private void Start() { gameObject.AddComponent <InputManager>(); inputManager = GetComponent <InputManager>(); if (isPlayer) { playerDemoscene = GetComponent <DemoScene>(); } }
void Update() { DemoScene scene = scenes[sceneID]; if (scene == null) { return; } Vector2D newPosition = new Vector2D(scene.center.position); float rot = (float)Vector2D.Atan2(new Vector2D(scene.tracked.position), new Vector2D(scene.center.position)); newPosition.Push(rot, scene.distance); Vector3 pos = Camera.main.transform.position; pos.x = pos.x * 0.95f + newPosition.ToVector2().x * 0.05f; pos.y = pos.y * 0.95f + newPosition.ToVector2().y * 0.05f; pos.z = -10; Camera.main.orthographicSize = Camera.main.orthographicSize * 0.95f + scene.cameraSize * 0.05f; Camera.main.transform.rotation = Quaternion.Lerp(Camera.main.transform.rotation, Quaternion.Euler(0, 0, (rot - Mathf.PI / 2) * Mathf.Rad2Deg), 0.05f); Camera.main.transform.position = pos; Color color; for (int i = 1; i < scenes.Length; i++) { if (scenes[i] == scene) { scenes[i].backgroundAlpha = scenes[i].backgroundAlpha * 0.95f + 0.05f; } else { scenes[i].backgroundAlpha = scenes[i].backgroundAlpha * 0.95f; color = scenes[i].background.color; color.a = scenes[i].backgroundAlpha; scenes[i].background.color = color; } } color = scene.background.color; color.a = scene.backgroundAlpha; scene.background.color = color; color = scenes[0].background.color; color.a = 1; scenes[0].background.color = color; }
override protected void Initialize() { base.Initialize(); Scene = new DemoScene(); #if DEBUG System.Diagnostics.Debug.Listeners.Add(new System.Diagnostics.TextWriterTraceListener(System.Console.Out)); // optionally render Nez in an ImGui window // var imGuiManager = new ImGuiManager(); // Core.RegisterGlobalManager(imGuiManager); // optionally load up ImGui DLL if not using the above setup so that its command gets loaded in the DebugConsole System.Reflection.Assembly.Load("Nez.ImGui"); #endif }
public void handleRope(bool state) { Rigidbody2D rig = transform.GetComponent <Rigidbody2D>(); DemoScene dem = transform.GetComponent <DemoScene>(); dem.enabled = !state; switch (state) { case true: rig.bodyType = RigidbodyType2D.Dynamic; break; case false: rig.bodyType = RigidbodyType2D.Kinematic; //rig.velocity = Vector2.zero; take the velocity from the dynamic rigidbody and translate it to a "move" function controller.move(rig.velocity); rig.velocity = Vector2.zero; break; } }
// Use this for initialization void Start() { _player = GameObject.FindWithTag("Player").GetComponent <DemoScene>(); }
private void Start() { inputCheck = gameObject.GetComponent <DemoScene>(); controller2D = gameObject.GetComponent <CharacterController2D>(); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); movement = player.GetComponent <DemoScene>(); }