Ejemplo n.º 1
0
        /// <summary>
        /// Permet au jeu d'initialiser tout ses éléments avant de démarrer.
        /// Le chargement de tout les éléments non graphiques vont être chargés.
        /// </summary>
        protected override void Initialize()
        {
            RandomManager.Initialize();
            ScreenShakeManager.Initialize();

            base.Initialize();
        }
Ejemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.P))
        {
            QuestManager.GetInstance().StartQuest(index + 1);
            index++;
        }

        if (Input.GetKeyDown(KeyCode.O))
        {
            QuestManager.GetInstance().NotifyQuest(index);
        }

        if (Input.GetKeyDown(KeyCode.I))
        {
            ScreenShakeManager.GetInstance().ShakeForSeconds(1.0f);
        }

        if (Input.GetKeyDown(KeyCode.C))
        {
            CinematicManager.GetInstance().Play();
        }
        if (Input.GetKeyDown(KeyCode.V))
        {
            CinematicManager.GetInstance().Pause();
        }
    }
Ejemplo n.º 3
0
 // Start is called before the first frame update
 void Start()
 {
     Application.targetFrameRate = 60;
     cam         = Camera.main.transform;
     instance    = this;
     originalPos = cam.position;
 }
Ejemplo n.º 4
0
    // Use this for initialization
    void Start()
    {
        m_Input = GetComponent<BaseInput>();

        m_ObjectPool = FindObjectOfType<ObjectPool>();

        m_ScreenShakeManager = FindObjectOfType<ScreenShakeManager>();
    }
Ejemplo n.º 5
0
 public void Awake()
 {
     Instance       = this;
     perlinVelocity = Random.insideUnitCircle * perlinScrollSpeed;
     perlinPosition = Random.insideUnitCircle * 1000f;
     // this is perpendicular to the direction of velocity, so that we don't double sample points over time.
     sampleDelta = new Vector2(-perlinVelocity.y, perlinVelocity.x) * 400f;
 }
Ejemplo n.º 6
0
 private void OnCollisionEnter(Collision collision)
 {
     if (collision.relativeVelocity.magnitude > 1.0f)
     {
         GetComponent <GenerateView>().GetCurrentView().GetComponent <HookeScale>().Perturb();
         ScreenShakeManager.Perturb();
         ParticleSystemManager.RequestParticlesAtPositionAndDirection(collision.contacts[0].point, collision.contacts[0].normal);
     }
 }
Ejemplo n.º 7
0
    private void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }

        originalCamPos = transform.localPosition;
    }
Ejemplo n.º 8
0
        /// <summary>
        /// Permet au jeu de mettre à jour la logique du monde.
        /// On vérifie les collisions, on met à jour les positions, on gère les inputs.
        /// </summary>
        /// <param name="gameTime">Correspond aux temps de jeux.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            ScreenShakeManager.Update(gameTime);
            level.Update(gameTime);

            base.Update(gameTime);
        }
    //Return the public instance of the manager.
    public static ScreenShakeManager getInstance()
    {
        if (instance == null) {
            instance = GameObject.FindObjectOfType(typeof(ScreenShakeManager)) as ScreenShakeManager;

            if (instance == null) {
                GameObject go = new GameObject("screenShakeManager");
                instance = go.AddComponent<ScreenShakeManager>();
            }
        }
        return instance;
    }
Ejemplo n.º 10
0
 // Start is called before the first frame update
 void Awake()
 {
     if (instance != null && instance != this)
     {
         Destroy(gameObject);
         return;
     }
     else
     {
         instance = this;
         DontDestroyOnLoad(gameObject);
     }
 }
Ejemplo n.º 11
0
 public void OnCollisionEnter(Collision collision)
 {
     if (collision.collider.tag == "Fist" && collision.collider.GetComponentInParent <PlayerPunch>().isPunch&& !isHit) // 1. Tag 2. 确实有出拳 3. invincible
     {
         ScreenShakeManager.Perturb();
         isHit = true;
         StartCoroutine(GetHitChangeColor());
         health -= 10;
         healthBar.fillAmount = health / 50f;
         if (health == 0 && !isExploded)
         {
             Explode(); isExploded = true; Destroy(this.transform.parent.gameObject);
         }
     }
 }
Ejemplo n.º 12
0
    private void OnCollisionEnter(Collision collision)
    {
        if (collision.collider.tag == "Player")
        {
            ScreenShakeManager.Perturb();
            fireHook.caughtplayer = collision.collider.gameObject.transform.parent.transform;

            collision.collider.gameObject.transform.parent.transform.SetParent(hook);
            collision.collider.gameObject.GetComponent <CapsuleController>().isAbleToMove = false;

            playerMovement     = collision.collider.gameObject;
            fireHook.ishooking = false;
            fireHook.isstop    = false;
        }
    }
Ejemplo n.º 13
0
    private void OnCollisionEnter(Collision collision)
    {
        //TODO:碰撞反馈
        if (collision.gameObject.tag == "Barrier")
        {
            //屏幕震动
            ScreenShakeManager screenShakeManager = new ScreenShakeManager();
            screenShakeManager.ScreenShake(3.0f, 0.5f);

            //发出声音
            //Debug.Log("boat collides with sth. play sound");
            clip        = Resources.Load <AudioClip>("Music/collision_2");
            source.clip = clip;
            source.Play();
        }
    }
Ejemplo n.º 14
0
    public static IEnumerator Destroy(TileState state)
    {
        if (state.unit == UnitType.Fire)
        {
            state.alerted = true;
        }
        else
        {
            OnDestroy(state);
            if (state.unit == UnitType.Bomb)
            {
                var   unlitNeighbors = state.position.Neighbors(maxDistance: 1).Select(x => Board.Get[x]).Where(x => !x.fireIncoming).ToArray();
                float playerCanSeeFireIncomingTime = 0f;
                foreach (var neighbor in unlitNeighbors)
                {
                    neighbor.fireIncoming         = true;
                    playerCanSeeFireIncomingTime += 0.05f;
                }
                yield return(new WaitForSeconds(playerCanSeeFireIncomingTime));

                state.unit         = UnitType.Fire;
                state.fireIncoming = true;
                SFXController.PlayExplosion();
                ScreenShakeManager.MajorTrauma();
                foreach (var neighbor in unlitNeighbors)
                {
                    if (neighbor.Friendliness != Friendliness.Neutral)
                    {
                        yield return(Destroy(neighbor));

                        neighbor.fireIncoming = true;
                    }
                }
                yield return(new WaitForSeconds(0.3f));
            }
            else
            {
                if (state.Friendliness == Friendliness.Friendly || state.Friendliness == Friendliness.Hostile)
                {
                    ScreenShakeManager.MinorTrauma();
                }
                state.unit = UnitType.Empty;
            }
            state.alerted = false;
        }
        yield return(YieldFast.Get);
    }
Ejemplo n.º 15
0
    private void OnCollisionEnter(Collision collision)
    {
        if (collision.collider.tag == "Player")
        {
            ScreenShakeManager.Perturb();
            fireHook.caughtplayer = collision.collider.gameObject.transform.parent.transform;

            collision.collider.gameObject.transform.parent.GetChild(0).gameObject.SetActive(true);
            collision.collider.gameObject.transform.parent.transform.SetParent(hook);
            collision.collider.gameObject.GetComponent <CapsuleController>().isableMove  = false;
            collision.collider.gameObject.GetComponent <PlayerPunch>().isablePunch       = false;
            collision.collider.gameObject.GetComponent <LayDownHook>().isableLayDownHook = false;

            playerMovement     = collision.collider.gameObject;
            fireHook.ishooking = false;
            fireHook.isstop    = false;
        }
    }
Ejemplo n.º 16
0
    // Use this for initialization
    void Start()
    {
        m_ObjectPool = FindObjectOfType<ObjectPool>();

        m_ScreenShakeManager = FindObjectOfType<ScreenShakeManager>();
    }
 void Awake()
 {
     if (instance == null) {
         instance = this;
     }
 }
Ejemplo n.º 18
0
 private void InitSingleton()
 {
     _instance = this;
 }
Ejemplo n.º 19
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 protected void Awake()
 {
     _instance = this;
     _startPos = transform.position;
 }
Ejemplo n.º 20
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        void Start()
        {
            m_rand = new System.Random();
            m_position = new Vector3();
            m_goalRigibody = GetComponent<Rigidbody>();
            StartCoroutine(ImpulseAwayFromPlayersCoroutine());
            m_originalScale = transform.localScale;

            m_screenShakeManager = FindObjectOfType<ScreenShakeManager>();
            m_goalLight = GetComponentInChildren<Light>();
            m_goalMaterial = GetComponent<MeshRenderer>().material;
        }
Ejemplo n.º 21
0
 /// <summary>
 /// Permet de détruire la brique.
 /// </summary>
 public void Destroy()
 {
     this.HasToBeDeleted = true;
     ScreenShakeManager.AddScreenShake(RandomManager.RandomInteger(-5, 5));
 }
 private void Awake()
 {
     Instance  = this;
     _canShake = false;
 }