// Start is called before the first frame update void Start() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } source = GetComponent <AudioSource>(); if (isThereBegVoiceAct) //if level does not have beginning voicing { StartCoroutine("BeginningVoiceActing"); } currentWave = waves[wavePoint]; bossWave = false; if (boss != null) { bossCode = boss.GetComponent <BossGOAP>(); } currentVoice = null; grid = new AGrid(this.transform, gridSizeX, gridSizeY, nodeRadius, unwalkable);// set up astar dll grid.CreateNodes(); pathfinding = new APathFinding(); }
public async Task <IActionResult> Edit(int id, [Bind("TitleId,ActorId,Id")] VoiceActing voiceActing) { if (id != voiceActing.Id) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(voiceActing); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!VoiceActingExists(voiceActing.Id)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } ViewData["ActorId"] = new SelectList(_context.VoiceActors, "Id", "Name", voiceActing.ActorId); ViewData["TitleId"] = new SelectList(_context.Title, "Id", "Name", voiceActing.TitleId); return(View(voiceActing)); }
public void set(VoiceActing v) { showTime = v.showTime; volumeScale = v.volumeScale; lines = new Line[v.lines.Length]; v.lines.CopyTo(lines, 0); time = v.time; plays = (SortedList)v.plays.Clone(); }
public VoiceActing getDuplicate() { VoiceActing tmp = new VoiceActing(); tmp.showTime = showTime; tmp.volumeScale = volumeScale; tmp.lines = new Line[lines.Length]; lines.CopyTo(tmp.lines, 0); tmp.time = time; tmp.plays = (SortedList)plays.Clone(); return(tmp); }
public async Task <IActionResult> Create([Bind("TitleId,ActorId,Id")] VoiceActing voiceActing) { if (ModelState.IsValid) { _context.Add(voiceActing); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } ViewData["ActorId"] = new SelectList(_context.VoiceActors, "Id", "Name", voiceActing.ActorId); ViewData["TitleId"] = new SelectList(_context.Title, "Id", "Name", voiceActing.TitleId); return(View(voiceActing)); }
// Use this for initialization void Start() { va = GetComponent <VoiceActing>(); playerSyncData = GetComponent <PlayerSyncData>(); hitMarkerAS = GetComponent <AudioSource>(); SemiGunPrefabTeam1.SetActive(false); AutoGunPrefabTeam1.SetActive(false); ShotgunPrefabTeam1.SetActive(false); SemiGunPrefabTeam2.SetActive(false); AutoGunPrefabTeam2.SetActive(false); ShotgunPrefabTeam2.SetActive(false); Team1AutoGun.SetActive(false); Team2AutoGun.SetActive(false); Team1SemiGun.SetActive(false); Team1Shotgun.SetActive(false); Team2SemiGun.SetActive(false); Team2Shotgun.SetActive(false); if (!isLocalPlayer) { SetActiveGun(SemiGunTeam1); SetLayerRecursively(ShotgunPrefabTeam1, LayerMask.NameToLayer("Ignore Raycast")); SetLayerRecursively(AutoGunPrefabTeam1, LayerMask.NameToLayer("Ignore Raycast")); SetLayerRecursively(SemiGunPrefabTeam1, LayerMask.NameToLayer("Ignore Raycast")); SetLayerRecursively(ShotgunPrefabTeam2, LayerMask.NameToLayer("Ignore Raycast")); SetLayerRecursively(AutoGunPrefabTeam2, LayerMask.NameToLayer("Ignore Raycast")); SetLayerRecursively(SemiGunPrefabTeam2, LayerMask.NameToLayer("Ignore Raycast")); Team1AutoGun.SetActive(true); return; } HitMarker.SetActive(false); grenadesLeft = numberOfGrenades; input = GetComponent <CharacterInput>(); ammoText = AmmoVisual.GetComponent <Text>(); grenadeText = GrenadeVisual.GetComponent <Text>(); SemiGunPrefabTeam1.SetActive(true); SetActiveGun(SemiGunTeam1); AutoGunPrefabTeam1.SetActive(false); ShotgunPrefabTeam1.SetActive(false); SemiGunPrefabTeam1.SetActive(false); SemiGunPrefabTeam2.SetActive(false); AutoGunPrefabTeam2.SetActive(false); ShotgunPrefabTeam2.SetActive(false); }
IEnumerator resetPosition() { // TODO: Add image effect or warning on screen VoiceActing tmp = voiceActing.GetComponent <VoiceActing>().getDuplicate(); yield return(new WaitForSeconds(10.0f)); if (edgarMustang != null && !GetComponent <Collider>().bounds.Contains(edgarMustang.position)) { Debug.Log("RESETTING BECAUSE STILL OUT OF RANGE"); voiceActing.GetComponent <VoiceActing>().set(tmp); time = outOfRangeTime; index = outOfRangeIndex; currentRecord = parseLine(Mathf.Max(0, index - 2)); nextRecord = parseLine(Mathf.Max(1, index - 1)); edgarMustang.position = edgarOutOfRangePos + 0.5f * GetComponent <SphereCollider>().radius *(currentRecord.position - edgarOutOfRangePos).normalized; edgarMustang.rotation = Quaternion.Euler(currentRecord.rotationEuler); edgarMustang.GetComponent <Rigidbody>().velocity = (nextRecord.position - currentRecord.position) / (nextRecord.time - currentRecord.time); } }
void Start() { animScript = GetComponent <NetworkAnimScript>(); if (isLocalPlayer) { cc = GetComponent <CharacterController3D>(); input = GetComponent <CharacterInput>(); splatMat = splatPanel.GetComponent <Image>().material; deathMat = deathPanel.GetComponent <Image>().material; deathMat.SetFloat("_FadeToBlack", 0f); spawnPoints = FindObjectsOfType <NetworkStartPosition>(); spawnLocations = GameObject.FindGameObjectsWithTag("Spawn Location"); } va = GetComponent <VoiceActing>(); colliderPos = GetComponent <CapsuleCollider>().center; if (isServer) { scores = GameObject.Find("Score Manager").GetComponent <ScoreManager>(); } int netID = (int)GetComponent <NetworkIdentity>().netId.Value; audioS = GetComponent <AudioSource>(); }
IEnumerator BeginningVoiceActing() { yield return(new WaitForSeconds(2f)); currentVoice = beginningVoice; }
public void WaveVoiceAct(VoiceActing voice) { currentVoice = voice; }