public void SetBar(PlayerCar car, int position) { _icon.sprite = car.Icon; _bar.color = car.MainColor; _barText.text = $"{position}# place"; _deadOverlay.SetActive(car.Dead); }
void OnPlayerContact(PlayerCar playerController) { switch (effect) { case EFFECT_SLOW: playerController.Slow(); break; case EFFECT_BIRD: playerController.Bird(); break; case EFFECT_EXPLOSION_CIRCLE: playerController.Explosion(effect); break; case EFFECT_IMMORTAL: playerController.Immortal(); break; case EFFECT_LIFE_UP: playerController.LifeUp(); break; case EFFECT_INSTANT_KILL: playerController.InstatKill(); break; case EFFECT_EXPLOSION_LINES: playerController.Explosion(effect); break; } }
// Use this for initialization /// <summary> /// Find all cars, buttons and add listener /// </summary> void Start() { nextSceneManager = GameObject.Find("NextSceneManager").GetComponent <NextSceneManager>(); playerCar = GameObject.Find("PlayerCar").GetComponent <PlayerCar>(); xCar1 = GameObject.Find("X-Car1").GetComponent <XCar>(); xCar2 = GameObject.Find("X-Car2").GetComponent <XCar>(); xCar3 = GameObject.Find("X-Car3").GetComponent <XCar>(); xCar4 = GameObject.Find("X-Car4").GetComponent <XCar>(); xCar5 = GameObject.Find("X-Car5").GetComponent <XCar>(); xCar6 = GameObject.Find("X-Car6").GetComponent <XCar>(); yCar1 = GameObject.Find("Y-Car1").GetComponent <YCar>(); yCar2 = GameObject.Find("Y-Car2").GetComponent <YCar>(); yCar3 = GameObject.Find("Y-Car3").GetComponent <YCar>(); yCar4 = GameObject.Find("Y-Car4").GetComponent <YCar>(); yCar5 = GameObject.Find("Y-Car5").GetComponent <YCar>(); yCar6 = GameObject.Find("Y-Car6").GetComponent <YCar>(); right = GameObject.Find("ButtonRight").GetComponent <Button>(); left = GameObject.Find("ButtonLeft").GetComponent <Button>(); up = GameObject.Find("ButtonUp").GetComponent <Button>(); down = GameObject.Find("ButtonDown").GetComponent <Button>(); textArea = GameObject.Find("TextField").GetComponent <Text>(); reset = GameObject.Find("ButtonReset/Continue").GetComponent <Button>(); reset.onClick.AddListener(ResetGame); buttonText = GameObject.Find("ButtonReset/Continue").GetComponentInChildren <Text>(); buttonText.text = "Reset"; }
public void SetValues(TileMap tilemap, PlayerCar playerCar, int screenW, int screenH) { _trackTileMap = tilemap; _playerCar = playerCar; _screenW = screenW; _screenH = screenH; }
void Update() { //rotation turret to player /*//this code doesent work with the lerp etc * Vector3 direction = player.position - this.transform.position; * float angle = Vector3.Angle(direction, this.transform.forward); * if (Vector3.Distance(player.position, this.transform.position) < 80 && angle < 140) * { * * direction.y = 0; * * this.transform.rotation = Quaternion.Slerp(this.transform.rotation, * Quaternion.LookRotation(direction), 0.2f); * * * } */ if (player == null) //keep searching bitch { PlayerCar p = FindObjectOfType <PlayerCar>(); //if there are any playercar with this script. follow the object with the player script as transform.pos if (p) { player = p.transform; } } else { transform.LookAt(player.position); } }
IEnumerator IGameManager.Init() { m_Status = ManagerStatus.LOADING; EventManager.AddListener(SceneEvents.SCENE_LOAD_FINISHED, LevelChanged); EventManager.AddListener(MissionEvents.WAVE_COMPLETE_SIGNAL, PrepareForNewWave); EventManager.AddListener(MissionEvents.PLAYER_BUMP, ResetCarTransform); EventManager.AddListener(MissionEvents.GAME_UNPAUSED, () => m_Paused = false); if (m_PlayerCar == null) { m_PlayerCar = FindObjectOfType <PlayerCar>(); if (m_PlayerCar == null) { Debug.LogError("Player Car cannot be found."); } } m_DefaultPlayerCarPosition = m_PlayerCar.transform.position; m_AllCars.Add(m_PlayerCar); Debug.Log("Mission Manager Started"); yield return(null); m_Status = ManagerStatus.STARTED; }
private void Awake() { _rb = GetComponent <Rigidbody>(); _carEffects = GetComponent <CarEffects>(); _playerCar = GetComponent <PlayerCar>(); NoiseManager.AddAudioSource(this.gameObject); PlayerInputs = ReInput.players.GetPlayer(_playerNum); }
private void Awake() { UpgradeManager = new UpgradeManager(); UpgradeManager.LoadUpgrades(); EnemyManager = new EnemyManager(this); PlayerCar = new PlayerCar(this); }
private void OnCollisionEnter(Collision collision) { PlayerCar player = collision.gameObject.GetComponent <PlayerCar>(); if (player) { player.Die(); } }
/// <summary> /// Method for loading last state. /// </summary> public void LoadSave() { this.repository.LoadModelFromXml(); this.player = model.Player; this.traffic = model.Traffic; this.enemy = model.Enemy; this.lanes = model.Lanes; RefreshScreen?.Invoke(this, EventArgs.Empty); }
// Start is called before the first frame update void Start() { car = GetComponent <PlayerCar>(); rigidbody = GetComponent <Rigidbody>(); ghostData = new List <GhostSample>(); nextGhostSpawn = ghostSpawnDelay; }
private void AddCarToKilled(PlayerCar car) { if (car.ActivePlayer) { _looserOrder.Add(car); } _deadCars++; }
void OnTriggerEnter(Collider other) { PlayerCar car = other.GetComponent <PlayerCar>(); if (car != null && car.enabled) { FindObjectOfType <TutorialController>().PlayerHitTrigger(); } }
public StreetRacing(Window gameWindow) { _gameWindow = gameWindow; _playerCar = new PlayerCar(_gameWindow); _track = new Track(_gameWindow); _botCars = new List <BotCar>(); _isGameOver = false; _quit = false; }
void OnTriggerEnter(Collider other) { PlayerCar car = other.GetComponent <PlayerCar>(); if (car != null && car.enabled && car.getLaps() > 0) { tc.PlayerCrossedFinish(); } }
protected virtual void Start() { abil_cd = 0; ult_cd = 0; aud_src = GetComponent <AudioSource> (); player = GetComponent <PlayerCar>(); id = player.id; }
private void OnTriggerEnter(Collider collider) { PlayerCar player = collider.GetComponent <PlayerCar>(); if (player) { player.AddScore(1); Destroy(gameObject); } }
/// <summary> /// Initializes a new instance of the <see cref="TRLogic"/> class. /// </summary> /// <param name="model">Model.</param> /// <param name="repository">Repository.</param> public TRLogic(IModel model, IRepository repository) { this.model = model; this.player = model.Player; this.traffic = model.Traffic; this.enemy = model.Enemy; this.lanes = model.Lanes; this.repository = repository; BossSequence += StartBossSequence; }
public void AddNewPlayer(PlayerCar p) { listPlayers.RemoveAll(delegate(PlayerCar go) { return(go == null); }); if (!listPlayers.Contains(p)) { listPlayers.Add(p); } }
void Awake() { if (s_instance == null) { s_instance = this; } else { Destroy(gameObject); } }
private void Awake() { if (_instance == null) { _instance = this; } else { Destroy(gameObject); } }
/// <summary> /// Initializes a new instance of the <see cref="TRLogic"/> class. /// </summary> /// <param name="model">Model.</param> /// <param name="repository">Repository.</param> /// <param name="dispatcher">Dispatcher.</param> public TRLogic(IModel model, IRepository repository, Dispatcher dispatcher) { this.model = model; this.player = model.Player; this.traffic = model.Traffic; this.enemy = model.Enemy; this.lanes = model.Lanes; this.repository = repository; this.dispatcher = dispatcher; BossSequence += StartBossSequence; model.bulletLockObject = bulletLockObject; }
// Use this for initialization void Start() { src = GetComponents <AudioSource>()[1]; playerCar = FindObjectOfType <PlayerCar>(); Invoke("BeginTutorial", 1.0f); foreach (GameObject obj in enableForUltimate) { obj.SetActive(false); } }
void CreatePlayerCar() { var prefab = CarFactory.Instance.GetARandomCarPrefab(); var go = Instantiate <GameObject>(prefab); //make sure car prefab look at the backword of the world. go.transform.LookAt(Vector3.back); m_Player = go.AddComponent <PlayerCar>(); m_Player.PlayerPosition = new Vector3(m_fPlayerCarPosX, transform.position.y, 0); m_Player.Show(); m_Player.CarHitAction = ResetGame; }
// calculate if player is winner or loser private void CalculateGameOutcome(PlayerCar player) { if (subhamRemainingDistance <= 0.3f && player.HasPlayerReachedEnd && godSpeedRemainingDistance >= 0.3f && pikachuRemainingDistance >= 0.3f) { HasPlayerWon = "yes"; } else if (godSpeedRemainingDistance <= 0.3f || pikachuRemainingDistance <= 0.3f && !player.HasPlayerReachedEnd) { HasPlayerWon = "no"; } }
public void OnPlayerCarChange(bool playerCar) { if (playerCar) { PlayerCar = Instantiate(PlayerCarPrefab, transform.position, transform.rotation).GetComponent <PlayerCar>(); Camera.main.GetComponent <CameraController>().Target = PlayerCar.transform; } else { Destroy(PlayerCar.gameObject); Camera.main.GetComponent <CameraController>().Target = null; } }
void Start() { rigidbody = GetComponent <Rigidbody>(); capCol = GetComponent <CapsuleCollider>(); PlayerCar p = FindObjectOfType <PlayerCar>();//if there are any playercar with this script. follow the object with the player script as transform.pos if (p) { player = p.transform; } //navComponent = this.gameObject.GetComponent<UnityEngine.AI.NavMeshAgent>(); }
private void Start() { enemyManager = FindObjectOfType <EnemyManager>(); playerCar = FindObjectOfType <PlayerCar>(); spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); try { int random = 0; random = UnityEngine.Random.Range(0, sprites.Length - 1); spriteRenderer.sprite = sprites[random]; } catch (Exception e) { spriteRenderer.sprite = sprites[0]; } }
public void OnTriggerEnter2D(Collider2D col) { int layer = col.gameObject.layer; if (layer == LayerMask.NameToLayer("Enemy")) { EnemyControler enemyController = col.gameObject.GetComponent <EnemyControler>(); OnEnemyContact(enemyController); } else if (layer == LayerMask.NameToLayer("Player")) { PlayerCar playerControler = col.gameObject.GetComponent <PlayerCar>(); OnPlayerContact(playerControler); } }
// Called when the node enters the scene tree for the first time. public override void _Ready() { _screenW = (int)GetViewport().Size.x; _screenH = (int)GetViewport().Size.y; TileMapTrack = (TileMap)GetNode("TileMapTrack"); TileMapDecor = (TileMap)GetNode("TileMapDecoration"); pt = (Timer)GetNode("PlayTimer"); pt.Connect("timeout", this, "_OnPlayTimerTimeout"); SetTiles(); cam = (Camera2D)GetNode("PlayerCar/Camera2D"); PlayerCar = (PlayerCar)GetNode("PlayerCar"); PlayerCar.Set("Map", TileMapTrack); PlayerCar.Position = new Vector2(_screenW / 2, -2000);// _screenH / 2 - 400); _mapstartTime = OS.GetTicksMsec(); cloudSpawner = (CloudSpawner)GetNode("CloudSpawner"); cloudSpawner.SetupSpawner(_screenW, _screenH, PlayerCar); SetupAISpawner(); }
void Start() { player = GetComponentInParent<PlayerCar>(); }
void Awake() { if (s_instance == null) { s_instance = this; } else { Destroy(gameObject); } }