// Use this for initialization void Start() { GameObject gl = GameObject.Find("Global"); nav = GameObject.FindGameObjectWithTag("NavAgent"); nav_obj = nav.GetComponent <NavMeshAgent>(); globalObj = gl.GetComponent <Level1_Global>(); uniWii = gl.GetComponent <UniWiiCheck>(); spawn_nav_obj = GameObject.FindGameObjectWithTag("ObsNavAgent").GetComponent <NavMeshAgent>(); cameraController = GameObject.Find("OVRCameraController"); so = cameraController.GetComponentsInChildren <ScreenOverlay>(); // Set the screen overlay parameters so[0].enabled = false; so[0].blendMode = ScreenOverlay.OverlayBlendMode.AlphaBlend; so[0].intensity = 1.0f; so[1].enabled = false; so[1].blendMode = ScreenOverlay.OverlayBlendMode.AlphaBlend; so[1].intensity = 1.0f; overlayTimer = 0.5f; overlayToggle = false; //gameObject.rigidbody.AddForce(0, 0, -1000);//new Vector3(Random.Range (-10,10),0,Random.Range (-4,-5)));// // Avoid collision between the navAgent and the obstacles Physics.IgnoreLayerCollision(11, 20, true); Physics.IgnoreLayerCollision(10, 20, true); Physics.IgnoreLayerCollision(20, 20, true); }
// Use this for initialization void Start() { nav = GameObject.FindGameObjectWithTag("NavAgent"); nav_obj = nav.GetComponent<NavMeshAgent>(); spawn_nav_obj = GameObject.FindGameObjectWithTag("ObsNavAgent").GetComponent<NavMeshAgent>(); globalObj = GameObject.Find("Global").GetComponent<Level1_Global>(); destination = endPoint.transform.position; }
// Start new public virtual void Start() { base.Start(); InitializeInputs(); SetCameras(); //getting uniwiicheck script GameObject gl = GameObject.Find("Global"); uniWii = gl.GetComponent <UniWiiCheck>(); globalObj = gl.GetComponent <Level1_Global>(); nav_obj = GameObject.FindGameObjectWithTag("NavAgent").GetComponent <NavMeshAgent>(); obs_nav_obj = GameObject.FindGameObjectWithTag("ObsNavAgent").GetComponent <NavMeshAgent>(); }
// Use this for initialization void Start() { // Get the aim direction and add force to the bubble object GameObject gl = GameObject.Find("Global"); globalObj = gl.GetComponent <Level1_Global>(); shootDirection = globalObj.direction; gameObject.rigidbody.AddForce(shootDirection * 500.0f); //Debug.Log("bullet force is " + (shootDirection*5000.0f).ToString()); // Remove collision with other bubbles Physics.IgnoreLayerCollision(14, 14, true); // Remove collision with player Physics.IgnoreLayerCollision(14, 8, true); }
// Start public new virtual void Start() { base.Start(); InitializeInputs(); SetCameras(); //getting uniwiicheck script GameObject gl = GameObject.Find("Global"); uniWii = gl.GetComponent<UniWiiCheck>(); if(PlayerPrefs.GetInt("Level") == 1) globalObj = gl.GetComponent<Level1_Global>(); else if(PlayerPrefs.GetInt("Level") == 2) globalObj2 = gl.GetComponent<Level2_Global>(); nav_obj = GameObject.FindGameObjectWithTag("NavAgent").GetComponent<NavMeshAgent>(); obs_nav_obj = GameObject.FindGameObjectWithTag("ObsNavAgent").GetComponent<NavMeshAgent>(); }
// Use this for initialization void Start() { globalObj = gameObject.GetComponent <Level1_Global>(); //audio2.Play(); }
// Use this for initialization void Start() { GameObject gl = GameObject.Find("Global"); globalObj = gl.GetComponent <Level1_Global>(); healthString = (globalObj.currentHealth) + "/" + (globalObj.maxHealth); staminaString = (int)(globalObj.currentStamina) + "/" + (globalObj.maxStamina); scoreString = globalObj.score + ""; healthBarLength = 100.0f * (float)((float)globalObj.currentHealth / (float)globalObj.maxHealth); staminaBarLength = 100.0f * (float)((float)globalObj.currentStamina / (float)globalObj.maxStamina); healthPUStored = globalObj.storedHealthPU; staminaPUstored = globalObj.storedStaminaPU; bubbleNum = globalObj.bubblesLeft; timer = globalObj.timer; int minutes = (int)(timer / 60); int seconds = (int)(timer % 60); timeString = string.Format("{0:00}:{1:00}", minutes, seconds); // Ensure that camera controller variables have been properly // initialized before we start reading them if (CameraController != null) { CameraController.InitCameraControllerVariables(); GuiHelper.SetCameraController(ref CameraController); } // Set the GUI target GUIRenderObject = GameObject.Instantiate(Resources.Load("OVRGUIObjectMain")) as GameObject; if (GUIRenderObject != null) { if (GUIRenderTexture == null) { int w = Screen.width; int h = Screen.height; if (CameraController.PortraitMode == true) { int t = h; h = w; w = t; } // We don't need a depth buffer on this texture GUIRenderTexture = new RenderTexture(w, h, 0); GuiHelper.SetPixelResolution(w, h); GuiHelper.SetDisplayResolution(OVRDevice.HResolution, OVRDevice.VResolution); } } // Attach GUI texture to GUI object and GUI object to Camera if (GUIRenderTexture != null && GUIRenderObject != null) { GUIRenderObject.renderer.material.mainTexture = GUIRenderTexture; if (CameraController != null) { // Grab transform of GUI object Transform t = GUIRenderObject.transform; // Attach the GUI object to the camera CameraController.AttachGameObjectToCamera(ref GUIRenderObject); // Reset the transform values (we will be maintaining state of the GUI object // in local state) OVRUtils.SetLocalTransform(ref GUIRenderObject, ref t); // Deactivate object until we have completed the fade-in // Also, we may want to deactive the render object if there is nothing being rendered // into the UI // we will move the position of everything over to the left, so get // IPD / 2 and position camera towards negative X Vector3 lp = GUIRenderObject.transform.localPosition; float ipd = 0.0f; CameraController.GetIPD(ref ipd); lp.x -= ipd * 0.5f; GUIRenderObject.transform.localPosition = lp; GUIRenderObject.SetActive(false); } } }
// Use this for initialization void Start() { GameObject gl = GameObject.Find("Global"); nav = GameObject.FindGameObjectWithTag("NavAgent"); navObj = nav.GetComponent<NavMeshAgent>(); globalObj = gl.GetComponent<Level1_Global>(); uniWii = gl.GetComponent<UniWiiCheck>(); obstacleNavObj = GameObject.FindGameObjectWithTag("ObsNavAgent").GetComponent<NavMeshAgent>(); audioScript = gl.GetComponent<Level1_Audio>(); cameraController = GameObject.Find("OVRCameraController"); so = cameraController.GetComponentsInChildren<ScreenOverlay>(); // Set the screen overlay parameters so[0].enabled = false; so[0].blendMode = ScreenOverlay.OverlayBlendMode.AlphaBlend; so[0].intensity = 1.0f; so[1].enabled = false; so[1].blendMode = ScreenOverlay.OverlayBlendMode.AlphaBlend; so[1].intensity = 1.0f; overlayTimer = 0.5f; overlayToggle = false; bubbleParticleSpawnTimer = Constants.BUBBLE_PARTICLE_SPAWN_TIMER; powerUpSpawnTimer = UnityEngine.Random.Range(15.0f, 20.0f); playGrindSound = false; grindTimer = 0.0f; // Easy if(globalObj.branchDiff == 0) obstacleTimer = UnityEngine.Random.Range(0.5f, 2.0f); // Hard else if(globalObj.branchDiff == 1) obstacleTimer = UnityEngine.Random.Range(0.5f, 1.0f); // Avoid collision between the navAgent and the obstacles Physics.IgnoreLayerCollision(11, 20, true); Physics.IgnoreLayerCollision(10, 20, true); Physics.IgnoreLayerCollision(20, 20, true); Physics.IgnoreLayerCollision(17, 20, true); }
// Use this for initialization void Start() { GameObject gl = GameObject.Find("Global"); globalObj = gl.GetComponent<Level1_Global>(); healthString = (globalObj.currentHealth) + "/" +(globalObj.maxHealth); staminaString = (int)(globalObj.currentStamina) + "/" +(globalObj.maxStamina); scoreString = globalObj.score + ""; healthBarLength = healthBarDefault * (float)((float)globalObj.currentHealth/(float)globalObj.maxHealth); staminaBarLength = healthBarDefault * (float)((float)globalObj.currentStamina/(float)globalObj.maxStamina); healthPUStored = globalObj.storedHealthPU; staminaPUstored = globalObj.storedStaminaPU; bubbleNum = globalObj.bubblesLeft; timer = globalObj.timer; int minutes = (int)(timer / 60); int seconds = (int)(timer % 60); timeString = string.Format("{0:00}:{1:00}", minutes, seconds); // Ensure that camera controller variables have been properly // initialized before we start reading them if(CameraController != null) { CameraController.InitCameraControllerVariables(); GuiHelper.SetCameraController(ref CameraController); } // Set the GUI target GUIRenderObject = GameObject.Instantiate(Resources.Load("OVRGUIObjectMain")) as GameObject; if(GUIRenderObject != null) { if(GUIRenderTexture == null) { int w = Screen.width; int h = Screen.height; if(CameraController.PortraitMode == true) { int t = h; h = w; w = t; } // We don't need a depth buffer on this texture GUIRenderTexture = new RenderTexture(w, h, 0); GuiHelper.SetPixelResolution(w, h); GuiHelper.SetDisplayResolution(OVRDevice.HResolution, OVRDevice.VResolution); } } // Attach GUI texture to GUI object and GUI object to Camera if(GUIRenderTexture != null && GUIRenderObject != null) { GUIRenderObject.renderer.material.mainTexture = GUIRenderTexture; if(CameraController != null) { // Grab transform of GUI object Transform t = GUIRenderObject.transform; // Attach the GUI object to the camera CameraController.AttachGameObjectToCamera(ref GUIRenderObject); // Reset the transform values (we will be maintaining state of the GUI object // in local state) OVRUtils.SetLocalTransform(ref GUIRenderObject, ref t); // Deactivate object until we have completed the fade-in // Also, we may want to deactive the render object if there is nothing being rendered // into the UI // we will move the position of everything over to the left, so get // IPD / 2 and position camera towards negative X Vector3 lp = GUIRenderObject.transform.localPosition; float ipd = 0.0f; CameraController.GetIPD(ref ipd); lp.x -= ipd * 0.5f; GUIRenderObject.transform.localPosition = lp; GUIRenderObject.SetActive(false); } } }
// Use this for initialization void Start() { // Get the aim direction and add force to the bubble object GameObject gl = GameObject.Find("Global"); globalObj = gl.GetComponent<Level1_Global>(); audioScript = gl.GetComponent<Level1_Audio>(); navObj = GameObject.FindGameObjectWithTag("NavAgent").GetComponent<NavMeshAgent>(); shootDirection = globalObj.direction; gameObject.rigidbody.AddForce(shootDirection * Constants.BUBBLE_FORCE * (navObj.speed/Constants.DEFAULT_FLOW_SPEED)); // Remove collision with other bubbles Physics.IgnoreLayerCollision(14, 14, true); // Remove collision with player Physics.IgnoreLayerCollision(14, 8, true); }
// Use this for initialization void Start() { globalObj = gameObject.GetComponent<Level1_Global>(); //audio2.Play(); }