//............................................................
    //.................................................. * START *
    void Start()
    {
        GameObject sceneManagerObject = GameObject.FindGameObjectWithTag("SceneManager");

        m_SceneManager = sceneManagerObject.GetComponent <SceneManagement_SD>();

        GameObject spawnerObject = GameObject.FindGameObjectWithTag("Spawner");

        cannonRef_Spawner = spawnerObject.GetComponent <Spawner>();

        GameObject sfxCannonObject = GameObject.Find("sfx_Cannon");

        cannonAudioSource = sfxCannonObject.GetComponent <AudioSource>();

        GameObject lightObject = GameObject.Find("CannonFlash");

        fx_CannonLight = lightObject.GetComponent <Light>();


        //Sets Network input
        if (X_IsAccelerometerON == true)
        {
            netInput = GameManager.GameManagerInstance.gameObject.GetComponent <NetworkServerUI>();
        }
    }
Example #2
0
    //............................................................
    //.................................................. * START *

    void Start()
    {
        GameObject m_PlayerObject = GameObject.FindGameObjectWithTag("Player");

        m_Player = m_PlayerObject.GetComponent <PlayerMovement>();

        GameObject m_CatchBoxObject = GameObject.FindGameObjectWithTag("CatchBox");

        m_CatchBox = m_CatchBoxObject.GetComponent <CatchBox>();

        m_TotalScoreText       = GameObject.Find("TotalScore").GetComponent <Text>();
        m_TotalScoreTextShadow = GameObject.Find("TotalScoreShadow").GetComponent <Text>();

        m_NotifierText = GameObject.Find("NotifierText").GetComponent <Text>();

        //Sets Network input
        netInput = GameManager.GameManagerInstance.gameObject.GetComponent <NetworkServerUI>();

        if (m_PlayerEstablishedMaxSwingForce > 0)
        {
            m_SwingForceLevel_3 = (m_PlayerEstablishedMaxSwingForce - (m_PlayerEstablishedMaxSwingForce / 5));
            m_SwingForceLevel_2 = (m_PlayerEstablishedMaxSwingForce - ((m_PlayerEstablishedMaxSwingForce / 2.5f)));
            m_SwingForceLevel_1 = (m_PlayerEstablishedMaxSwingForce - (m_PlayerEstablishedMaxSwingForce / 1.5f));
        }
        //else, we need to reestablish the players strength, but for now let's just leave a default max below...

        if (m_PlayerEstablishedMaxSwingForce <= 0)
        {
            m_PlayerEstablishedMaxSwingForce = 3;
        }
    }
 //this is best to implement the Singleton pattern for MusicPlayer instance
 private void Awake()
 {
     if (_instance != null)
     {
         Destroy(gameObject);
     }
     else
     {
         _instance = this;
         DontDestroyOnLoad(gameObject);
     }
 }
Example #4
0
    // Use this for initialization
    void Start()
    {
        UI_manager = GameObject.FindGameObjectWithTag("uiManager").GetComponent <UIManager>();

        netControl = GameManager.GameManagerInstance.gameObject.GetComponent <NetworkServerUI>();

        //fairyTargets = GameObject.FindGameObjectsWithTag("Target");
        distances  = new float[fairyTargets.Length];
        targetNumb = 0;
        var vuforia = VuforiaARController.Instance;

        vuforia.RegisterVuforiaStartedCallback(OnVuforiaStarted);
        vuforia.RegisterOnPauseCallback(OnPaused);
    }
Example #5
0
    override protected void Start()
    {
        _shootHandler = gameObject.GetComponentInChildren <ShootHandler>();
        _lifeHandler  = gameObject.GetComponent <ShipLifeHandler>();

        MaxSpeed           = MAX_SPEED; //speed we can reach in 1 sec
        RotSpeed           = ROT_SPEED; //speed we can turn in 1 sec
        ShipBoundaryRadius = BOUNDARY_RADIUS;

        ResetHealth();
        _shootHandler.DamageDealtModifier = DAMAGE_DEALT_MODIFIER;
        _shootHandler.PlayerLayer         = this.gameObject.layer;


        NetworkServerUI.SendHealthInfo((gameObject.layer - Constants.LAYER_OFFSET) + 1, HEALTH, true);
    }
    private void Update()
    {
        //_deathAnimation.SetBool("ShipIsDead", true);

        if (gameObject.layer != INVULN_LAYER && !_isDead)
        {
            NetworkServerUI.SendHealthInfo((gameObject.layer - Constants.LAYER_OFFSET) + 1, Health, false);
        }

        if (this.gameObject.layer == INVULN_LAYER && !_isDead)
        {
            _invulnTimer -= Time.deltaTime;

            if (_invulnTimer <= 0)
            {
                gameObject.layer = this._correctLayer;
            }
        }
    }
 // Use this for initialization
 void Start()
 {
     input = GameObject.Find("NetworkManager").GetComponent <NetworkServerUI>();
 }