
            {
                direction = rb.transform.position - transform.position;

                rb.AddForce(direction.normalized * power, ForceMode2D.Impulse);
                rb.gameObject.SendMessage("hit");
            }
        }
    }
    // Use this for initialization
    void Start()
    {
        game_ended = false;

        invincible       = false;
        m_stunned        = false;
        m_overdrive      = false;
        started          = false;
        m_currentSpeed_y = p_speed_y;
        m_currentSpeed_x = p_speed_x;

        gameManager  = GameObject.FindGameObjectWithTag("GameController");
        colorManager = gameManager.GetComponent <ColorManager>();

        cameraScript = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <ScreenShake>();

        barrelEnd      = transform.Find("Barrel");
        spriteRenderer = gameObject.GetComponent <SpriteRenderer>();
        powerBar       = Resources.Load <GameObject>("PowerBar");
        shootAnimator  = bazookaObject.GetComponent <Animator>();


        invincibilityStar = transform.GetChild(2).gameObject;
        invincibilityStar.SetActive(false);

        key_cancelColor = KeyCode.I;
    }
Beispiel #12
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    /*
     * event #21
     *
     * screen shake effect, assumes main canvas is in world space
     *
     * param 0: shake duration (float)
     *    - if equal to -1, will trigger infinite screen shake (the check is within ScreenShake script)
     * optional param 1: shake magnitude (float, default 0.7f)
     * optional param 2: damping speed (float, default 1.0f)
     */
    public void screenShake(bool[] done, string[] prms)
    {
        print("screenshake: " + prms[0] + "s, mag " + prms[1] + " damp " + prms[2]);
        float duration;

        if (!float.TryParse(prms[0], out duration))
        {
            duration = 1f;
        }

        ScreenShake shake = gameControl.mainCamera.GetComponent <ScreenShake>();

        if (prms[2] == "" && prms[1] == "")
        {
            shake.TriggerShake(duration);
        }
        else if (prms[2] == "")
        {
            float mag;
            float.TryParse(prms[1], out mag);
            shake.TriggerShake(duration, mag);
        }
        else
        {
            float mag;
            float.TryParse(prms[1], out mag);

            float damp;
            float.TryParse(prms[2], out damp);

            shake.TriggerShake(duration, mag, damp);
        }

        done[0] = true;
    }
Beispiel #13
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 // Use this for initialization
 protected virtual void Start()
 {
     Transform    = transform;
     _renderer    = GetComponent <SpriteRenderer>();
     _screenShake = Camera.main.GetComponent <ScreenShake>();
     Rigidbody    = GetComponent <Rigidbody2D>();
 }
    // Start is called before the first frame update
    void Start()
    {
        rays                 = new List <RaycastHit2D>(rayCount);
        rayRenderersList     = new List <GameObject>();
        waypointPatrolScript = GetComponent <WaypointPatrol>();
        gunBoiPatrolScript   = GetComponent <GunBoiPatrol>();
        screenShake          = cameraObj.GetComponent <ScreenShake>();


        circlePatrolScript = GetComponent <circleManPatrol>();


        viewLineRenderer = GetComponent <LineRenderer>();
        viewLineRenderer.positionCount = rayCount;

        updatePlayerPos = true;
        active          = true;

        maxViewAngle = viewAngle;
        minViewAngle = -viewAngle;
        rayCount    /= 2;


        layerMask = 1 << 8;
        layerMask = ~layerMask;

        if (rayRenderDensity % 2 == 0)
        {
            rayRenderDensity += 1;
        }

        raving = false;
    }
Beispiel #15
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 private void Awake()
 {
     playerId          = GetComponent <InputReceiver>().playerId;
     pingSpawner       = GetComponent <PingSpawner>();
     particleGenerator = GetComponent <HitParticleGenerator>();
     screenShake       = Camera.main.GetComponent <ScreenShake>();
 }
Beispiel #16
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    public IEnumerator InitGame(GameManager mode, WorldManager world)
    {
        TransitionController.instance.Transition();
        AudioController.instance.ChangeMusic((int)(Random.Range(2, AudioController.instance.bgmClips.Length)));

        yield return(new WaitForSeconds(1.5f));

        ScreenShake s = GameObject.Find("Camera").GetComponent <ScreenShake>();

        s.ColorFade(s.day, 1);
        if (map)
        {
            DestroyImmediate(map.gameObject);
        }
        if (game)
        {
            DestroyImmediate(game.gameObject);
        }
        if (gameUI)
        {
            DestroyImmediate(gameUI.gameObject);
        }
        map    = Instantiate(world, Vector3.zero, Quaternion.identity) as WorldManager;
        game   = Instantiate(mode, Vector3.zero, Quaternion.identity) as GameManager;
        gameUI = Instantiate(gui, Vector3.zero, Quaternion.identity) as Canvas;
    }
    void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player" && other.GetComponent <Health> () != null)
        {
            shake.CamShake();
            other.gameObject.GetComponent <Health> ().currentHealth -= 1f;

            if (other.gameObject.GetComponent <PlayerControl> () != null)
            {
                Instantiate(other.gameObject.GetComponent <PlayerControl> ().playerBloodParticles, transform.position, Quaternion.identity);
            }
            Destroy(gameObject);
        }

        if (other.GetComponent <Collider>().tag == "Respawn" && other.GetComponent <Collider>().tag != "Enemy")
        {
            Destroy(other.gameObject, 3f);
        }

        if (other.GetComponent <Collider>().tag == "Shield")
        {
            shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent <ScreenShake> ();
            Destroy(this.gameObject);
            this.GetComponent <Rigidbody> ().AddExplosionForce(10f, transform.position, 10f);
        }
    }
Beispiel #18
0
 void Start()
 {
     //panel=panel = GameObject.Find("Main/Canvas/Game-Over Menu").GetComponent<RectTransform>();
     ss    = Camera.main.GetComponent <ScreenShake>();
     objs  = GameObject.FindGameObjectsWithTag("EnemyA");
     other = GetComponent <SpriteRenderer>();
 }
    void Start()
    {
        source = GetComponent <AudioSource>();
        player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>();
        gm     = GameObject.FindGameObjectWithTag("GM").GetComponent <PlayerHealth>();
        anim   = GetComponent <Animator>();
        spots  = GameObject.FindGameObjectWithTag("Spots").GetComponent <Spots>();
        shake  = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <ScreenShake>();
        if (complete == true)
        {
            ui = GameObject.FindGameObjectWithTag("UI").GetComponent <UI>();
        }

        if (this.gameObject.tag == "Save Spot")
        {
            gm.respawnSpot = this.transform.position;
        }

        if (complete == false)
        {
            for (int i = 0; i < word.Length; i++)
            {
                word[i].SetActive(false);
            }
        }
    }
Beispiel #20
0
 void Start()
 {
     parentUI = transform.parent.GetComponent <BulletSelect>();
     mainMenu = parentUI.transform.parent.GetComponent <MainMenu>();
     shake    = Camera.main.GetComponent <ScreenShake>();
     col      = GetComponent <BoxCollider2D>();
 }
Beispiel #21
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 void Start()
 {
     _screenShake = Camera.main.GetComponent <ScreenShake>();
     _knockback   = transform.root.GetComponent <Knockback>();
     _muzzleFlash = GetComponent <ParticleSystem>();
     _slowMotion  = transform.root.GetComponent <SlowMotion>();
 }
Beispiel #22
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    void Start()
    {
        anim        = GetComponent <Animator>();
        target      = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>();
        rotateSpeed = Random.Range(minRotateSpeed, maxRotateSpeed);

        shake = Camera.main.GetComponent <ScreenShake>();
        if (shake == null)
        {
            Debug.LogError("No camera found for screenshake");
        }

        int randNum = Random.Range(1, 4);

        switch (randNum)
        {
        case 1:
            startRateOfFire = 2f;
            break;

        case 2:
            startRateOfFire = 2.25f;
            break;

        case 3:
            startRateOfFire = 2.5f;
            break;
        }

        rateOfFire = startRateOfFire;
    }
    // Start is called before the first frame update
    void Start()
    {
        screenShake = GetComponent <ScreenShake>();
        camera      = GetComponent <Camera>();

        camPosition = player.transform.position + Vector3.up * verticalOffset;
    }
Beispiel #24
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 protected void Awake()
 {
     dragonController = FindObjectOfType <DragonController>();
     player           = FindObjectOfType <PlayerController>();
     enterTerritory   = FindObjectOfType <EnterTerritory>();
     screenShake      = GetComponentInChildren <ScreenShake>();
 }
 void Awake()
 {
     shotSound = GetComponent <AudioSource> ();
     camShake  = GameObject.FindGameObjectWithTag("ScreenShake").GetComponentInChildren <ScreenShake> ();
     canFire   = true;
     timer     = 0f;
 }
Beispiel #26
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 void Start()
 {
     col      = gameObject.GetComponent <BoxCollider2D>();
     playText = gameObject.GetComponent <Text>();
     mainMenu = gameObject.transform.parent.parent.GetComponent <MainMenu>();
     shake    = Camera.main.GetComponent <ScreenShake>();
 }
Beispiel #27
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 void Start()
 {
     anim   = GetComponent <Animator>();
     target = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>();
     shake  = Camera.main.GetComponent <ScreenShake>();
     StartCoroutine(BeginMove(true));
 }
Beispiel #28
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    protected override void Awake()
    {
        base.Awake();
        _originMat   = GetComponent <SpriteRenderer>().material;
        _audioSource = GetComponent <AudioSource>();

        _shapeshift.Init(_config.powerStates, _config.powerStates.candyState);

        _config.powerStates.SetupFrameRates();
        _config.basicAttack.Init();
        _config.superAttack.Init();

        _fsm = StateMachine <PlayerState> .Initialize(this, PlayerState.Normal);

        _attackFSM = StateMachine <AttackState> .Initialize(this, AttackState.NoneAttack);

        _rainbowFSM = StateMachine <RainbowState> .Initialize(this, RainbowState.RainbowDisabled);

        _attackFSM.Changed += (state) =>
        {
            _attackCollider.enabled = false;
            _attackedEnemies.Clear();
            if (state != AttackState.NoneAttack)
            {
                _fsm.ChangeState(PlayerState.Attacking);
            }
            else
            {
                _attackIndex = 0;
                _fsm.ChangeState(PlayerState.Normal);
            }
        };
        Stats.Reset();
        _screenShake = Camera.main.GetComponent <ScreenShake>();
    }
Beispiel #29
0
    public void TakeDamage(Spell spell)
    {
        if (!spell.EnemyHit)
        {
            Vector2 damageTextPos = new Vector2(this.transform.position.x, this.transform.position.y + 2);
            if (spell.SpellDamageType == _weakness)
            {
                //if the damage type of the spell is the same as the weakness of the enemy, do double damage
                _currentHealth -= spell.SpellDamage * 2;
                ShowDamage.onShowDamage(damageTextPos, spell.SpellDamage * 2, true);
                ScreenShake.onScreenShake(4);
            }
            else
            {
                //IF the spells damage type is not the same as the weakness of the enemy, deal normal damage
                _currentHealth -= spell.SpellDamage;
                ShowDamage.onShowDamage(damageTextPos, spell.SpellDamage, false);
                ScreenShake.onScreenShake(1);
            }
            spell.EnemyHit = true; //This is to make sure spells dont hit multiple enemies
            StartCoroutine(TakeDamageRoutine(0.3f));
        }

        _healthbar.ChangeHealth(_currentHealth, _maxHealth);
        if (_currentHealth <= 0)
        {
            Death();
        }
    }
    void Start()
    {
        currentState = GameState.START;
        StartCoroutine(SetUpBattle());

        shake = GameObject.FindGameObjectWithTag("ScreenShake").GetComponent <ScreenShake>();
    }
 void Awake()
 {
     if (instance == null)
         instance = this;
     else {
         Debug.Log("More than one ScreenShake");
     }
 }
 void Awake()
 {
     if (Instance == null) {
         Instance = this;
     }
     else {
         Destroy(this);
     }
 }
Beispiel #33
0
 void Start()
 {
     //shakes screen
     GameObject screenShakeObject = GameObject.FindWithTag("MainCamera");
     if(screenShakeObject != null)
         screenShake = screenShakeObject.GetComponent<ScreenShake>();
     screenShake.Shake();
     //destroys itself after lifetime
     Destroy(gameObject, lifetime);
 }
Beispiel #34
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    // Use this for initialization
    void Awake()
    {
        dropForce = 100f;
        maxBalloonSpeed = 2f;
        lowestRemainingBalloon = 0;
        balloonCount = 3;
        distanceAway = new float[3];
        screenShakeScript = GameObject.Find ("mainCam").GetComponent<ScreenShake> ();
        popNoise = GetComponent<AudioSource> ();
        rigbod = GetComponent<Rigidbody2D> ();
        basketCollider = GameObject.Find ("Basket").GetComponent<BoxCollider2D> ();
        balloons = new GameObject[]{
            GameObject.Find("PinkBalloon"),
            GameObject.Find("TealBalloon"),
            GameObject.Find("GreyBalloon")
        };

        balloonSprites = new SpriteRenderer[]{
            balloons[0].GetComponent<SpriteRenderer>(),
            balloons[1].GetComponent<SpriteRenderer>(),
            balloons[2].GetComponent<SpriteRenderer>()
        };

        balloonScripts = new Balloon[]{
            balloons[0].GetComponent<Balloon>(),
            balloons[1].GetComponent<Balloon>(),
            balloons[2].GetComponent<Balloon>()
        };

        balloonColliders = new CircleCollider2D[]{
            balloons[0].GetComponent<CircleCollider2D>(),
            balloons[1].GetComponent<CircleCollider2D>(),
            balloons[2].GetComponent<CircleCollider2D>()
        };

        balloonAnimators = new Animator[]{
            balloons [0].GetComponent<Animator> (),
            balloons [1].GetComponent<Animator> (),
            balloons [2].GetComponent<Animator> ()
        };
        popped = new bool[]{
            false,
            false,
            false,
        };
        //Physics2D.IgnoreLayerCollision (14, 13); //ignore basket and spear collision
        //Physics2D.IgnoreLayerCollision (16, 16); //ignore birds hitting birds
    }
Beispiel #35
0
 void Start()
 {
     Instance = this;
     regularPosition = transform.position;
 }
	void Awake() {
		demon = GameObject.Find ("Demon");
		shaman = GameObject.Find ("Shaman");
		screenshake = GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<ScreenShake> ();
	}
Beispiel #37
0
 // Use this for initialization
 void Start()
 {
     manager = FindObjectOfType<GameManager>();
     shake=Camera.main.GetComponent<ScreenShake>();
 }
Beispiel #38
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 void Start()
 {
     screenShake = this;
 }