void Start() { imageToToggle = GetComponent <MaskableGraphic> (); imageToToggle.enabled = visibleAfterEnding; durationTimer = new CounterTimer(duration); durationTimer.Update(duration); }
// Update is called once per frame void Update() { if (EEGManager.IsInitialized() && outline && raycastTimer.Finished) { raycastTimer.Reset(); RaycastHit hit; Vector3 dir = ((EEGGameManager.Instance.player.transform.position + Vector3.up * 0.2f) - transform.position); if (Physics.Raycast(transform.position + (dir.normalized * 0.5f), dir, out hit, EEGGameManager.Instance.hearingDistance)) { if (hit.collider.gameObject.layer == LayerMask.NameToLayer("Wall")) { foreach (MaterialSwitcher s in materialSwitchers) { s.SwitchToAlternative(); } } else { foreach (MaterialSwitcher s in materialSwitchers) { s.SwitchToMain(); } } } } raycastTimer.Update(Time.deltaTime); }
// Update is called once per frame void Update() { recoilTimer.Update(Time.deltaTime); if (recoilTimer.Finished) { dx = 0; dy = 0; } }
void Update() { if (durationTimer.Finished && blinking) { blinking = false; CancelInvoke(); imageToToggle.enabled = visibleAfterEnding; } durationTimer.Update(Time.deltaTime); }
void Start() { base.OnStart(); coolDownTimer = new CounterTimer(CoolDown); coolDownTimer.Update(CoolDown); reloadTimer = new CounterTimer(ReloadTime); reloadTimer.Update(ReloadTime); rounds = magSize; remainingRounds = (magsCount - 1) * magSize; }
// Update is called once per frame void Update() { if (playing && !waiting) { StartCoroutine(Play()); } if (outline.Outline && !exploded) { hitCollider.enabled = true; mesh.enabled = true; } if (raycastTimer.Finished && playerInRange != null && CheckVisibility(playerInRange, triggerDistance * 1.2f)) { Explode(); } raycastTimer.Update(Time.deltaTime); }
// Update is called once per frame void Update() { if (Status == Spo2GameStatus.Playing) { if (Input.GetKeyDown(KeyCode.P)) { Status = Spo2GameStatus.Paused; return; } if (remainingZombies <= 0) { if (wave == waves.Count) { Status = Spo2GameStatus.PlayerWins; return; } wave += 1; SoundManager.Instance.PlayClip(newWaveClip); waveTimer.Reset(); remainingZombies = waves [wave - 1]; waveEnded = true; spawnedZombies = 0; if (healthCount == 0) { healthCount = spawnItems(healthSpawnLocations, minAmmoSpawn, maxAmmoSpawn, ItemType.HEALTH); } } if (ammoCount == 0) { ammoCount = spawnItems(ammoSpawnLocations, minAmmoSpawn, maxAmmoSpawn, ItemType.AMMO); } if (waveEnded && waveTimer.Finished) { waveEnded = false; Spawn(); } if (!waveEnded && spawnTimer.Finished && spawnedZombies < waves [wave - 1]) { Spawn(); } spawnTimer.Update(Time.deltaTime); waveTimer.Update(Time.deltaTime); if (player.health <= 0) { Status = Spo2GameStatus.GameOver; } } else if (Status == Spo2GameStatus.Paused) { if (Input.GetKeyDown(KeyCode.P)) { Status = Spo2GameStatus.Playing; return; } } }
// Update is called once per frame void Update() { if (training) { float remainingTime = statusTimer.Length - statusTimer.CurrentTime; float totalRemainingTime = trainingTimer.Length - trainingTimer.CurrentTime; EEGUIManager uiManager = EEGUIManager.Instance; uiManager.trainingTimer = ((int)Mathf.Min((remainingTime), totalRemainingTime)); uiManager.remainingTime = totalRemainingTime; if (!beepPlayed && remainingTime < 1.3f && !(totalRemainingTime < 1.3f)) { SoundManager.Instance.PlayClip(trainingBeep); if (Processor.Status == EyesStatus.OPEN) { StartCoroutine(PlayDelayed()); uiManager.actionText = "Cierra los ojos!"; } else { uiManager.actionText = "Abre los ojos!"; } uiManager.trainingPanel.actionText.GetComponent <Blink> ().StartBlinking(); beepPlayed = true; } if (trainingTimer.Finished) { Processor.Training = false; uiManager.Training(false); EEGGameManager.Instance.Status = GameStatus.Playing; Trained = true; } else if (statusTimer.Finished) { if (Processor.Status == EyesStatus.OPEN) { Processor.Status = EyesStatus.CLOSED; uiManager.statusText = "Manten los ojos cerrados"; } else { Processor.Status = EyesStatus.OPEN; uiManager.statusText = "Manten los ojos abiertos"; } beepPlayed = false; statusTimer = new CounterTimer(Random.Range(minStatusDuration, maxStatusDuration)); } statusTimer.Update(Time.deltaTime); trainingTimer.Update(Time.deltaTime); } if (reading && Processor != null) { Processor.Update(); // If the player moves, he stops hearing if (Vector3.Distance(player.transform.position, previousPlayerPos) > 0.005) { StatusCount = 0; } previousPlayerPos = player.transform.position; } }
// Use this for initialization void Start() { recoilTimer = new CounterTimer(RecoilDuration); recoilTimer.Update(RecoilDuration); }
// Update is called once per frame void Update() { if (health > 0 && currentTarget != null) { Vector3 dir = (player.transform.position - transform.position); if (patrolMode && !playerFound && player.enabled) { if (Agent.remainingDistance < 0.1) { patrolIndex++; patrolIndex %= patrols.Count; currentTarget = patrols [patrolIndex]; } if (raycastTimer.Finished) { raycastTimer.Reset(); RaycastHit hit; Vector3 rayOrigin = transform.position; dir.y = 0.2f; float dot = Vector3.Dot(transform.forward, dir); float distance = Vector3.Distance(transform.position, player.transform.position); if (distance <= maxViewingDistance && Physics.Raycast(rayOrigin, dir, out hit, maxViewingDistance)) { if (dot >= 0 || distance <= hearingDistance) { FPSPlayer player = hit.collider.GetComponent <FPSPlayer> (); if (player != null) { PlayerFound(); } } } } } else if (playerFound) { dir.y = 0.2f; float dot = Vector3.Dot(transform.forward, dir); if (!attacking && Vector3.Distance(player.transform.position, transform.position) <= (stoppingDistance * 1.2f) && dot >= 0) { StartCoroutine(Attack()); } } if (Agent.enabled) { Agent.destination = currentTarget.position; } if (animator.enabled) { animator.SetFloat("Speed", Agent.speed); } if (growlTimer.Finished && !AudioSrc.isPlaying) { growlTimer.Reset(); AudioSrc.PlayOneShot(growlClip); AudioSrc.volume = 1; } growlTimer.Update(Time.deltaTime); raycastTimer.Update(Time.deltaTime); } }
// Update is called once per frame void Update() { if (!started) { processorContainer = FindObjectOfType <ProcessorContainer> (); if ((processorContainer != null && processorContainer.processor != null)) { EEGManager.Instance.Processor = processorContainer.processor; EEGManager.Instance.Trained = true; Status = GameStatus.Playing; } else { Status = GameStatus.Training; } started = true; } switch (status) { case GameStatus.Playing: if (Input.GetKeyDown(KeyCode.P)) { Status = GameStatus.Paused; return; } if (player.health <= 0) { Status = GameStatus.GameOver; return; } EyesStatus status = EEGManager.Instance.Status; if (status == EyesStatus.CLOSED) { if (previousStatus == EyesStatus.OPEN) { visibilityOn = false; foreach (OutlineObject visibleObject in activeObjects) { visibleObject.Outline = false; } inactiveObjects.UnionWith(activeObjects); activeObjects.Clear(); } visibilityTime += Time.deltaTime; if (checkingTimer.Finished) { checkingTimer.Reset(); foreach (Bomb bomb in bombs) { float distance = Vector3.Distance(player.transform.position, bomb.transform.position); if (distance <= hearingDistance) { if (!activeBombs.Contains(bomb)) { bomb.PlayBeepSound(); activeBombs.Add(bomb); } } else { if (activeBombs.Contains(bomb)) { activeBombs.Remove(bomb); bomb.StopPlaying(); } } } foreach (OutlineObject inactiveObject in inactiveObjects) { float distance = Vector3.Distance(player.transform.position, inactiveObject.transform.position); if (distance <= hearingDistance) { activeObjects.Add(inactiveObject); } } inactiveObjects.RemoveWhere(x => activeObjects.Contains(x)); } } else { foreach (Bomb bomb in activeBombs) { bomb.StopPlaying(); } activeBombs.Clear(); if (previousStatus == EyesStatus.CLOSED) { visibilityTimer = new CounterTimer(Mathf.Min(visibilityTime + EEGManager.Instance.minThreshold, maxVisibilityDuration)); foreach (OutlineObject activeObject in activeObjects) { activeObject.Outline = true; } visibilityOn = true; } else { if (visibilityOn && visibilityTimer.Finished) { visibilityOn = false; foreach (OutlineObject activeObject in activeObjects) { activeObject.Outline = false; } inactiveObjects.UnionWith(activeObjects); activeObjects.Clear(); } } if (visibilityOn) { visibilityTimer.Update(Time.deltaTime); } visibilityTime = 0; } previousStatus = status; checkingTimer.Update(Time.deltaTime); break; case GameStatus.Paused: if (Input.GetKeyDown(KeyCode.P)) { Status = GameStatus.Playing; return; } break; case GameStatus.Training: if (Input.GetKey(KeyCode.K)) { EEGManager.Instance.StopTraining(); } break; default: break; } }
// Update is called once per frame void Update() { coolDownTimer.Update(Time.deltaTime); reloadTimer.Update(Time.deltaTime); if (Input.GetKeyDown(KeyCode.L)) { flashlight.enabled = !flashlight.enabled; MainAudioSource.PlayOneShot(flashlightClip); } if (Input.GetKeyDown(reloadKey) && reloadTimer.Finished) { if (remainingRounds >= 1) { gunAudioSource.PlayOneShot(ReloadClip); reloadTimer.Reset(); int reloadCount = Mathf.Min(magSize - rounds, remainingRounds); rounds += reloadCount; remainingRounds -= reloadCount; } else { gunAudioSource.PlayOneShot(GunEmptyClip); } } if (reloadTimer.Finished && coolDownTimer.Finished && Input.GetMouseButtonDown(0)) { if (rounds <= 0) { gunAudioSource.PlayOneShot(GunEmptyClip); } else { Animator.SetTrigger("Fire"); shellEffect.Play(); coolDownTimer.Reset(); gunAudioSource.PlayOneShot(GunShotClip); rounds--; LookManager.Instance.Recoil(); Vector3 rayOrigin = FPSCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f)); RaycastHit hit; if (Physics.Raycast(rayOrigin, FPSCam.transform.forward, out hit, Range)) { HitBox hitBox = hit.collider.GetComponent <HitBox> (); // If there was a health script attached if (hitBox != null) { // Call the damage function of that script, passing in our gunDamage variable hitBox.Hit(hit); } else { BombHitBox bombHitBox = hit.collider.GetComponent <BombHitBox> (); if (bombHitBox != null) { Bomb bomb = bombHitBox.transform.parent.gameObject.GetComponent <Bomb> (); bomb.Explode(); } } } } } }