// Use this for initialization public override void Start() { base.Start(); // Randomize color mainRenderer.color = IPowerUp.FromHSV(Random.value, IEnemy.saturation, IEnemy.brightness); if ((ShipController.Instance != null) && (IGameManager.Instance != null)) { // Randomize torque rigidbody2D.angularVelocity = Random.Range(spawnParams.torqueRange.x, spawnParams.torqueRange.y); if (IGameManager.Instance is ObjectSpawner) { // Calculate where to aim for mSpawnPosition = ShipController.Instance.transform.position; mRandomOffset = Random.insideUnitCircle.normalized * spawnParams.aimRange; mSpawnPosition.x += mRandomOffset.x; mSpawnPosition.y += mRandomOffset.y; mSpawnPosition -= transform.position; mSpawnPosition.Normalize(); // Randomize force mSpawnPosition *= Random.Range(spawnParams.speedRange.x, spawnParams.speedRange.y); rigidbody2D.velocity = mSpawnPosition; } } }
// Use this for initialization public override void Start() { base.Start(); // Randomize color mainRenderer.color = IPowerUp.FromHSV(Random.value, IEnemy.saturation, IEnemy.brightness); if ((ShipController.Instance != null) && (IGameManager.Instance != null)) { // Check if we need to fling this enemy towards the player if (IGameManager.Instance is ObjectSpawner) { // Calculate where to aim for mSpawnPosition = ShipController.Instance.transform.position; mRandomOffset = Random.insideUnitCircle.normalized * spawnParams.aimRange; mSpawnPosition.x += mRandomOffset.x; mSpawnPosition.y += mRandomOffset.y; mSpawnPosition -= transform.position; mSpawnPosition.Normalize(); // Face the direction of velocity transform.rotation = ShipController.LookRotation2D(mSpawnPosition); // Randomize force mSpawnPosition *= Random.Range(spawnParams.speedRange.x, spawnParams.speedRange.y); rigidbody2D.velocity = mSpawnPosition; } // Setup detection detection.detectRange *= detection.detectRange; } }
// Use this for initialization public override void Start() { base.Start(); // Update sprite renderer color mainRenderer.color = IPowerUp.FromHSV(Random.value, IEnemy.saturation, IEnemy.brightness); if ((ShipController.Instance != null) && (IGameManager.Instance != null)) { // Check if we need to fling this enemy to the player if (IGameManager.Instance is ObjectSpawner) { // Randomize torque rigidbody2D.angularVelocity = Random.Range(spawnParams.torqueRange.x, spawnParams.torqueRange.y); // Calculate where to aim for mSpawnPosition = ShipController.Instance.transform.position; mRandomOffset = Random.insideUnitCircle.normalized * spawnParams.aimRange; mSpawnPosition.x += mRandomOffset.x; mSpawnPosition.y += mRandomOffset.y; mSpawnPosition -= transform.position; mSpawnPosition.Normalize(); // Randomize force mSpawnPosition *= Random.Range(spawnParams.speedRange.x, spawnParams.speedRange.y); rigidbody2D.velocity = mSpawnPosition; } // Update when we last fired detection.detectRange *= detection.detectRange; lastFired = Time.time; } }
// Use this for initialization public override void Start() { // Play animation animation.Play(); // Get a random hue hue = Random.value; IPowerUp.FromHSV(hue, saturation, brightness, ref spriteColor); label.color = spriteColor; }
void UpdateBackgroundColor() { hue += hueChangeSpeed * Time.deltaTime; if (hue > 1) { hue = 0; } IPowerUp.FromHSV(hue, saturation, brightness, ref backgroundColor); if (backgroundMesh != null) { backgroundMaterial.color = backgroundColor; } }
// Use this for initialization public override void Start() { base.Start(); // Randomize color mainRenderer.color = IPowerUp.FromHSV(Random.value, IEnemy.saturation, IEnemy.brightness); if (IGameManager.Instance != null) { IGameManager.Instance.AddDestructable(this); // Randomize torque rigidbody2D.angularVelocity = Random.Range(torqueRange.x, torqueRange.y); } }
private void ComboEffect(string text) { // Play the text animation comboTextAnimation.Stop(); comboTextAnimation.Play(); // Update the label comboTextLabel.text = text; comboTextLabel.renderer.enabled = true; // Get a random hue comboHue = Random.value; IPowerUp.FromHSV(comboHue, ScoreLabel.saturation, ScoreLabel.brightness, ref comboSpriteColor); comboTextLabel.color = comboSpriteColor; }
// Update is called once per frame void Update() { if (animation.isPlaying == true) { hue += IPowerUp.hueChangeSpeed * Time.deltaTime; if (hue > 1) { hue = 0; } IPowerUp.FromHSV(hue, saturation, brightness, ref spriteColor); label.color = spriteColor; } else { gameObject.SetActive(false); } }
// Use this for initialization public override void Start() { // Add this sprite into the collection allBackgroundSprites.Add(this); deactivateNextLoop = false; // Update start time startTime = Time.time; // Position the star position = ShipController.Instance.transform.position; offset = Random.insideUnitCircle * maximumDistanceFromShip; position.x += offset.x; position.y += offset.y; position.z = transform.position.z; transform.position = position; // Cancel physics rigidbody2D.velocity = Vector2.zero; rigidbody2D.angularVelocity = 0; // Rotate star transform.rotation = Quaternion.Euler(0, 0, Random.Range(0f, 360f)); // Update color IPowerUp.FromHSV(Random.value, saturation, brightness, ref spriteColor); if (spriteRenderer != null) { spriteRenderer.color = spriteColor; } else if (textRenderer != null) { textRenderer.color = spriteColor; } // Update rotate speed rotateSpeed = Random.Range(-maxSpinSpeed, maxSpinSpeed); // Animate the star animation.Play(); }
// Use this for initialization void Awake() { msInstance = this; // Update hue hue = Random.value; IPowerUp.FromHSV(hue, saturation, brightness, ref backgroundColor); mainCamera.backgroundColor = backgroundColor; // Fill the dictionary currentBackgroundSet = allSets[0]; backgroundDictionary.Clear(); for (int index = 0; index < allSets.Length; ++index) { backgroundDictionary.Add(allSets[index].type, allSets[index]); } if (backgroundMesh != null) { // Retrieving the background material backgroundMaterial = backgroundMesh.material; backgroundMeshTransform = backgroundMesh.transform; meshPosition = backgroundMeshTransform.position; // Grab texture transition textureTransition = backgroundMaterial.GetFloat(blendFloat); backgroundMaterial.SetTexture(mainTexture, currentBackgroundSet.background); } // Grab volume transition maxVolume = mainBackgroundSoundSource.volume; volumeTransition = maxVolume; soundSource1 = mainBackgroundSoundSource; soundSource2 = fadeInSoundSource; playingSource1 = true; // Startup current settings currentBackgroundSet.generator.Active = true; mainBackgroundSoundSource.clip = currentBackgroundSet.music; }
public void TextEffect(string text, string animationName) { // Play the text animation textAnimation.Stop(); if (string.IsNullOrEmpty(animationName) == true) { textAnimation.Play(); } else { textAnimation.Play(animationName); } // Update the label textLabel.text = text; textLabel.renderer.enabled = true; // Get a random hue hue = Random.value; IPowerUp.FromHSV(hue, ScoreLabel.saturation, ScoreLabel.brightness, ref spriteColor); textLabel.color = spriteColor; }
void Update() { // FIXME: use InControl this time, since the control stuff I have is too buggy. if ((ShipState == State.Playing) || (ShipState == State.Tutorial)) { if (Mathf.Approximately(Input.GetAxis("Pause"), 0) == false) { if (dontPauseOnPrompt == false) { if (ShipState == State.Tutorial) { EndTutorial(); } else { dontPauseOnPrompt = true; Time.timeScale = 0; shipState = State.Paused; if (pauseEvent != null) { pauseEvent(this); } } } else { UpdateControlScheme(); ControlShip(); ControlGun(); } } else { UpdateControlScheme(); ControlShip(); ControlGun(); dontPauseOnPrompt = false; } // Check if the text is visible if (textLabel.renderer.enabled == true) { // Check if it's still animating if (textAnimation.isPlaying == true) { // Animate its color hue += IPowerUp.hueChangeSpeed * Time.deltaTime; if (hue > 1) { hue = 0; } IPowerUp.FromHSV(hue, ScoreLabel.saturation, ScoreLabel.brightness, ref spriteColor); textLabel.color = spriteColor; } else { // Hide the text label when it's done animating textLabel.renderer.enabled = false; } } if (comboTextLabel.renderer.enabled == true) { // Check if it's still animating if (comboTextAnimation.isPlaying == true) { // Animate its color comboHue += IPowerUp.hueChangeSpeed * Time.deltaTime; if (comboHue > 1) { comboHue = 0; } IPowerUp.FromHSV(comboHue, ScoreLabel.saturation, ScoreLabel.brightness, ref comboSpriteColor); comboTextLabel.color = comboSpriteColor; } else { // Hide the text label when it's done animating comboTextLabel.renderer.enabled = false; } } } }