void Start() { UICam = GameObject.Find("UICamera").GetComponent <Camera>(); Gmanager = GameObject.Find("GlassManager").GetComponent <GlassManager>(); Emanager = GameObject.Find("ExplosionManager").GetComponent <ExplosionManager>(); anim = GetComponent <Animator>(); }
static void CreateMinorExplosion(Vector3 vector) { if (!GameplayManager.IsMultiplayer || !Menus.mms_reduced_ship_explosions) { ExplosionManager.CreateMinorExplosion(vector); } }
private void Start() { //Set the state to startup m_State = GameState.StartUp; SetGameSettings(); //Instantiate the rules processor m_RulesProcessor = Instantiate <RulesProcessor>(m_GameSettings.mode.rulesProcessor); m_RulesProcessor.SetGameManager(this); //Instantiate the explosion manager if (m_ExplosionManagerPrefab != null) { ExplosionManager explosionManager = Instantiate <ExplosionManager>(m_ExplosionManagerPrefab); NetworkServer.Spawn(explosionManager.gameObject); } if (m_GameSettings.isSinglePlayer) { //Single player level has started AnalyticsHelper.SinglePlayerLevelStarted(m_GameSettings.map.id); //Set up single player modal SetupSinglePlayerModals(); } else { //Multiplayer game has started AnalyticsHelper.MultiplayerGameStarted(m_GameSettings.map.id, m_GameSettings.mode.id, m_NetManager.playerCount); } }
// Use this for initialization void Start() { if (instance == null) { instance = this; } }
void Awake() { _health = GetComponent <Health>(); _explosions = GameObject.FindGameObjectWithTag(GameTags.GameController).GetComponent <ExplosionManager>(); controller = Instantiate(behaviour, transform).GetComponent <IAgentController>(); _player = GameObject.FindGameObjectWithTag(GameTags.Player).GetComponent <Player>(); }
private void Awake() { m_trailRenderer = GetComponent <TrailRenderer>(); //TODO: Create public static variable of ExplosionManager. m_explosionManager = FindObjectOfType <ExplosionManager>(); }
static void CreateExpElementFromResourcesAndEmit(FXExpElement exp_element, Transform transform, int emit_count, bool all = false) { if (!GameplayManager.IsMultiplayer || !Menus.mms_reduced_ship_explosions) { ExplosionManager.CreateExpElementFromResourcesAndEmit(exp_element, transform, emit_count, all); } }
private void BeginGame() { positionConverter = new PositionConverter(cellSize); mazeInstance = Instantiate(mazePrefab); float mazeWidth = indestructibleCubesXNumber * cellSize * 2 + cellSize; float mazeLength = indestructibleCubesZNumber * cellSize * 2 + cellSize; float startX = startPositionX.Equals(StartPosition.MIN) ? 1 : mazeWidth - 1; float startZ = startPositionZ.Equals(StartPosition.MIN) ? 1 : mazeLength - 1; Debug.Log(DateTime.Now + " Generating maze with size " + indestructibleCubesXNumber + "x" + indestructibleCubesZNumber + "..."); board = mazeInstance.Generate(mazeWidth, mazeLength, cellSize, cubeHeight, wallHeight, startX, startZ, positionConverter, levelConfig); positionManager = new PlayerPositionManager(board, positionConverter); player.gameObject.transform.localPosition = new Vector3(startX, 0.5f, startZ); SetInitialCameraRotation(); board.AddPlayer(player); InitAI(); positionManager.AddPlayer(player); explosionManager = GameObject.Find(Constants.EXPLOSION_MANAGER_NAME).GetComponent <ExplosionManager>(); uiController = GameObject.Find(Constants.UI_CONTROLLER_NAME).GetComponent <UIController>(); uiController.InitializeHUD(mazeWidth, mazeLength); StartCoroutine(StartLevelCountdown()); Debug.Log(DateTime.Now + " Level " + GameManager.instance.GetCurrentLevelNumber() + " loaded successfully!"); }
private void AddSparks() { float maxRate = 100.0f; float numToGen = maxRate * Time.GameTimeFrameSeconds + leftOvers; int numSparks = (int)numToGen; if (numSparks > kMaxSparks) { numSparks = kMaxSparks; } leftOvers = numToGen - numSparks; Vector3 worldCenter = WorldCenter; Vector3 line = worldCenter + TexW * Radius * (1.0f - 2.0f * Age); float r = (float)Math.Sqrt(Radius * Radius - (line - worldCenter).LengthSquared()); Random rnd = BokuGame.bokuGame.rnd; float speed = 0.5f; for (int i = 0; i < numSparks; ++i) { double ang = rnd.NextDouble() * Math.PI * 2.0; float sing = (float)Math.Sin(ang); float cosg = (float)Math.Cos(ang); _velocities[i] = TexU * cosg + TexV * sing; _positions[i] = line + _velocities[i] * r; _velocities[i] *= speed; } ExplosionManager.CreateSparks(numSparks, _positions, _velocities, 0.05f); }
private void OnTriggerEnter2D(Collider2D col) { if (col.tag == "Player" && isPlayer) { return; } if (col.tag == "Enemy" && !isPlayer) { return; } ExplosionManager exp = ObjectPool.Get <ExplosionManager>(); exp.Initialize(transform.position, 4); if (damage == null) { return; } IDamagable target = col.GetComponent <IDamagable>(); if (target != null) { target.Damage(damage); } Disable(); }
void Start() { UICam = GameObject.Find("UICamera").GetComponent<Camera>(); Gmanager = GameObject.Find("GlassManager").GetComponent<GlassManager>(); Emanager = GameObject.Find("ExplosionManager").GetComponent<ExplosionManager>(); anim = GetComponent<Animator>(); }
public void DetectCollision() { foreach (var missile in MissileManager.Missiles.ToArray()) { foreach (var enemy in EnemyManager.Enemies.ToArray()) { if (missile.Rectangle.Intersects(enemy.Rectangle)) { if (missile.HasSpecialAbility) { if (missile is FireMissile) { ExplosionManager.Add(new Explosion(missile.Position, missile.Origin, 9)); EnemyManager.AoeHit(enemy, Missile.Damage); } } else { EnemyManager.Hit(enemy, Missile.Damage); } MissileManager.Remove(missile); } } } }
void OnCollisionEnter2D(Collision2D collision) { //AcidDamage(collision.gameObject); GameObject go = collision.gameObject; if (go.tag == "Player") { ExplosionManager.BloodSplatter(go.transform.position, 2, 90); PlayerController playerController = GameManager.Instance.playerController; Vector2 v = CommonUtils.NormalVector(transform.position, playerController.transform.position); playerController.Damage(1, v, 20); //playerController.Damage(1); //Fungus.Flowchart.BroadcastFungusMessage(message); } else { DieFromAcid die = go.GetComponent <DieFromAcid>(); if (die != null) { die.Die(); } } }
private IEnumerator ExplodeAndDie() { if (Linking.Count > 0) { for (int i = 0; i < Linking.Count; i++) { ExplosionManager.SpawnExplosion(Linking[i].Coordinates); yield return(new WaitForSeconds(0.07f)); } SetCurrentVertex(Linking.First()); } else { ExplosionManager.SpawnExplosion(transform.position); yield return(new WaitForSeconds(0.1f)); } if (CurrentLine != null) { Destroy(CurrentLine.gameObject); } CurrentLine = null; Linking.Clear(); _isDying = false; PlayerDied?.Invoke(); }
private void Explode() { ExplosionManager exp = ObjectPool.Get <ExplosionManager>(); exp.Initialize(transform.position, 4); Disable(); }
public void FireBullet(ExplosionManager explosionManager, float launchSpeed = 50.0f) { this.explosionManager = explosionManager; // transform.right is relative to the player, so this will always be 'forward' for our uses rb.AddForceAtPosition(transform.right * launchSpeed, backOfBullet.position, ForceMode2D.Impulse); }
// Use this for initialization void Awake() { mapWidth = mapW; mapHeight = mapH; ParseMapString(mapIndex); ExplosionManager.AddRbs(FindObjectOfType <ExplosionManager>().Characters); ExplosionManager.AddRbs(FindObjectOfType <ExplosionManager>().Tiles); }
private void OnHealthChanged(int value, int oldValue) { if (value < 1) { ExplosionManager expManager = ObjectPool.Instance.Get <ExplosionManager>(); expManager.Initialize(transform.position, 7); Disable(); } }
public CollisionManager(AsteroidManager asteroidManager, PlayerManager playerManager, EnemyManager enemyManager, ExplosionManager explosionManager) { this.asteroidManager = asteroidManager; this.playerManager = playerManager; this.enemyManager = enemyManager; this.explosionManager = explosionManager; }
static ParticleElement CreateRandomExplosionSimple(Transform transform, float scale = 1f, float sim_speed = 1f) { if (!GameplayManager.IsMultiplayer || !Menus.mms_reduced_ship_explosions) { return(ExplosionManager.CreateRandomExplosionSimple(transform, scale, sim_speed)); } return(null); }
private void Explode() { if (ready) { ready = false; StartCoroutine(PlayAnimationAndDestroy()); ExplosionManager.Explode(transform.position, 3, 50, power, ExplosionManager.ExplosionType.bomb); } }
private void Awake() { if (instance != null) { Destroy(instance); } instance = this; }
} // private contructor function // Singleton Instance public static ExplosionManager GetInstance() { if (_instance == null) { _instance = new ExplosionManager(); return(_instance); } return(_instance); }
private void Disable() { ExplosionManager exp = ObjectPool.Get <ExplosionManager>(); //shadow.Disable(); exp.Initialize(transform.position, 10); WaveManager.Instance.RemoveActiveUFO(this); ObjectPool.Add(this); }
void Awake() { Instance = this; explosions = new List <GameObject>(); for (int i = 0; i < numberOfExplosions; i++) { InstantiateExplosion(); } }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } }
private void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } }
public int m_poolAmount = 20;//amount of each type of explosion private void Awake() { if (m_explosionManager == null) { m_explosionManager = this; } else if (m_explosionManager != this) { Destroy(m_explosionManager); } }
private void Explosion() { GameData.destroyedAsteroids++; AsteroidMovement motion = gameObject.GetComponentInParent(typeof(AsteroidMovement)) as AsteroidMovement; motion.ChangeSpeed(0f); ExplosionManager explosionInstance = Instantiate(asteroidExplode, new Vector3(transform.position.x, transform.position.y, 0), Quaternion.identity) as ExplosionManager; Destroy(barInstance.gameObject, 0f); Destroy(gameObject, 0.0f); }
private void PlayExplodeEffect(Vector3 position) { if (this.verbPayload != GameThing.Verbs.Vanish) { ExplosionManager.CreateExplosion(position, 2.0f); if (!Launcher.Mute) { Foley.PlayBoom(missile); } } } // end of PlayExplodeEffect()
public void InitializeExplosionBehavior(ExplosionManager explosionManager) { this.explosionManager = explosionManager; hitObjects = new List <GameObject>(); explosionColl = GetComponent <CircleCollider2D>(); explosionColl.enabled = true; explosionRadius = explosionColl.radius; hasInitialized = true; }
// Use this for initialization void Start() { _explosionManager = new ExplosionManager(); //transform.localScale = new Vector3(scale, scale, scale); gameObject.AddComponent<MeshCollider>(); gameObject.AddComponent<DontGoThroughThings>(); switch(projectile.projectileType){ case ProjectileType.Lob: transform.Rotate (new Vector3(-45,0,0)); rigidbody.AddRelativeForce(Vector3.forward * 500); rigidbody.useGravity = true; break; case ProjectileType.Straight: rigidbody.constraints = RigidbodyConstraints.FreezeAll; rigidbody.useGravity = false; break; } }
void Awake() { current = this; }
public Projectile(string setResourceName) { resourceName = setResourceName; _explosionManager = new ExplosionManager(); }
// Use this for initialization public override void Start() { Instance = this; base.Start(); }