Ejemplo n.º 1
0
    void Start()
    {
        repel = GetComponent <Repel>();
        rend  = GetComponent <Renderer>();

        rend.material.shader = Shader.Find("HDRP/Lit");
        plainColor           = rend.material.GetColor("_EmissiveColor");

        InvokeRepeating("UpdateBrightness", updateRate, updateRate);
    }
Ejemplo n.º 2
0
 // Use this for initialization
 void Start()
 {
     Launcher.transform.position = Start_Pos.transform.position;
     fDistanceDiff = Start_Pos.transform.localPosition.z - End_Pos.transform.localPosition.z;
     if (fDistanceDiff < 0) {
         fDistanceDiff *= -1.0f;
     }
     LauncherForce = Launcher.GetComponent<ConstantForce> () as ConstantForce;
     rig = Launcher.GetComponent<Rigidbody> () as Rigidbody;
     rep = Launcher.transform.GetChild (0).GetComponent<Repel> () as Repel;
     rep.ChangeRepel (0.0f);
     Launcher_Child = Launcher.transform.GetChild (0).gameObject;
 }
Ejemplo n.º 3
0
        public void AiOnTriggerStay(Collider collidingEntity)
        {
            AgentBehaviour agentBehaviour = collidingEntity.GetComponent <AgentBehaviour>();

            if (agentBehaviour == null || agentBehaviour.IsAlive() == false)
            {
                return;
            }

            ISteeringBehaviour repelBehaviour = new Repel();
            Vector3            force          = repelBehaviour.ApplyForce(transform.position, collidingEntity.transform.position);

            _rigidbody.AddForce(new Vector3(force.x, 0, force.z), ForceMode.Force);
        }
Ejemplo n.º 4
0
 // Use this for initialization
 void Start()
 {
     Launcher.transform.position = Start_Pos.transform.position;
     fDistanceDiff = Start_Pos.transform.localPosition.z - End_Pos.transform.localPosition.z;
     if (fDistanceDiff < 0)
     {
         fDistanceDiff *= -1.0f;
     }
     LauncherForce = Launcher.GetComponent <ConstantForce> () as ConstantForce;
     rig           = Launcher.GetComponent <Rigidbody> () as Rigidbody;
     rep           = Launcher.transform.GetChild(0).GetComponent <Repel> () as Repel;
     rep.ChangeRepel(0.0f);
     Launcher_Child = Launcher.transform.GetChild(0).gameObject;
 }
Ejemplo n.º 5
0
    private static Item [] InitializeDB()
    {
        Item [] db = new Item [20];

        db[0]   = new Slingshot(0);
        db[1]   = new Knife(1);
        db[2]   = new Medicine(2);
        db[3]   = new Repel(3);
        db[4]   = new InvisibilityCloak(4);
        db[5]   = new KeyItem(5, "Photography");
        db[6]   = new Pick(6);
        db[7]   = new KeyItem(7, "Map");
        db[8]   = new Poison(8);
        db[9]   = new KeyItem(9, "Key");
        db [10] = new Fruit(10, "Fruit", 0);
        db [11] = new Fruit(11, "Fruit", 1);
        db [12] = new Fruit(12, "Fruit", 2);
        db [13] = new Fruit(13, "Fruit", 3);
        db [14] = new Fruit(14, "Fruit", 4);
        db [15] = new Fruit(15, "Fruit", 5);
        return(db);
    }
    // Use this for initialization
    void Start()
    {
        repel       = GetComponent <Repel>();
        heavyScript = GetComponent <Hv_spherescapeRepel_AudioLib>();

        updateRate = updateRateRange.GetRandomValueFromRange();
        intensityToFilterAmount   = intensityToFilterAmountRange.GetRandomValueFromRange();
        intensityToLfoSpeedAmount = intensityToLfoSpeedAmountRange.GetRandomValueFromRange();

        // each sphere has a different note, set at startup in the spawn script via BallMusicalNotes class
        heavyScript.SetFloatParameter(Hv_spherescapeRepel_AudioLib.Parameter.Noteasnumber, (float)currentNote);

        // each repel sphere should have slightly different characteristics
        // effected differently by intensity parameter
        heavyScript.SetFloatParameter(Hv_spherescapeRepel_AudioLib.Parameter.Intensitytofilteramount, intensityToFilterAmount);

        heavyScript.SetFloatParameter(Hv_spherescapeRepel_AudioLib.Parameter.Intensitytolfospeed, intensityToLfoSpeedAmount);

        // this parameter and the the rate of update are in sync
        // makes for smoother parameter changes - using hv.line~ in PD
        heavyScript.SetFloatParameter(Hv_spherescapeRepel_AudioLib.Parameter.Intensityfadetime, updateRate);

        InvokeRepeating("UpdateCount", updateRate, updateRate);
    }