private void Start() { isis = PlayerControl.instance.isis; horus = PlayerControl.instance.horus; anubis = PlayerControl.instance.anubis; normalSprite = gameObject.GetComponent <SpriteRenderer>().sprite; objectDetailPanel.SetActive(false);; pickUpItemClip = Resources.Load <AudioClip>(pathToPickUpSound); if (item.name == "ankh") { item.canPickup = true; } else { item.canPickup = false; } // item.pickUpAudioSource = new AudioSource; item.pickUpAudioClip = pickUpItemClip; gameObject.AddComponent <AudioSource>(); gameObject.GetComponent <AudioSource>().playOnAwake = false; gameObject.GetComponent <AudioSource>().clip = item.pickUpAudioClip; }
private void Awake() { if (instance == null) { instance = this; } isis = GetComponentInChildren <Isis>(); horus = GetComponentInChildren <Horus>(); anubis = GetComponentInChildren <Anubis>(); isisAnimator = isis.GetComponent <Animator>(); horusAnimator = horus.GetComponent <Animator>(); anubisAnimator = anubis.GetComponent <Animator>(); animator = GetComponent <Animator>(); currentPlayer = isis; inventory = Inventory.instance; lastCheckpoitPos = new Vector2(-7, 2); }
/// <summary> /// Creates a <see cref="ISymmetric"/> instance using the Rijndael algorithm with a randomly created salt. The salt must be stored for future use. /// </summary> /// <returns>An <see cref="ISymmetric"/> instance using the Rijndael algorithm with a random salt.</returns> public static ISymmetric CreateRijndaelRandom() { return(Create(EncryptionAlgorithm.Rijndael, Horus.GenerateId(IdKind.Standard, 16))); }
/// <summary> /// Builds an <see cref="EnigmaMachine"/> with the provided parameters. /// </summary> /// <returns></returns> public EnigmaMachine Build() { var shuffle = new Alphabet(_alphabet.ToString()); //the stator: var stator = _stator; if (stator == null) { stator = new EnigmaWheel(_alphabet.ToString(), _alphabet.ToString()); } //the reflector var reflector = _reflector; if (reflector == null) { shuffle.Shuffle(); reflector = new EnigmaWheel(_alphabet.ToString(), shuffle.ToString()); reflector.Reflect(); } //the rotors List <Rotor> rotors; if (_rotors == null) { rotors = new List <Rotor>(); for (int i = 0; i < _rotorCount; i++) { string notches = ""; for (int n = 0; n < _notchCount; n++) { char c; do { int rnd = Horus.Random(0, _alphabet.Count); c = _alphabet[rnd]; } while (notches.Contains(c)); notches += c; } shuffle.Shuffle(); var rotor = new Rotor(_alphabet.ToString(), shuffle.ToString(), notches); rotors.Add(rotor); } } else { rotors = new List <Rotor>(_rotors); } //the actual construction return(new EnigmaMachine(rotors) { Alphabet = _alphabet, AutoReset = _autoReset, Stator = stator, Reflector = reflector, }); }