// Start is called before the first frame update void Start() { maxFuelLevel = currentFuelLevel; // not sure this is a good idea brightness = lamp1.intensity; flicker1 = lamp1.GetComponent <Flicker>(); flicker2 = lamp2.GetComponent <Flicker>(); }
void Start() { FlickScript = GetComponent <Flicker>(); CubeScript = ControllCube.GetComponent <ControllCube>(); nStageHeight = ProbSetting.GetComponent <ProbSetting>().NStageHeight; nStageWidth = ProbSetting.GetComponent <ProbSetting>().NStageWidth; RollSE = GetComponent <AudioSource>(); }
// Start is called before the first frame update private void Start() { // Initialize element playerCamera = gameObject.GetComponentInChildren <Camera>(); magnifyingGlass = gameObject.GetComponentInChildren <MagnifyingGlassManager>(); fadeController = FindObjectOfType <FadeController>(); campfire = FindObjectOfType <Flicker>(); }
// Start is called before the first frame update void Start() { flicker = GetComponent <Flicker>(); if (flicker != null) { flicker.enabled = this.enabled; } }
public void BuyLanternRange() { if (EnergyTracker.singleton.Count >= LanternRangePrice && Flicker.Level < Flicker.maxLevel) { EnergyTracker.singleton.spend(LanternRangePrice); Flicker.increaseLevel(); } LanternRangeLevel.text = "LVL " + Flicker.Level.ToString(); if (Flicker.Level == Flicker.maxLevel) { LanternRange.transform.parent.GetComponent <Button>().interactable = false; LanternRangeLevel.text = "MAX"; } }
// Start is called before the first frame update void Start() { secondPuzzleLayerTriggerScript = secondPuzzleLayerTriggerObject.GetComponent <TriggerPostSecondPuzzleLayers>(); postBathroomMusic = secondPuzzleLayerTriggerScript.PostBathroomMusic; //postBathroomMusic = SceneManagement.PostBathroomMusic; callback = new FMOD.Studio.EVENT_CALLBACK(CallBackTriggered); postBathroomMusic.setCallback(callback, FMOD.Studio.EVENT_CALLBACK_TYPE.TIMELINE_MARKER); //audioTrack.EventInstance.setCallback(callback, FMOD.Studio.EVENT_CALLBACK_TYPE.TIMELINE_MARKER); mausoleumShakeAnimation = mausoleum.GetComponent <Animator>(); flickerScript = ghostLight.GetComponent <Flicker>(); }
public void enterBossRoom() { if (EnergyTracker.singleton.Count >= BossPrice) { EnergyTracker.singleton.spend(BossPrice); } CameraShake.singleton.Shake(); ShopOpen.inBossRoom = true; ShopOpen.shopOpen = false; Flicker.enterBossRoom(); WarpManager.singleton.enterBossRoom(); theVoid.SetActive(false); BossRoom.SetActive(true); Loader.SetActive(false); unLoader.SetActive(false); ShopOpen.Close(); this.gameObject.SetActive(false); }
private const float k_GroundedStickingVelocityMultiplier = 3f; // This is to help the character stick to vertically moving platforms. private void Awake() { //m_Rigidbody2D = GetComponent<Rigidbody2D>(); m_SpriteRenderer = GetComponentInChildren <SpriteRenderer>(); m_AlessiaGraphics = m_SpriteRenderer.gameObject.transform; m_Animator = GetComponent <Animator>(); m_CharacterController2D = GetComponent <CharacterController2D>(); m_CharacterInput = GetComponent <CharacterInput>(); m_Flicker = m_SpriteRenderer.gameObject.AddComponent <Flicker>(); m_SlashContactEffect = slashContactTransform.GetComponentInChildren <ParticleSystem>(); m_OffsetFromSlashEffectToAlessia = slashContactTransform.position - transform.position; m_Damageable = GetComponent <Damageable>(); m_platformEffector2D = FindObjectOfType <PlatformEffector2D>(); m_HashSlashHitEffect = VFXController.StringToHash(slashHitEffectName); m_MiniCollectableHealthPool = BulletPool.GetObjectPool(miniCollectableHealthPrefab, 5); }
void KnockUp(float waittime, Collision2D col) { Vector2 KnockbackVector = new Vector2(); if (x) { KnockbackVector.x = PowerX; } if (y) { KnockbackVector.y = PowerY; } if (col.transform.position.x < transform.position.x) { KnockbackVector.x *= -1; } col.gameObject.GetComponent <Rigidbody2D>().AddForce(KnockbackVector, ForceMode2D.Impulse); //Lille trick så man ikke overføre en reference hver gang man kolidere med den samme spike if (playerMovementSmooth == null) { playerMovementSmooth = col.gameObject.GetComponent <PlayerMovementSmooth>(); } if (playerSpriteRenderer == null) { //playerSpriteRenderer = col.gameObject.GetComponent<SpriteRenderer>(); playerSpriteRenderer = col.gameObject.GetComponentInChildren <SpriteRenderer>(); } playerMovementSmooth.enabled = false; //hvis man har indikeret at man vil blinke når man tager skade, så blinker man. if (DamageFlicker) { Flicker flick = col.gameObject.GetComponent <Flicker>(); flick.StartFlicker(waittime); playerSpriteRenderer.enabled = true; } }
public Flicker(Flicker from) : base(from) { limit = from.limit; age = from.age; }
private void Awake() { m_Animator = GetComponent <Animator>(); m_RigidBody2D = GetComponent <Rigidbody2D>(); m_Damageable = GetComponent <Damageable>(); m_SpriteRenderer = GetComponent <SpriteRenderer>(); m_Flicker = gameObject.AddComponent <Flicker>(); m_OriginalPosition = transform.position; shortDamager.DisableDamage(); longDamager.DisableDamage(); jumpDamager.DisableDamage(); m_DeathEffectHash = VFXController.StringToHash(deathEffectName); m_HitEffectHash = VFXController.StringToHash(hitEffectName); m_JumpAttackSpellPool = BulletPool.GetObjectPool(jumpAttackSpell, 4); m_DarkMatterPool = BulletPool.GetObjectPool(darkBallSpell, 2); m_SoldierPool = BulletPool.GetObjectPool(miniSoldier, 4); //Behaviour tree m_Ai.OpenBranch( BT.If(() => { return(m_Damageable.CurrentHealth == m_Damageable.startingHealth && m_SoldierCount == 2); }).OpenBranch( //Summon BT.Sequence().OpenBranch( BT.Call(() => TeleportTo(summonTeleportPosition.position)), BT.Wait(4.5f), BT.Call(() => m_SpriteRenderer.flipX = true), BT.Call(() => SetConcetratingEffectLocalPosition(new Vector2(-0.15f, 1.5f))), BT.Call(() => m_Animator.SetTrigger(m_HashSummonPara)), BT.Wait(1f), BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"), BT.WaitUntil(SummonActionEndCheck), BT.Wait(0.5f), BT.Call(() => TeleportToRandom()), BT.Wait(5f) ) ), BT.If(() => { return(m_Damageable.CurrentHealth <= m_Damageable.startingHealth * 2 / 3 && m_SoldierCount == 3); }).OpenBranch( //Summon BT.Sequence().OpenBranch( BT.Call(() => TeleportTo(summonTeleportPosition.position)), BT.Wait(4.5f), BT.Call(() => m_SpriteRenderer.flipX = true), BT.Call(() => SetConcetratingEffectLocalPosition(new Vector2(-0.15f, 1.5f))), BT.Call(() => m_Animator.SetTrigger(m_HashSummonPara)), BT.Wait(1f), BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"), BT.WaitUntil(SummonActionEndCheck), BT.Wait(0.5f), BT.Call(() => TeleportToRandom()), BT.Wait(5f) ) ), BT.If(() => { return(m_Damageable.CurrentHealth <= m_Damageable.startingHealth / 3 && m_SoldierCount == 4); }).OpenBranch( //Summon BT.Sequence().OpenBranch( BT.Call(() => TeleportTo(summonTeleportPosition.position)), BT.Wait(4.5f), BT.Call(() => m_SpriteRenderer.flipX = true), BT.Call(() => SetConcetratingEffectLocalPosition(new Vector2(-0.15f, 1.5f))), BT.Call(() => m_Animator.SetTrigger(m_HashSummonPara)), BT.Wait(1f), BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"), BT.WaitUntil(SummonActionEndCheck), BT.Wait(0.5f), BT.Call(() => TeleportToRandom()), BT.Wait(5f) ) ), BT.RandomSequence(new int[] { 3, 2, 2, 2 }, 1).OpenBranch( //Walk BT.Sequence().OpenBranch( BT.Call(OrientToTarget), BT.Call(() => m_Animator.SetBool(m_HashWalkPara, true)), BT.Call(() => SetHorizontalSpeed(1f)), BT.Wait(2.5f), BT.Call(() => SetHorizontalSpeed(0)), BT.Call(() => m_Animator.SetBool(m_HashWalkPara, false)), BT.Wait(0.5f) ), ////Teleport //BT.Sequence().OpenBranch( // BT.Call(() => TeleportToRandom()), // BT.Wait(4.5f) //), //Top to bottom Attack BT.Sequence().OpenBranch( BT.Call(() => SetConcetratingEffectLocalPosition(new Vector2(-1.3f, 1f))), BT.Call(() => m_Animator.SetTrigger(m_HashTopToDowmAttackPara)), BT.Wait(0.5f), BT.Call(OrientToTarget), BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"), BT.Wait(1f) ), //Combo Attack BT.If(() => { return((targetToTrack.position - transform.position).sqrMagnitude < 4f); }).OpenBranch( BT.Sequence().OpenBranch( BT.Call(() => m_Animator.SetTrigger(m_HashTopAttackPara)), BT.Wait(0.5f), BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"), BT.Call(OrientToTarget), BT.Call(() => m_Animator.SetTrigger(m_HashBottomAttackPara)), BT.Wait(0.5f), BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"), BT.Call(OrientToTarget), BT.Call(() => m_Animator.SetTrigger(m_HashTopAttackPara)), BT.Wait(0.5f), BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"), BT.Wait(1f) ) ), //JumpAttack BT.Sequence().OpenBranch( BT.Call(() => SetConcetratingEffectLocalPosition(new Vector2(-0.85f, -0.75f))), BT.Call(() => m_Animator.SetTrigger(m_HashJumpAttackPara)), BT.Call(OrientToTarget), BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"), BT.Wait(1f) ) ), BT.Call(OrientToTarget), BT.Wait(1f) ); }
private void Awake() { flicker = FindObjectOfType <Flicker>(); }
private void Awake() { cam = Camera.main; ball = FindObjectOfType <Ball>(); flicker = FindObjectOfType <Flicker>(); }
private void Awake() { m_Animator = GetComponentInChildren <Animator>(); m_RigidBody2D = GetComponent <Rigidbody2D>(); m_Damageable = GetComponent <Damageable>(); m_SpriteRenderer = GetComponentInChildren <SpriteRenderer>(); m_LineRenderer = GetComponentInChildren <LineRenderer>(); m_Flicker = m_Animator.gameObject.AddComponent <Flicker>(); m_LaserFollowComponent = laserFollower.GetComponent <FollowTarget>(); m_trailRenderer = GetComponentInChildren <TrailRenderer>(); m_OriginalPosition = transform.position; m_DeathEffectHash = VFXController.StringToHash(deathEffectName); m_HitEffectHash = VFXController.StringToHash(hitEffectName); //Pool m_ConcentratingAttackPool = BulletPool.GetObjectPool(concentratingAttack, 5); m_LaserAttackPool = BulletPool.GetObjectPool(laserAttackBullet, 20); m_OffsetFromLaserToShardKnight = laserStartingPosition.position - m_SpriteRenderer.transform.position; //Behaviour tree m_Ai.OpenBranch( BT.If(() => { return(m_Damageable.CurrentHealth >= m_Damageable.startingHealth / 2); }).OpenBranch( BT.RandomSequence(new int[] { 3, 2, 4 }, 2).OpenBranch( //Laser follow attack BT.Sequence().OpenBranch( BT.Call(() => laserAttackType = 1), BT.Call(() => m_LineRenderer.colorGradient = laserFollowAttackGradient), BT.Call(StartLaserAttack), BT.Wait(1.5f), BT.Call(() => m_LaserFollowComponent.speed = 1f), BT.Call(() => m_LineRenderer.enabled = false), BT.Repeat(15).OpenBranch( BT.Call(LaserFollowAttack), BT.Wait(0.1f) ), BT.Call(() => m_LaserFollowComponent.speed = 2f), BT.Call(EndLaserAttack), BT.Wait(1f) ), //Cicle laser Attack BT.Sequence().OpenBranch( BT.Call(() => laserAttackType = Random.Range(2, 4)), BT.Call(() => m_LineRenderer.colorGradient = circleLaserAttackGradient), BT.Call(StartLaserAttack), BT.WaitUntil(() => Mathf.Abs(m_LaserSweptAngle) >= 360), BT.Call(() => m_LineRenderer.enabled = false), BT.Repeat(19).OpenBranch( BT.Call(CircleLaserAttack), BT.Wait(0.1f) ), BT.Call(EndLaserAttack), BT.Wait(1f) ), //Dash BT.Sequence().OpenBranch( BT.Call(() => tornadoEffect.Play()), BT.Wait(1.5f), BT.Call(DashToLower, 3f, false), BT.WaitUntil(MoveCheck), BT.Wait(0.5f), BT.Call(StartDashing), BT.Call(DashToLower, 10f, true), BT.Call(RotateTowardsFuturePosition), BT.WaitUntil(MoveCheck), BT.Call(EndDashing), BT.Wait(0.5f), BT.Call(FlipSpriteBasedOnSide), BT.Call(DashToUpper, 3f, false), BT.WaitUntil(MoveCheck), BT.Call(() => tornadoEffect.Stop()), BT.Wait(1.5f) ) ) ), BT.If(() => { return(m_Damageable.CurrentHealth < m_Damageable.startingHealth / 2); }).OpenBranch( //Change form animation BT.If(() => { return(!m_FormChanged); }).OpenBranch( BT.Call(ChangeForm), BT.WaitForAnimatorState(m_Animator, "ShardKnightAfterTransform"), BT.Wait(1f) ), BT.RandomSequence(new int[] { 3, 3, 2, 2 }, 2).OpenBranch( //Dash BT.Sequence().OpenBranch( BT.Call(() => tornadoEffect.Play()), BT.Wait(1.5f), BT.Call(StartDashing), BT.Call(DashToLower, 10f, true), BT.Call(RotateTowardsFuturePosition), BT.WaitUntil(MoveCheck), BT.Wait(0.2f), BT.Call(FlipSpriteBasedOnSide), BT.Call(DashToLower, 12f, true), BT.Call(RotateTowardsFuturePosition), BT.WaitUntil(MoveCheck), BT.Wait(0.2f), BT.Call(FlipSpriteBasedOnSide), BT.Call(DashToUpper, 10f, true), BT.Call(RotateTowardsFuturePosition), BT.WaitUntil(MoveCheck), BT.Call(EndDashing), BT.Call(FlipSpriteBasedOnSide), BT.Call(() => tornadoEffect.Stop()), BT.Wait(1.5f) ), //Exploding Attack BT.Sequence().OpenBranch( BT.Call(() => m_Animator.SetTrigger(m_HashExplodingAttackPara)), BT.Repeat(5).OpenBranch( BT.Call(SpawnConcentratingAttack), BT.Wait(0.5f), BT.Call(EnableConcentratingAttackDamager), BT.Wait(0.8f) ), BT.Call(() => m_Animator.SetTrigger(m_HashEndAnimationPara)), BT.Wait(2f) ), //Cicle laser Attack BT.Sequence().OpenBranch( BT.Call(() => laserAttackType = Random.Range(2, 4)), BT.Call(() => m_LineRenderer.colorGradient = circleLaserAttackGradient), BT.Call(StartLaserAttack), BT.WaitUntil(() => Mathf.Abs(m_LaserSweptAngle) >= 360), BT.Call(() => m_LineRenderer.enabled = false), BT.Repeat(19).OpenBranch( BT.Call(CircleLaserAttack), BT.Wait(0.1f) ), BT.Call(EndLaserAttack), BT.Wait(1f) ), //Meteor shower BT.Sequence().OpenBranch( BT.Call(() => m_Animator.SetTrigger(m_HashMeteorShowerAttackPara)), BT.Wait(0.5f), BT.Call(() => concentratingStateEffect.Play()), BT.Wait(1f), BT.Repeat(30).OpenBranch( BT.Call(MeteorShowerAttack), BT.Wait(0.2f) ), BT.Call(() => m_Animator.SetTrigger(m_HashEndAnimationPara)), BT.Call(() => concentratingStateEffect.Stop()), BT.Wait(1f) ) ), BT.Call(OrientToTarget) ) ); }
protected override void onStart() { base.onStart(); flicker = GetComponent<Flicker>(); }