// Use this for initialization void Start() { posX = transform.localPosition.x; posY = transform.localPosition.y; posZ = transform.localPosition.z; dimX = transform.localScale.x; dimY = transform.localScale.y; dimZ = transform.localScale.z; //height determines how high earth moves and timer determines how long it stays out earthHeight = 8f; timer = 5f; earthCreate = true; earthFlagTimer = 0.0f; //fire animation stuff colorObject = new Vector4(GetComponent <SpriteRenderer>().color.r, GetComponent <SpriteRenderer>().color.g, GetComponent <SpriteRenderer>().color.b, GetComponent <SpriteRenderer>().color.a); speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>(); vivi = GameObject.Find("Witch character"); iceAnim = GameObject.Find("IceAnim"); iceDrops = GameObject.Find("IceDrops"); rainAnim = GameObject.Find("WaterAnim"); rainDrops = GameObject.Find("RainDrops"); snowParticles = GameObject.Find("SnowParticles").GetComponent <ParticleSystem>(); bubbleParticles = GameObject.Find("BubbleParticles").GetComponent <ParticleSystem>(); uiH = GameObject.Find("UIH1").GetComponent <UIHistory>(); wftimer = 0.0f; }
// Use this for initialization void Start() { canTalk = false; playScene = false; //load up the cutscnes and turn off activity for (int i = 0; i < cutscene.Length; i++) { cutscene[i].SetActive(false); } prayerAnimation.SetActive(false); timer = 0f; Pray = false; SPEECH = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>(); vivi = GameObject.Find("Witch character"); ui = GameObject.Find("UISpellManager"); mmc = GameObject.Find("MainMenuColor"); sb = GameObject.Find("SpellBook"); book = sb.GetComponent <SpellBook>(); borders = GameObject.Find("comicBorder"); borders.GetComponent <SpriteRenderer>().enabled = false; Por_next = GameObject.Find("Por_Next2").GetComponent <Image>(); Por_back = GameObject.Find("Por_Back2").GetComponent <Image>(); PorText_Next = GameObject.Find("PorText_Next2").GetComponent <Text>(); PorText_Back = GameObject.Find("PorText_Back2").GetComponent <Text>(); uiH = GameObject.Find("UIH1").GetComponent <UIHistory>(); hist = GameObject.Find("HistoryBubble"); initUIH = GameObject.Find("UIH1").transform.localScale; initHis = GameObject.Find("HistoryBubble").transform.localScale; }
private async Task Init() { await Task.Factory.StartNew(() => { var list = mHistoryService.GetDaysExrecises(mUser); foreach (var item in list) { var history = mHistories.FirstOrDefault(a => a.Guid.Equals(item.Guid)); if (history == null) { history = new UIHistory() { Book = item.Book, BookTitle = item.BookTitle, Guid = item.Guid, Module = item.Module, Unit = item.Unit, ReviewCount = item.ReviewCount, ReviewDate = item.ReviewDate.ToString("yyyy-MM-dd"), User = item.User }; mHistories.Add(history); } else { history.ReviewCount = item.ReviewCount; } } }); }
void Start() { //set hint timer here timer = 2f; //assigns hint images and then turns them off at the start of game speechBubble = GameObject.Find("CastHint").GetComponent <Image>(); castFire = GameObject.Find("CastFire").GetComponent <Image>(); castWater = GameObject.Find("CastWater").GetComponent <Image>(); castIce = GameObject.Find("CastIce").GetComponent <Image>(); castWind = GameObject.Find("CastWind").GetComponent <Image>(); castEarth = GameObject.Find("CastEarth").GetComponent <Image>(); castRestore = GameObject.Find("CastRestore").GetComponent <Image>(); castShrink = GameObject.Find("CastShrink").GetComponent <Image>(); castGrow = GameObject.Find("CastGrow").GetComponent <Image>(); castAstral = GameObject.Find("CastAstral").GetComponent <Image>(); danger = GameObject.Find("danger").GetComponent <Image>(); castHint = GameObject.Find("CastHint"); castHint.text = "Move next to objects\n or obstacles and \nsay 'Cast hint'."; hint = ""; ResetFlags(); resetFlag = false; //assigns other helper functions avatar = GameObject.Find("Witch character"); uiH = GameObject.Find("UIH1").GetComponent <UIHistory>(); speechRec = GameObject.Find("SpeechRecognition01").GetComponent <SpeechRecognition01>(); clock = 0f; talking = false; }
void OnButton2Click() { UIHistory.StepOne(); var data = new UIExampleModuleData3(); UIElement.GetInstanceElementByData(data, UIStage.Instance.transform); }
// Use this for initialization void Start() { pos = transform.position; posP = parent.transform.position.y; followFlag = true; speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>(); uiH = GameObject.Find("UIH1").GetComponent <UIHistory>(); bhsp = GameObject.Find("House").GetComponent <BurnedHouse_SpiritPuzzle>(); }
// Use this for initialization void Start() { //listens for additional fake words alongside the current keywords Fakekeywords = new string[] { "earth", "rock", "mountain", "elevation", "cliff", "raise", "water", "aqua", "fill", "rain", "flood", "shower", "wet", "ocean", "precipitation", "puddle", "wave", "wind", "move", "gust", "blow", "push", "air", "gale", "puff", "breeze", "breath", "waft", "fire", "burn", "incinerate", "flame", "ember", "blaze", "pyre", "light", "destroy", "ignite", "torch", "burst", "combust", "cool", "ice", "snow", "crystal", "hail", "blizzard", "freeze", "cold", "winter", "restore", "return", "reset", "undo", "redo", "origin", "mend", "fix", "rebuild", "repair", "reconstruct", "grow", "big", "tall", "huge", "increase", "expand", "giant", "colossal", "enormous", "jumbo", "oversize", "massive", "shrink", "small", "mini", "narrow", "cramp", "decrease", "short", "tiny", "crouch", "hint", "question", "inquiry", "curious", "help", "confuse", "puzzle", "unclear", "lost", "clue", "idea", "tip", "advice", "prayer", "pray", "speak", "talk", "follow", "come", "move left", "left", "walk left", "run left", "move right", "right", "walk right", "run left", "jump", "climb", "turn" }; for (int i = 0; i < Fakekeywords.Length - 11; i++) { Fakekeywords[i] = "CAST " + Fakekeywords[i]; } for (int i = 0; i < 11; i++) { Fakekeywords[Fakekeywords.Length - (1 + i)] = "VIVI " + Fakekeywords[Fakekeywords.Length - (1 + i)]; } if (Fakekeywords != null) { Fakerecognizer = new KeywordRecognizer(Fakekeywords, Fakeconfidence); Fakerecognizer.OnPhraseRecognized += Recognizer_OnPhraseRecognized; Fakerecognizer.Start(); } spellbook = GameObject.Find("SpellBook").GetComponent <SpellBook>(); book = GameObject.Find("spellbook").GetComponent <SpriteRenderer>(); speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>(); moves = GameObject.Find("Witch character").GetComponent <Movement>(); uiH = GameObject.Find("UIH1").GetComponent <UIHistory>(); tip = false; fake = false; playerbubble.enabled = false; command = ""; timer = 0f; int dimx = 1536; int dimy = 963; float unityScaleX = dimx / 1536F; float unityScaleY = dimy / 963F; GameObject.Find("PlayerUI").transform.localScale = new Vector3(Screen.width / 1536f * -0.65f * unityScaleX, Screen.height / 963f * 0.87f * unityScaleY, 1f); }
// Use this for initialization void Start() { timer = 0; speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>(); uiH = GameObject.Find("UIH1").GetComponent <UIHistory>(); ava = GameObject.Find("Witch character").GetComponent <AvatarSpells>(); ambienceEvent = FMODUnity.RuntimeManager.CreateInstance(ambiencePath); ambienceCounter = 0; ambienceGoal = (int)Random.Range(3600f, 4800f); ambienceEvent.start(); }
void Start() { //modify these values if you want to change wind speed and //timer's initial starting value for delayed effect purposes windSpeed = 50; timer = 0; animFlag = false; //assigns game object values for various use speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>(); vivi = GameObject.Find("Witch character"); wind1 = GameObject.Find("WindAnim"); wind2 = GameObject.Find("WindAnim2"); WindParticlesL = GameObject.Find("WindParticlesLeft"); WindParticlesR = GameObject.Find("WindParticlesRight"); uiH = GameObject.Find("UIH1").GetComponent <UIHistory>(); }
// Use this for initialization void Start() { posX = transform.localPosition.x; posY = transform.localPosition.y; posZ = transform.localPosition.z; dimX = transform.localScale.x; dimY = transform.localScale.y; dimZ = transform.localScale.z; //Fire animation stuff colorObject = new Vector4(GetComponent <SpriteRenderer>().color.r, GetComponent <SpriteRenderer>().color.g, GetComponent <SpriteRenderer>().color.b, GetComponent <SpriteRenderer>().color.a); fireAnim = false; fireTimer = 0f; speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>(); animFire = GameObject.Find("FireAnim"); vivi = GameObject.Find("Witch character"); uiH = GameObject.Find("UIH1").GetComponent <UIHistory>(); restoreOverride = false; }
// Use this for initialization void Start() { originalPosition = transform.position; leftCollider.SetActive(true); rightCollider.SetActive(true); speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>(); uiH = GameObject.Find("UIH1").GetComponent <UIHistory>(); avatar = GameObject.Find("Witch character"); earth = GameObject.Find("earth"); pushRight = false; pushLeft = false; dontMove = false; //turns off animation for sail in particular sailAni.SetActive(false); splash = FMODUnity.RuntimeManager.CreateInstance(splashPath); moving = false; rb = GetComponent <Rigidbody2D>(); }
// Use this for initialization void Start() { systemMode = true; canPray = false; shrineAnim = false; followAnim = false; prayAnim = false; shrineTimer = 0f; shrines = GameObject.FindGameObjectsWithTag("shrine"); speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>(); user = GameObject.Find("UISpellManager").GetComponent <UserInterface>(); vivi = GameObject.Find("Witch character"); viviPor = GameObject.Find("ViviPortrait").GetComponent <Image>(); spiritPor = GameObject.Find("NPCPortrait").GetComponent <Image>(); Por_next = GameObject.Find("Por_Next").GetComponent <Image>(); Por_back = GameObject.Find("Por_Back").GetComponent <Image>(); PorText_Next = GameObject.Find("PorText_Next").GetComponent <Text>(); PorText_Back = GameObject.Find("PorText_Back").GetComponent <Text>(); box = GameObject.Find("DialogueBox"); text = GameObject.Find("Dialogue").GetComponent <Text>(); sprite = GameObject.Find("MainMenuColor").GetComponent <SpriteRenderer>(); vivi_anim = vivi.GetComponent <Animator>(); uiH = GameObject.Find("UIH1").GetComponent <UIHistory>(); sb = GameObject.Find("SpellBook").GetComponent <SpellBook>(); Por_next.enabled = false; Por_back.enabled = false; PorText_Next.enabled = false; PorText_Back.enabled = false; musicManagerObj = GameObject.FindGameObjectWithTag("Music Manager"); musicManager = musicManagerObj.GetComponent <MusicManager>(); initPos = transform.position; textsize = text.fontSize; spokeTo = false; }
// Use this for initialization void Start() { //these access various gameobjects like Ui stuff, spellbook, speech recognition, etc. speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>(); ui = GameObject.Find("UISpellManager").GetComponent <UserInterface>(); book = GameObject.Find("SpellBook"); viviPor = GameObject.Find("ViviPortrait").GetComponent <Image>(); spirit = GameObject.Find("NPC_Spirit"); vivi = GameObject.Find("Witch character"); thingbuttonthingythingy = GameObject.Find("RedButton"); //these access all the tutorials in intro level bookT = GameObject.Find("tutorial_spellbook"); speakT = GameObject.Find("tutorial_speak"); castT = GameObject.Find("tutorial_cast"); restoreT = GameObject.Find("tutorial_restore"); followT = GameObject.Find("tutorial_follow"); prayerT = GameObject.Find("tutorial_prayer"); diaryT = GameObject.Find("tutorial_diary"); //resets spell animations GameObject.Find("UseSpellAnim").GetComponent <UseSpell>().Active = false; book.GetComponent <SpellBook>().resetFlags2(); //turns off the later tutorials untilthey'reneeded bookT.GetComponent <SpriteRenderer>().enabled = false; bookT.GetComponentInChildren <MeshRenderer>().enabled = false; speakT.GetComponent <SpriteRenderer>().enabled = false; speakT.GetComponentInChildren <MeshRenderer>().enabled = false; castT.GetComponent <SpriteRenderer>().enabled = false; castT.GetComponentInChildren <MeshRenderer>().enabled = false; restoreT.GetComponent <SpriteRenderer>().enabled = false; restoreT.GetComponentInChildren <MeshRenderer>().enabled = false; followT.GetComponent <SpriteRenderer>().enabled = false; followT.GetComponentInChildren <MeshRenderer>().enabled = false; prayerT.GetComponent <SpriteRenderer>().enabled = true; prayerT.GetComponentInChildren <MeshRenderer>().enabled = true; diaryT.GetComponent <SpriteRenderer>().enabled = false; diaryT.GetComponentInChildren <MeshRenderer>().enabled = false; //resets a bunch of UI stuff ui.hint = ""; title.color = new Vector4(80f, 255f, 255f, 0f); gameObject.GetComponent <SpriteRenderer>().color = new Vector4(255f, 255f, 255f, 255f); speech.canSpell = false; GameObject.Find("SoundEffects").GetComponent <test2>().enabled = false; uiH = GameObject.Find("UIH1").GetComponent <UIHistory>(); bookSize = book.transform.localScale; book.transform.localScale = new Vector3(1f, 0f, 1f); initPos = puzzleSpirit.transform.position; book.GetComponent <SpellBook>().enabled = false; uiSize = ui.transform.localScale; ui.transform.localScale = new Vector3(1f, 0f, 1f); ui.enabled = false; iconSize = UIicon.transform.localScale; UIicon.transform.localScale = new Vector3(1f, 0f, 1f); UIiconMenu.transform.localScale = new Vector3(1f, 0f, 1f); //ignore this code below; its old and not used anymore greenSpiritT = "Thank You"; greenSpiritM = puzzleSpirit.GetComponent <NPCSpells>().spiritMessage[0]; greenSpiritC = puzzleSpirit.GetComponentInChildren <SpriteRenderer>().color; viviPortrait = new Vector4(viviPor.color.r, viviPor.color.g, viviPor.color.b, 1f); }