public GameObject nutrientLostSound; //!< for holding a reference to the nutrient lost sound /** * the function to generate what nutrients are on the food blob */ public void GenerateEnzymes(int minNutrients, int maxNutrients, Color[] availableColors) { NumNutrients = Random.Range(minNutrients, maxNutrients + 1); // randomly choose the number of nutrients on the blob // find a reference to the current nutrient manager and game manager m_NutrientManager = FindObjectOfType(typeof(NutrientManager)) as NutrientManager; m_GameManager = FindObjectOfType(typeof(IntestineGameManager)) as IntestineGameManager; // populate the number of nutrients decided earlier for (int i = 0; i < NumNutrients; i++) { float radius = .4f; // choose .4f as a radius to start with float angle = ((2 * Mathf.PI) / NumNutrients) * i; // divide the circle into the right number of angle chunks in rads float xPos = radius * Mathf.Cos(angle); // find the x position as radius*cos(theta) float zPos = radius * Mathf.Sin(angle); // find the y position as radius*sin(theta) Vector3 position = transform.position; // 3 dimensional vector for position position.x += xPos; // set the x position of the vector position.z += zPos; // set the z position of the vector position.y = .5f; // set the y position of the vector // randomly choose a color for the nutrient int randomIndex = MDPUtility.RandomInt(availableColors.Length); Nutrient nutrient = m_NutrientManager.InstantiateNutrient(availableColors[randomIndex], position); nutrient.intestineGameManager = m_GameManager; // assign the game manager reference on the nutrient to be // the same as the one referenced in this class // Attach new enzyme as a child object nutrient.transform.parent = gameObject.transform; ((Behaviour)nutrient.GetComponent("Halo")).enabled = false; // halo should be false unless explicitly enabled } }
/** * Use this for initialization * Gets the tower the menu is on and initializes values for drawing it when brought up */ void Start() { // set all the sizes relative to screen size UPGRADE_BUTTON_WIDTH = Screen.width * (76.5f / 1024f); // Any size you want, multiply by 1.5 and divide by 1024 or 768 UPGRADE_BUTTON_HEIGHT = Screen.height * (90f / 768f); SELL_BUTTON_WIDTH = Screen.width * (165f / 1024f); SELL_BUTTON_HEIGHT = Screen.height * (63f / 768f); // find the instestine game manager and store the reference m_GameManager = GameObject.Find("Managers").GetComponent <IntestineGameManager>(); // find the reference to the tower script attached to the same tower this script is attached to m_Tower = gameObject.GetComponent <Tower>(); doubleClickTime = 0.5f; clickTimer = 0f; }
private const float timer = 2.0f; //!< a timer /** * Use for initialization * Finds debugger and checks if we are using it's values */ void Start() { // make sure we aren't in tutorial if (Application.loadedLevelName != "SmallIntestineTutorial") { // if we aren't in the tutorial get a reference to the debugger debugConfig = ((GameObject)GameObject.Find("Debug Config")).GetComponent <DebugConfig>(); // if we are using the debugger values get the tower base cost from there if (debugConfig.debugActive) { TOWER_BASE_COST = debugConfig.TOWER_BASE_COST; } } m_IsSpawnActive = false; // the spawn active should default to false // find a reference to the current intestine game manager m_GameManager = GameObject.Find("Managers").GetComponent <IntestineGameManager> (); }
private bool m_CanFire; //!< a flag that says whether a tower can currently fire /** * Use this for initialization * INitializes tower values on spawn */ void Start() { gameObject.layer = LayerMask.NameToLayer("Tower"); // move the tower to the tower layer once placed // make sure we aren't in tutorial if (Application.loadedLevelName != "SmallIntestineTutorial") { // if we aren't in the tutorial get the debugger debugConfig = ((GameObject)GameObject.Find("Debug Config")).GetComponent <DebugConfig>(); if (debugConfig.debugActive) // if we're using the debugger get the costs from there { TOWER_BASE_COST = debugConfig.TOWER_BASE_COST; TOWER_UPGRADE_LEVEL_1_COST = debugConfig.TOWER_UPGRADE_LEVEL_1_COST; TOWER_UPGRADE_LEVEL_2_COST = debugConfig.TOWER_UPGRADE_LEVEL_2_COST; } } m_Cooldown = BaseCooldown; // set the base cooldown m_CurrentCooldown = m_Cooldown; // initialize the cooldown timer m_CanFire = true; // set that the tower can fire m_NutrientManager = GameObject.Find("Managers").GetComponent <NutrientManager>(); // find the nutrient manager m_GameManager = GameObject.Find("Managers").GetComponent <IntestineGameManager>(); // find the game manager }
private float distanceTravelled; //!< to store the distance travelled by the particle /** * Use this for initialization */ void Start() { // get a reference to the intestine game manager currently being used intestineGameManager = GameObject.Find("Managers").GetComponent <IntestineGameManager>(); speed = Random.Range(.7f, 1f); }
private Color Fats1Color = new Color(37f / 255f, 97f / 255f, 139f / 255f, 1); //!< create a new color for the Fats1 Particles // Use this for initialization void Start() { zymeScript = ((GameObject)Instantiate(zyme)).GetComponent <ZymePopupScript> (); // get a reference to the intestine game manager currently being used gameManager = GameObject.Find("Managers").GetComponent <IntestineGameManager>(); }
// Use this for initialization void Start() { intestineGameManager = FindObjectOfType(typeof(IntestineGameManager)) as IntestineGameManager; zymeScript = ((GameObject)Instantiate(zyme)).GetComponent <ZymePopupScript> (); }