public List <GameObject> CreatBaseCube(BlockSpawner block, Transform transform) { List <GameObject> Cubes = new List <GameObject>(); for (int x = 0; x < block.blockCount; x++) { a = Random.Range(-3f, 3f); z = Random.Range(-1f, -4f); cubePos = new Vector3( a, .3f * .5f, z); GameObject cubeObje = Instantiate(cube, transform); cubeObje.transform.localPosition = cubePos; cubeObje.GetComponent <Renderer>().material.color = Color.black; cubeObje.transform.localScale = Vector3.one * .3f; Cubes.Add(cubeObje); } Debug.Log("küp sayısı " + Cubes.Count); return(Cubes); }
public Tetris(BlockSpawner spawner) { Grid = new Transform[Width, Height + ExtraHeight]; m_spawner = spawner; m_spawner.InitNextChainSlot(); }
// Start is called before the first frame update private void Start() { dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent<DataSavingManager>(); uiManager = GameObject.FindGameObjectWithTag("UIManager").GetComponent<UIManager>(); blockSpawner = GameObject.FindGameObjectWithTag("BlockSpawner").GetComponent<BlockSpawner>(); offlineProgress = new UnityAction<object>(HandleOfflineProgress); EventManager.StartListening("OfflineProgress", offlineProgress); blockKilled = new UnityAction<object>(BlockKilled); EventManager.StartListening("BlockKilled", blockKilled); prestige = new UnityAction<object>(Prestige); EventManager.StartListening("Prestige", prestige); tryUpgrade = new UnityAction<object>(UpgradeSkill); EventManager.StartListening("TryUpgrade", tryUpgrade); UpdatePlayerMoneyAndUI((double)dataSavingManager.GetOtherValue("Money")); UpdatePlayerPrestigeMoneyAndUI((double)dataSavingManager.GetOtherValue("PrestigeMoney")); UpdatePendingPrestigeMoneyAndUI((double)dataSavingManager.GetOtherValue("PendingPrestigeMoney")); playerMoneyMult = (double)dataSavingManager.GetOtherValue("MoneyMultiplier"); // Load skill dictionary into shop and ui uiManager.LoadSkillDescriptions(dataSavingManager.GetSkillDictionary()); uiManager.SetSkillPanelsVisibility(dataSavingManager.GetSkillDictionary()); uiManager.SetDamagePanelsVisibilty(dataSavingManager.GetSkillDictionary()); LoadHelpers(); }
void Start() { instancesTest++; main = this; Materials.init(); random = new System.Random(); camhandler = new CameraHandler(transform.gameObject); mouseclickhandler = new MouseClickSceneHandler(); cursorcone = GameObject.Find("cone"); cursorcone.transform.renderer.enabled = false; for (int i = 0; i < 10; i++) { EntityUtil.spawnEntityAtSpawn(0, 0, random.Next(20, 30), random.Next(20, 30)); } for (int i = 0; i < 10; i++) { EntityUtil.spawnEntityAtSpawn(0, 1, random.Next(10, 20), random.Next(10, 20)); } EntityUtil.spawnEntityAtSpawn(1, 0, 20, 20); EntityUtil.spawnEntityAtSpawn(1, 1, 18, 18); BlockSpawner spawner = new BlockSpawner(10, 0, 14, 1); BlockSpawner spawner2 = new BlockSpawner(28, 0, 24, 0); blocks.Add(spawner); blocks.Add(spawner2); }
private void Awake() { // singleton design pattern if (instance != null) { Destroy(gameObject); } else { instance = this; DontDestroyOnLoad(gameObject); if (serverThread == null) { serverThread = new Thread(() => RunServer()); serverThread.Start(); Debug.Log("Starting server"); } } spawner = GameObject.Find("BlockSpawner").GetComponent <BlockSpawner>(); if (spawner == null) { serverThread.Join(); serverThread = null; Debug.Log("Spawner is required."); } deathCounter = GetComponent <DeathCounter>(); }
// Use this for initialization void Start() { //Start spawner spawnPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z) + new Vector3(0, 18, 0); bounds [1] = spawnPosition.x + 3.5; bounds [0] = spawnPosition.x - 3.5; blockSpawner = FindObjectOfType <BlockSpawner> (); powerUpSpawner = FindObjectOfType <PowerUpSpawner> (); //Instantiate all variables to false. moveLeft = false; moveRight = false; rotate = false; //If the script runs on a client, spawn for that client if (isLocalPlayer) { FortuneWheel = Instantiate(FortuneWheel); FortuneWheel.transform.position = new Vector3(spawnPosition.x + 3, spawnPosition.y - 2, 0); fortuneWheelController = FortuneWheel.GetComponentInChildren <FortuneWheelController> (); SpawnBlock(); InvokeRepeating("SpawnPowerUp", 10f, 20f); } }
// Update is called once per frame void Update() { if (isMovingRight) { MoveBlockRight(); } else { MoveBlockLeft(); } if (Input.GetKeyDown(KeyCode.Space)) { blockRB.useGravity = true; moveSpeed = 0; // Find spawner, call spawn function GameObject spawner = GameObject.Find("Block Spawner"); BlockSpawner spawnerScript = spawner.GetComponent <BlockSpawner>(); spawnerScript.SpawnBlock(); Destroy(this); } }
// Start is called before the first frame update private void Start() { soundManager = GameObject.FindGameObjectWithTag("SoundManager").GetComponent <SoundManager>(); dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent <DataSavingManager>(); blockSpawner = GameObject.FindGameObjectWithTag("BlockSpawner").GetComponent <BlockSpawner>(); playerData = dataSavingManager.GetPlayerData(); var purchasedAbilities = dataSavingManager.GetAbilityDictionary().Values.Where(s => s.level > 0).ToList(); purchasedPassives = purchasedAbilities.Where(a => a.abilityType == AbilityType.PASSIVE).ToList(); purchasedActives = purchasedAbilities.Where(a => a.abilityType == AbilityType.ACTIVE).ToList(); transform.position = clickPos; finalMoveSpeed = playerData.baseMoveSpeed; //anim = character.GetComponent<Animator>(); anim = gameObject.transform.GetChild(0).GetComponent <Animator>(); //sprite = character.GetComponent<SpriteRenderer>(); sprite = gameObject.transform.GetChild(0).GetComponent <SpriteRenderer>(); abilityEffectsDict = new Dictionary <int, ParticleSystem>(); appliedAbilities = new Dictionary <string, double>(); purchasedAbility = new UnityAction <object>(PurchasedAbility); EventManager.StartListening("PurchasedAbility", purchasedAbility); toggleAutoMove = new UnityAction <object>(ToggleAutoMove); EventManager.StartListening("ToggleAutoMove", toggleAutoMove); }
void Start() { bs = GameObject.FindGameObjectWithTag("BlockSpawner").GetComponent <BlockSpawner>(); cameraScript = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <MoveCameraMobileTest>(); playerMovement = GameObject.FindGameObjectWithTag("Player").GetComponent <Movement>(); blockButtons = GameObject.FindGameObjectWithTag("BlockButtons"); currentTime = 0f; alphaTime = 1f; var buttons = blockButtons.GetComponentsInChildren <Image>(); foreach (var button in buttons) { if (!uiImages.Contains(button)) { uiImages.Add(button); } } var gos = GameObject.FindGameObjectsWithTag("UI"); foreach (var go in gos) { if (!uiImages.Contains(go.GetComponent <Image>())) { uiImages.Add(go.GetComponent <Image>()); } } }
private void Awake() { blockSpawner = FindObjectOfType <BlockSpawner>(); _launchPreview = GetComponent <LaunchPreview>(); _uImanager = GetComponent <UImanager>(); ballsReady = PlayerPrefs.BallsReady; CreateBall(); }
private void Start() { _blockManager = FindObjectOfType <BlockSpawner>(); _inputManager = FindObjectOfType <InputManager>(); _inputManager.BlockReleased += OnBlockReleased; SpawnNewBlock(0f); }
public void Init(Block blockPrefab, BlockSpawner blockSpawner) { this.blockPrefab = blockPrefab; this.blockSpawner = blockSpawner; blockSpawner.BlockPrefabChanged += OnBlockPrefabChanged; blockName.text = blockPrefab.name; blockImage.sprite = LoadBlockPreview(); }
// Use this for initialization void Start() { GameObject pool = GameObject.Find("Pool"); blockSpawnerScript = pool.GetComponent <BlockSpawner> (); pools = pool.GetComponents <Pool> (); elapsedTime = delayBetweenDestroy; }
// Start is called before the first frame update void Start() { //speed = 7.5f; rb = GetComponent <Rigidbody2D>(); rb.freezeRotation = true; blocksHolder = GameObject.Find("BlockSpawner").GetComponent <BlockSpawner>(); }
private void Awake() { launchPreview = GetComponent <LaunchPreview>(); blockSpawner = FindObjectOfType <BlockSpawner>(); CreateBall(); }
private void Awake() { blockSpawner = FindObjectOfType <BlockSpawner>(); launhPreview = GetComponent <LaunhPreview>(); launhPreview.SetStartPoint(transform.position); launhPreview.SetEndPoint(transform.position); CreateBall(); }
// Use this for initialization void Start() { currentCharacter = CharacterSwitcher.Instance.currentCharacter; UIController.Instance.UpdateBlocks(currentCharacter.GetComponent <CharacterBehaviour>().boxesAvailable); if (Instance == null) { Instance = this; } }
public TileSpawner(string Name = "", Structure Structure = null, int X = 0, int Y = 0) { this.Name = Name; this.X = X; this.Y = Y; this.Structure = Structure; this.WallSpawnerDict = new Dictionary <Vector2Int, WallSpawner>(WallSpawner.EmptyWallSpawnerDict); if (Structure != null) { TileSpawner OldTileSpawner = Structure.TileSpawnerArray[X, Y]; if (OldTileSpawner != null) { //Moves the walls that where at OldTileSpaner to this tile WallSpawner UpWallSpawner = OldTileSpawner.WallSpawnerDict[Vector2Int.up]; WallSpawner RightWallSpawner = OldTileSpawner.WallSpawnerDict[Vector2Int.right]; WallSpawner DownWallSpawner = OldTileSpawner.WallSpawnerDict[Vector2Int.down]; WallSpawner LeftWallSpawner = OldTileSpawner.WallSpawnerDict[Vector2Int.left]; if (UpWallSpawner != null) { Methods.MoveWallSpawner(UpWallSpawner, this, Vector2Int.up, UpWallSpawner.Rotation); } if (RightWallSpawner != null) { Methods.MoveWallSpawner(RightWallSpawner, this, Vector2Int.right, RightWallSpawner.Rotation); } if (DownWallSpawner != null) { Methods.MoveWallSpawner(DownWallSpawner, this, Vector2Int.down, DownWallSpawner.Rotation); } if (LeftWallSpawner != null) { Methods.MoveWallSpawner(LeftWallSpawner, this, Vector2Int.left, LeftWallSpawner.Rotation); } //If there already was a TileSpawner at (X,Y) with an ActorSpawner move the ActorSpawner to this if (OldTileSpawner.ActorSpawner != null) { this.ActorSpawner = OldTileSpawner.ActorSpawner; OldTileSpawner.ActorSpawner.TileSpawner = this; OldTileSpawner.ActorSpawner = null; } //If there already was a TileSpawner at (X,Y) with a |BlockSpawner move the BlockSpawner to this if (OldTileSpawner.BlockSpawner != null && (this.ActorSpawner == null || OldTileSpawner.BlockSpawner.Solid == false)) { this.BlockSpawner = Structure.TileSpawnerArray[X, Y].BlockSpawner; OldTileSpawner.BlockSpawner.TileSpawner = this; OldTileSpawner.BlockSpawner = null; } OldTileSpawner.Structure = null; } Structure.TileSpawnerArray[X, Y] = this; } }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } blocks = new List<GameObject>(); blockSpawner = GetComponent<BlockSpawner>(); }
//private ObjectPool _objectPool; void Start() { _blockSpawner = new BlockSpawner(); // Main Walls _blockSpawner.SpawnWorldWalls(); for (int y = 0; y >= -5000; y -= 5) { _blockSpawner.SpawnLevel(y, y - 1); } }
public Quaternion ComputeRotationForPlacement( GenerateWorld World, BlockSpawner spawner, Vector3 normalOfPlacementSurface, Vector3 curDir, BlockIndex futureIndex) { Quaternion output = Quaternion.identity; //Gets the block prefab so we can check its properties: var block = spawner.SpawnType; //We only care about the direction, not the inclination: curDir.y = 0; curDir.Normalize(); //Due to gimbal lock that can happen along a wall, we use a different axis and then rotate into the axis we want! //Thus the 270 rotation. Quaternion wallDirectionAxis = Quaternion.FromToRotation( Vector3.up, normalOfPlacementSurface); Quaternion upDirectionAxis = Quaternion.FromToRotation( Vector3.right, normalOfPlacementSurface) * Quaternion.Euler(0,270,0); Quaternion rotationTowardDown = wallDirectionAxis * upDirectionAxis ; //Is it going on the floor/ceiling: 0.2f episilon if ( normalOfPlacementSurface.y < -0.2f || normalOfPlacementSurface.y > 0.2f) { float angle = Vector3.Angle(Vector3.forward, curDir); var side = Vector3.Cross( Vector3.up, curDir); angle *= (side.z < 0) ? 1 : -1; upDirectionAxis = Quaternion.AngleAxis( angle, normalOfPlacementSurface); var upDirEuler = upDirectionAxis.eulerAngles; rotationTowardDown = wallDirectionAxis * upDirectionAxis ; //This adds the special rotation that the object gets when its on the floor or ceiling. //This exists because different objects act differently when placed. This covers most cases! if ( block.SpecialRotateX90) { rotationTowardDown = rotationTowardDown * Quaternion.Euler(90,0,0); } if ( block.SpecialRotateY90) { rotationTowardDown = rotationTowardDown * Quaternion.Euler(0,90,0); } if ( block.SpecialRotateZ90) { rotationTowardDown = rotationTowardDown * Quaternion.Euler(0,0,0); } if ( block.SpecialRotateX270) { rotationTowardDown = rotationTowardDown * Quaternion.Euler(270,0,0); } if ( block.SpecialRotateY270) { rotationTowardDown = rotationTowardDown * Quaternion.Euler(0,270,0); } if ( block.SpecialRotateZ270) { rotationTowardDown = rotationTowardDown * Quaternion.Euler(0,0,270); } } Vector3 rot = rotationTowardDown.eulerAngles; //If the object is designed to sit only on the floor remove the x and z rotations: if( block.RotatesTowardWalls == false ) { //Take only the y rotation. rot.x = 0; rot.z = 0; } output = Quaternion.Euler(rot); return output; }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } }
private void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(this); } }
void Awake() { if (instance == null) { instance = this; } else if (instance != null) { Destroy(gameObject); } }
public PlayState(GraphicsDevice _graphicsDevice) { _hud = new HUD(); _spawner = new BlockSpawner(_graphicsDevice); _preloader.PlayMusic(Menu._song); _scenery = _preloader.Load("scene"); _pauseButton = new Button(new Vector2(150, 730), SceneManager.Scenes.PAUSED, "Pause", true); _unPauseButton = new Button(new Vector2(150, 200), SceneManager.Scenes.UNPAUSED, "Continue?", true); _quitButton = new Button(new Vector2(150, 300), SceneManager.Scenes.MENU, "Quit?", true); _sceneManager = SceneManager.GetInstance(); }
// Start is called before the first frame update void Start() { blocksHolder = GameObject.Find("BlockSpawner").GetComponent <BlockSpawner>(); player = GameObject.Find("Player"); timer = GameObject.Find("Timer"); highScore = GameObject.Find("HighScore"); deathSound = GetComponent <AudioSource>(); camera1 = GameObject.Find("Main Camera"); colorChange = GameObject.Find("Background"); playerKilled = false; }
// Use this for initialization void Start() { spawner = GameObject.FindObjectOfType(typeof(BlockSpawner)) as BlockSpawner; var renderer = GetComponent <Renderer>(); if (renderer != null) { int colorIndex = Random.Range(0, colorMaterials.Length); myMaterial = colorMaterials[colorIndex]; renderer.material = myMaterial; } }
private void SpawnBlock(bool isHeld) { if (isHeld && !m_SpawnBlockPressed) { m_SpawnBlockPressed = true; m_CurrentlyControlledBlock = BlockSpawner.SpawnBlock().gameObject.GetComponent <BlockMover>(); } else if (!isHeld) { m_SpawnBlockPressed = false; } }
private void OnDestroy() { BlockSpawner blockSpawner = null; var spawnerGameObject = GameObject.Find("spawner"); if (null != spawnerGameObject) { blockSpawner = spawnerGameObject.GetComponent <BlockSpawner>(); } if (null != blockSpawner) { blockSpawner.DeleteFromGrid(x, y); } }
public void Init(string name) { soundManager = GameObject.FindGameObjectWithTag("SoundManager").GetComponent <SoundManager>(); dataSavingManager = GameObject.FindGameObjectWithTag("DataSavingManager").GetComponent <DataSavingManager>(); blockSpawner = GameObject.FindGameObjectWithTag("BlockSpawner").GetComponent <BlockSpawner>(); shop = GameObject.FindGameObjectWithTag("Shop").GetComponent <Shop>(); helperData = dataSavingManager.GetSkill(name).helperData; anim = character.GetComponent <Animator>(); anim.runtimeAnimatorController = Resources.Load <RuntimeAnimatorController>(helperData.helperAnimatorName); StartCoroutine(StartCountdown(helperData.idleTime)); }
private void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(this); } else { Destroy(gameObject); } blockSpawner = GetComponent <BlockSpawner>(); }
private void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(this); } else { } blockSpawner = GetComponent <BlockSpawner>(); cubeSpawner = GetComponent <CubeSpawner>(); groundSpawner = GetComponent <GroundSpawner>(); }
public virtual void SpawnABlock() { if (_spawnStuff) { int randomIndex = Random.Range(0, _spawners.Length); BlockSpawner other = (BlockSpawner)_spawners [randomIndex].GetComponent(typeof(BlockSpawner)); if (_objectQueue.Count > 0) { other.LaunchBlock(_objectQueue.Dequeue()); } else { other.LaunchBlock(); } } }