public void Setup() { base.Setup(); type = typeList.Bird; GameEventManager.GameStart += GameStart; GameEventManager.GameOver += GameOver; GameEventManager.Respawn += Respawn; if (brickPath != null) { brickPath.relatedBrick.Add(this); } else { Debug.Log("The path of "+gameObject.name+" is missing."); } setupPath(); if ( FETool.findWithinChildren(gameObject, "Waves") != null) { Waves = FETool.findWithinChildren(gameObject, "Waves"); WavesSpr = Waves.GetComponentInChildren<OTAnimatingSprite>(); WavesSpr.alpha = 0f; } InvokeRepeating("turnUpdate", 0f, 0.1f); sprite = FETool.findWithinChildren(gameObject, "Sprite"); }
// Use this for initialization void Start() { anim = this.gameObject.GetComponent <OTAnimatingSprite>(); anim.Play(); //DontDestroyOnLoad(this.gameObject); }
// This method will explode an asteroid public void Explode(OTObject o, CBullet3 bullet) { // Determine how many debree has to be be created int blocks = 2 + (int)Mathf.Floor(Random.value * 2); // Create debree for (int b = 0; b < blocks; b++) { // Shrink asteroid's rect to act as the random position container // for the debree Rect r = new Rect( o.rect.x + o.rect.width / 4, o.rect.y + o.rect.height / 4, o.rect.width / 2, o.rect.height / 2); // Create a debree that is relatively smaller than the asteroid that was detroyed OTAnimatingSprite a = RandomBlock(r, 0.6f, 0.75f, o); // Add this debree to the bullet telling the bullet to ignore this debree // in this update cycle - otherwise the bullet explosions could enter some // recursive 'dead' loop creating LOTS of debree bullet.AddDebree(a); // Recusively explode 2 asteroids if they are big enough, to get a nice // exploding debree effect. if (b < 2 && a.size.x > 30) { Explode(a, bullet); } } // Notify that this asteroid has to be destroyed OT.DestroyObject(o); }
private void UpdateAnimation(bool moving, WalkDirection direction) { OTAnimatingSprite sprite = GetComponent<OTAnimatingSprite>(); if(isCurrentlySwinging) { return; } if(moving && currentWalkDirection != direction) { if(direction == WalkDirection.LEFT) { sprite.PlayLoop("walkLeft"); } else { sprite.PlayLoop("walkRight"); } } if(moving) { if(!sprite.isPlaying) { sprite.Play(); } } else { sprite.Pauze(); sprite.frameIndex = 1; if (direction == WalkDirection.LEFT) { sprite.frameIndex += 4; } } if(falling) { sprite.Pauze(); sprite.frameIndex = 0; if (direction == WalkDirection.LEFT) { sprite.frameIndex += 4; } } }
public void LateSetup() { base.Setup(); transform.position = new Vector3(transform.position.x, transform.position.y, 0f); type = typeList.Chainsaw; Invert = FETool.findWithinChildren(gameObject, "Inversion").GetComponentInChildren<OTAnimatingSprite>(); }
public void Setup(LevelManager _lev) { _spr = FETool.findWithinChildren(gameObject, "TheGate").GetComponentInChildren<OTSprite>(); _levMan = _lev; GameEventManager.Respawn += Respawn; GameEventManager.GameOver += GameOver; firstStep = FETool.findWithinChildren(gameObject, "ExitLoc/1"); secondStep = FETool.findWithinChildren(gameObject, "ExitLoc/2"); thirdStep = FETool.findWithinChildren(gameObject, "ExitLoc/3"); spriteFirstStep = firstStep.GetComponentsInChildren<OTSprite>(); spriteSecondStep = secondStep.GetComponentsInChildren<OTSprite>(); spriteThirdStep = thirdStep.GetComponentsInChildren<OTSprite>(); fadeSprites(spriteFirstStep, 0f); fadeSprites(spriteSecondStep, 0f); fadeSprites(spriteThirdStep, 0f); for (int i = 0 ; i < 24 ; i++) { slotList.Add(FETool.findWithinChildren(gameObject, "Slots/" + (i+1).ToString())); } defaultSlot = FETool.findWithinChildren(gameObject, "Slots/Default"); Vortex = FETool.findWithinChildren(gameObject, "Vortex").GetComponentInChildren<OTAnimatingSprite>(); }
// The OnAnimationFinish delegate will be called when an animation or // animation frameset finishes playing. public void OnAnimationFinish(OTObject owner) { if (owner == animateMe) { animateMe = null; animating = false; } }
void AnimateOnce() { Debug.Log("animating"); GameObject animateObj = OT.CreateObject("fireball"); animateMe = animateObj.GetComponent("OTAnimatingSprite") as OTAnimatingSprite; animateMe.PlayOnce("fire"); }
void Start () { mySprite = GameObject.Find("Boy").GetComponent<OTAnimatingSprite>(); Debug.Log(mySprite); }
// Use this for initialization void Start() { sprite = GetComponent<OTSprite>(); gunAnimation = GetComponent<OTAnimatingSprite>(); bang = bangGameObject.GetComponent<ParticleSystem>(); gunAnimation.onAnimationFinish = shoot; }
// Create all objects for the 'walking man' stage void WalkingBlueManStage() { // To create the background lets create a filled sprite object back = OT.CreateObject(OTObjectType.FilledSprite).GetComponent <OTFilledSprite>(); // Set the image to our wyrmtale tile back.image = whiteTile; // But this all the way back so all other objects will be located in front. back.depth = 1000; // Set material reference to 'custom' green material - check OT material references back.materialReference = "green"; // Set the size to match the screen resolution. back.size = new Vector2(Screen.width, Screen.height); // Set the fill image size to 50 x 50 pixels back.fillSize = new Vector2(50, 50); // To create the walking man animation we first will have to create a sprite sheet OTSpriteSheet sheet = OT.CreateObject(OTObjectType.SpriteSheet).GetComponent <OTSpriteSheet>(); // Link our walking man frames sheet.texture = walkingManAnimation; // specify the number or column and rows (frames) of this container sheet.framesXY = new Vector2(15, 8); // The next step is to create our animation object that will hold all // animation framesets (8 directions of walking) for our walking man OTAnimation animation = OT.CreateObject(OTObjectType.Animation).GetComponent <OTAnimation>(); // Initialize our animation framesets so it can hold 8 framesets animation.framesets = new OTAnimationFrameset[8]; // Add the 8 direction framesets animation.framesets[0] = WalkingFrameset("down", 1, sheet); animation.framesets[1] = WalkingFrameset("downLeft", 2, sheet); animation.framesets[2] = WalkingFrameset("left", 3, sheet); animation.framesets[3] = WalkingFrameset("upLeft", 4, sheet); animation.framesets[4] = WalkingFrameset("up", 5, sheet); animation.framesets[5] = WalkingFrameset("upRight", 6, sheet); animation.framesets[6] = WalkingFrameset("right", 7, sheet); animation.framesets[7] = WalkingFrameset("downRight", 8, sheet); // Give our animation a name animation.name = "walking-animation"; // To put our walking man on screen we create an animting sprite object man = OT.CreateObject(OTObjectType.AnimatingSprite).GetComponent <OTAnimatingSprite>(); // Set the size of our walking man man.size = new Vector2(40, 65); // Link our animation man.animation = animation; // Lets play a single frameset .. we start with 'down' man.animationFrameset = "down"; // Auto-start to play this animation frameset man.playOnStart = true; // Give our sprite a name man.name = "man"; // INFO : In this class Update() method, we will check the location of // the mouse pointer and play the corresponding direction animation // as we will set the right scroll speed for our background. }
public void SetParemeters(OTObject shooter, float damage) { _AOE = GetComponent<OTAnimatingSprite>(); _AOE.onCollision = OnCollision; _shooter = shooter; _damage = damage; _AOE.transform.parent = AOEContainer.transform; }
// Use this for initialization public void Setup(LevelManager _lev) { levMan = _lev; spr = GetComponentInChildren<OTAnimatingSprite>(); GameEventManager.GameStart += GameStart; GameEventManager.GameOver += GameOver; GameEventManager.Respawn += Respawn; print ("setup"); }
void Start() { xa.alive = true; spawnPoint = thisTransform.position; // player will respawn at initial starting point // connect external objects shootParent = transform.Find("shoot parent"); shootRenderer = GameObject.Find("shoot").renderer; shootSprite = GameObject.Find("shoot").GetComponent<OTAnimatingSprite>(); }
void Start() { xa.alive = true; spawnPoint = thisTransform.position; // player will respawn at initial starting point // connect external objects shootParent = transform.Find("shoot parent"); shootRenderer = GameObject.Find("shoot").renderer; shootSprite = GameObject.Find("shoot").GetComponent <OTAnimatingSprite>(); }
// Use this for initialization public void Setup() { _animations = GameObject.Find("Frameworks/OT/Animations/player").GetComponent<OTAnimation>(); _animSprite = GetComponentInChildren<OTAnimatingSprite>(); _STATIC = "static"; _WALK = "walk"; _WALKFASTER = "walkfaster"; _MAXWALK = "maxwalk"; _CURR = "walk"; }
public override void Start() { base.Start(); _spawnPoint = characterTransform.position; _shootParent = transform.Find("shootParent"); var shoot = GameObject.Find("shoot"); _shootRenderer = shoot.renderer; _shootSprite = shoot.GetComponent<OTAnimatingSprite>(); }
void Start() { mySprite = GetComponent<OTAnimatingSprite>(); // Start the player in the left facing position. mySprite.Play ("runLeft"); // These determine which direction the player is moving and if they are in motion. climbing = false; moveLeft = false; moveRight = false; }
// Use this for initialization void Start() { for (int i = 0; i < numStars; ++i) { OTAnimatingSprite star = (OTAnimatingSprite)OT.CreateSprite(sprites[Random.Range(0, sprites.Length)]); Vector3 scale = this.transform.localScale; Vector3 pos = this.transform.position; star.position = new Vector2(Random.Range(pos.x - scale.x, pos.x + scale.x), Random.Range(pos.y - scale.y, pos.y + scale.y)); star.depth = -1; } }
void Awake() { //manager = UnitManager.getInstance(); if(animated) { animatingProjectileSprite = GetComponent<OTAnimatingSprite>(); animatingProjectileSprite.onCollision = OnCollision; animatingProjectileSprite.Play(72); }else { projectileSprite = GetComponent<OTSprite>(); projectileSprite.onCollision = OnCollision; } }
void Start() { Camera.main.gameObject.GetComponent <Camera>().orthographicSize = 300; mySprite = GameObject.Find("PLAYER").GetComponent <OTAnimatingSprite>(); Debug.Log(mySprite); currentAnim = anim.parado; theCamera = Camera.main.gameObject; }
// Use this for initialization public void Setup(LevelManager _lm, CollectiblePlaces _place) { base.Setup(_lm); thisType = partType.Spawner; collPlace = _place; name = "Gatepart|" + collPlace.name + Random.Range(0,100).ToString(); PlaceCollectibleToGo = PlacesCollect.Stargate; _animSpr = FETool.findWithinChildren(this.gameObject, "Part").GetComponentInChildren<OTAnimatingSprite>(); Taken = FETool.findWithinChildren(this.gameObject, "Taken").GetComponentInChildren<OTAnimatingSprite>(); Taken.alpha = 0f; Pop(); }
void Start () { Camera.main.gameObject.GetComponent<Camera>().orthographicSize = 300; mySprite = GameObject.Find("PLAYER").GetComponent<OTAnimatingSprite>(); Debug.Log(mySprite); currentAnim = anim.parado; theCamera = Camera.main.gameObject; }
public void InitializeObjects() { cannon = (OTAnimatingSprite)GameObject.Instantiate(cannonPrefab); cannon.name = "cannon"; cannon.GetComponent <Cannon>().setBombs(3); cannon.GetComponent <Cannon>().setFuel(80); if (!isTutorial) { //grid = (GameObject) Object.Instantiate(gridPrefab); //grid.name = "grid"; } }
// This method will create an asteroid at a random position on screen and with // relative min/max (0-1) size. An OTObject can be provided to act as a base to // determine the new size. OTAnimatingSprite RandomBlock(Rect r, float min, float max, OTObject o) { // Determine random 1-3 asteroid type int t = 1 + (int)Mathf.Floor(Random.value * 3); // Determine random size modifier (min-max) float s = min + Random.value * (max - min); GameObject g = null; // Create a new asteroid switch (t) { case 1: g = OT.CreateObject("asteroid1"); break; case 2: g = OT.CreateObject("asteroid2"); break; case 3: g = OT.CreateObject("asteroid3"); break; } if (g != null) { g.gameObject.active = true; // Find this new asteroid's animating sprite OTAnimatingSprite sprite = g.GetComponent <OTAnimatingSprite>(); // If a base object was provided use it for size scaling if (o != null) { sprite.size = o.size * s; } else { sprite.size = sprite.size * s; } // Set sprite's random position sprite.position = new Vector2(r.xMin + Random.value * r.width, r.yMin + Random.value * r.height); // Set sprote's random rotation sprite.rotation = Random.value * 360; // Set sprite's name sprite.depth = dp++; if (dp > 750) { dp = 100; } // Return new sprite sprite.enabled = true; return(sprite); } // we did not manage to create a sprite/asteroid return(null); }
// application initialization void Initialize() { // Get reference to gun animation sprite gun = OT.ObjectByName("gun") as OTAnimatingSprite; // Set gun animation finish delegate // HINT : We could use sprite.InitCallBacks(this) as well. // but because delegates are the C# way we will use this technique gun.onAnimationFinish = OnAnimationFinish; CreateObjectPools(); // set our initialization notifier - we only want to initialize once initialized = true; }
public void Add(float x, float y, bool immediate = false) { OTAnimatingSprite firefly = (OTAnimatingSprite)OT.CreateSprite("Firefly"); firefly.gameObject.SetActive(true); firefly.transform.parent = this.transform; firefly.transform.localPosition = new Vector3(x, y, 0f); fireflies.Add(firefly); if (immediate) { firefly.GetComponent <Firefly>().immediate = true; } }
void OnTriggerEnter(Collider other) { if (other.name.Equals("Player")) { // Explode when the player touches it OTAnimatingSprite explode = Instantiate(animExplosion) as OTAnimatingSprite; explode.transform.position = transform.position + Vector3.up * 1f; explode.PlayOnce("explode"); // Cast a damage to the player Player.UpdateHP(damage * -1); // Hide the sprite sprite.visible = false; } }
private IEnumerator playResultAnimation(OTAnimatingSprite anim, string soundName) { //Debug.Log ("Started Playing"); anim.GetComponent<Renderer>().enabled = true; anim._numberOfPlays = 1; anim.Play(); OTSound sound = new OTSound(soundName); sound.Play(); //Debug.Log("Funcion delay"); yield return new WaitForSeconds(1f); //Debug.Log ("finished Playing"); anim.GetComponent<Renderer>().enabled = false; }
void Start() { if (GetComponentInChildren<OTSprite>() != null) { spr = GetComponentInChildren<OTSprite>(); } if (GetComponentInChildren<OTAnimatingSprite>() != null) { animSpr = GetComponentInChildren<OTAnimatingSprite>(); } if (GetComponent<TextUI>() != null) { lab = GetComponentInChildren<TextUI>(); } }
private void OnSwingDone(OTObject owner) { if(!isCurrentlySwinging) { return; } isCurrentlySwinging = false; OTAnimatingSprite sprite = GetComponent<OTAnimatingSprite>(); if(currentWalkDirection == WalkDirection.LEFT) { sprite.PlayLoop("walkLeft"); } else { sprite.PlayLoop("walkRight"); } sprite.onAnimationFinish = null; }
// Use this for initialization void Start() { //playAnimDef(); spriteParentsTab = gameObject.GetComponentsInChildren<Transform>(); animWaterfall = animWater = animGround = spriteParentsTab[0].GetComponentInChildren<OTAnimatingSprite>(); foreach (Transform spriteParent in spriteParentsTab) { if(spriteParent.name=="spriteParentCPWaterFall") animWaterfall = spriteParent.GetComponentInChildren<OTAnimatingSprite>(); if(spriteParent.name=="spriteParentCPWater") animWater = spriteParent.GetComponentInChildren<OTAnimatingSprite>(); if(spriteParent.name=="spriteParentCPGround") animGround = spriteParent.GetComponentInChildren<OTAnimatingSprite>(); } animWaterfall.Play("waterfall"); animWater.Play("water"); animGround.Play("ground"); animWaterfall.looping = animWater.looping = animGround.looping = true; }
// Use this for initialization public override void Start() { brickType = brickEnum.Turret; _base = FETool.findWithinChildren(this.gameObject, "Base"); _maca = FETool.findWithinChildren(this.gameObject, "Maca"); _rotating = FETool.findWithinChildren(this.gameObject, "Rotating"); _target = FETool.findWithinChildren(this.gameObject, "Target"); _projectile = FETool.findWithinChildren(this.gameObject, "Projectile").GetComponent<Projectile>(); _projectile.owner = this; resetTurret(); _triggerArea = FETool.findWithinChildren(this.gameObject, "TriggerArea").GetComponent<BoxCollider>(); _baseAnim = _base.GetComponentInChildren<OTAnimatingSprite>(); _macaAnim = _maca.GetComponentInChildren<OTAnimatingSprite>(); _rotatingAnim = _rotating.GetComponentInChildren<OTAnimatingSprite>(); _projectileSpr = _projectile.GetComponentInChildren<OTSprite>(); InvokeRepeating("shootAtPoint", 0f, shootRate); InvokeRepeating("turn", 0f, turnRate); InvokeRepeating("playIdleSound", 0f, IdleSound.RepeatRate); }
// Use this for initialization void Start() { OT.view.position = new Vector2(0.0f, 900f); Camera.mainCamera.GetComponent <FadeController>().FadeIn(Time.time, 2f); Rect pos = new Rect(Screen.width / 2 - 300f, Screen.height / 2 - 32f, 600f, 64f); Color color = new Color(1f, 1f, 1f); style = new GUIStyle(); style.alignment = TextAnchor.MiddleCenter; style.normal.textColor = color; allDialog.Add(new Dialog(pos, "Good work, son.", color, style, Time.time, 5.0f + Time.time)); allDialog.Add(new Dialog(pos, "End.", color, style, Time.time + 5.0f, 10000000.0f + Time.time)); firefly = (OTAnimatingSprite)OT.CreateSprite("Firefly"); firefly.GetComponent <Firefly>().enabled = false; firefly.depth = -100; firefly.size = new Vector2(32f, 32f); firefly.pivot = OTObject.Pivot.Center; firefly.PlayLoop("right"); }
TextMesh stagemesh2; // textmesh for stage 1 menu item // Create all objects fo r the star stage by code void AnimatingGreenStarStage() { // To create a scrolling background, first create a filled sprite object back = OT.CreateObject(OTObjectType.FilledSprite).GetComponent <OTFilledSprite>(); // Set the image to the tile texture back.image = whiteTile; // Set material reference to 'custom' blue material back.materialReference = "blue"; // Set size to match the screen resolution so it will fill the entire screen back.size = new Vector2(Screen.width, Screen.height); // Set the display depth all the way back so everything else will come on top back.depth = 1000; // Set fill image size to 50 x 50 pixels back.fillSize = new Vector2(50, 50); // Set scroll speed so we will scroll horizontally 20 px / second back.scrollSpeed = new Vector2(20, 0); // To create the animating star we first have to create the sprite sheet object that will // hold our texture/animation frames OTSpriteSheet sheet = OT.CreateObject(OTObjectType.SpriteSheet).GetComponent <OTSpriteSheet>(); // Give our sheet a name sheet.name = "mySheet"; // Assign texture sheet.texture = greenStarsAnimation; // Specify how many columns and rows we have (frames) sheet.framesXY = new Vector2(25, 3); // Because we have some overhead space to the right and bottom of our texture we have to // specify the original texture size and the original frame size so that the right texture // scale and offsetting can be calculated. sheet.sheetSize = new Vector2(2048, 256); sheet.frameSize = new Vector2(80, 80); // Next thing is to create the animation that our animating sprite will use OTAnimation animation = OT.CreateObject(OTObjectType.Animation).GetComponent <OTAnimation>(); // This animation will use only one frameset with all animating star frames. OTAnimationFrameset frameset = new OTAnimationFrameset(); // Link up the sprite sheet to this animation's frameset frameset.container = sheet; // Frameset animation will start at frame index 0 frameset.startFrame = 0; // Frameset animation will end at frame index 69 frameset.endFrame = 69; // Assign this frameset to the animation. // HINT : by asigning more than one frameset it is possible to create an animation that will span // across mutiple framesets // HINT : Because it is possible (and very easy) to play a specific frameset of an animation // One could pack a lot of animations into one animation object. animation.framesets = new OTAnimationFrameset[] { frameset }; // Set the duration of this animation // HINT : By using the OTAnimationSprite.speed setting one can speed up or slow down a // running animation without changing the OTAnimation.fps or .duration setting. animation.duration = .95f; // Lets give our animation a name animation.name = "star-animation"; // To finally get the animatiing star on screen we will create our animation sprite object star = OT.CreateObject(OTObjectType.AnimatingSprite).GetComponent <OTAnimatingSprite>(); // Link up the animation star.animation = animation; // Lets start at a random frame star.startAtRandomFrame = true; // Lets auto-start this animation star.playOnStart = true; // start invisible and make visible when containers are ready. star.visible = false; star.name = "star"; star.spriteContainer = sheet; // INFO : This animation 'star' will be center (0,0) positioned and act as a prototype // to create more moveing and animating (additive) 'stars'. }
// Update is called once per frame void Update() { // only go on if Orthello is ready if (!OT.isValid) { return; } // Initialize application once if (!initialized) { Initialize(); } // if containers that were created are not ready yet, lets hold. if (!OT.ContainersReady()) { return; } switch (appMode) { case 1: star.visible = true; // we are in the star stage so increase star creation wait time starTime += Time.deltaTime; // check if we may create a new star if (starTime > starSpeed) { // Lets create one, reset the wait time starTime = 0; // Create a copy of out animating star OTAnimatingSprite newStar = OT.CreateSprite(star) as OTAnimatingSprite; // Put this star in our active stars list stars.Add(newStar); // Give it a random size newStar.size *= (0.3f + Random.value * 2.5f); // Give it a random position on the right border of the screen newStar.position = new Vector2((Screen.width / 2) + newStar.size.x / 2, ((Screen.height / 2) * -1) + newStar.size.y / 2 + Random.value * (Screen.height - newStar.size.y)); // Calculate the depth (smaller stars to the back, bigger to the front) newStar.depth = (int)((1 / newStar.size.x) * 100); // Set material to additive newStar.additive = true; newStar.frameIndex = 0; } // Lets loop all active stars // HINT : Because we will be adjusting (removing) items as they get out of view, // we better not use a for() loop. While() is the better way for this. int s = 0; while (s < stars.Count) { // get next active star OTAnimatingSprite dStar = stars[s]; // increase its position dStar.position += new Vector2(stars[s].size.x * 3 * Time.deltaTime * -1, 0); // If the star gets out of view we will remove and destroy it if (dStar.outOfView) { // remove from active stars list stars.Remove(dStar); // destroy this object OT.DestroyObject(dStar); // no need to increment iterator as we just removed the current element } else { s++; // increment iterator } } break; case 2: man.visible = true; // we are in the walking man stage so calculate a normalized vector from // our man to the mouse pointer Vector2 mouseVector = (OT.view.mouseWorldPosition - man.position).normalized; // The Atan2 will give you a -3.141 to 3.141 range depending of your vector x/y values float angle = Mathf.Atan2(mouseVector.x, mouseVector.y); // Play the right frameset dependent on the angle float part = 6.2f / 8; string anim = ""; if (angle > -1 * (part / 2) && angle <= (part / 2)) { anim = "up"; } else if (angle > -3 * (part / 2) && angle <= -1 * (part / 2)) { anim = "upLeft"; } else if (angle > -5 * (part / 2) && angle <= -3 * (part / 2)) { anim = "left"; } else if (angle > -7 * (part / 2) && angle <= -5 * (part / 2)) { anim = "downLeft"; } else if (angle > (part / 2) && angle <= 3 * (part / 2)) { anim = "upRight"; } else if (angle > 3 * (part / 2) && angle <= 5 * (part / 2)) { anim = "right"; } else if (angle > 5 * (part / 2) && angle <= 7 * (part / 2)) { anim = "downRight"; } else { anim = "down"; } man.PlayLoop(anim); // adjust background scroll speed related to our mouse vector back.scrollSpeed = mouseVector * 10; break; } // color menu red when we are hovering over an item if (OT.Over(stage1)) { stagemesh1.renderer.material.color = new Color(1, .3f, .3f); } else { stagemesh1.renderer.material.color = new Color(1, 1, 1); } if (OT.Over(stage2)) { stagemesh2.renderer.material.color = new Color(1, .3f, .3f); } else { stagemesh2.renderer.material.color = new Color(1, 1, 1); } //check if we want to change stage if (OT.Clicked(stage1)) { appMode = 1; CreateObjects(); } else if (OT.Clicked(stage2)) { appMode = 2; CreateObjects(); } }
// Use this for initialization protected void Awake() { anim = GetComponent<OTAnimation>(); sprite = GetComponent<OTAnimatingSprite>(); print ( sprite.animationFrameset); }
// application initialization void Initialize() { // Get reference to gun animation sprite gun = OT.ObjectByName("gun") as OTAnimatingSprite; // Set gun animation finish delegate // HINT : We could use sprite.InitCallBacks(this) as well. // but because delegates are the C# way we will use this technique gun.onAnimationFinish = OnAnimationFinish; // Create our object pool if we want. OT.objectPooling = true; if (OT.objectPooling) CreateObjectPools(); // set our initialization notifier - we only want to initialize once initialized = true; }
void Start() { mySprite = GameObject.Find("Boy").GetComponent <OTAnimatingSprite>(); Debug.Log(mySprite); }
void Start () { mySprite = GameObject.Find("PLAYER").GetComponent<OTAnimatingSprite>(); }
// Update is called once per frame void Update () { Vector3 moveRequest = new Vector3(); moveRequest = new Vector3(Input.GetAxisRaw("Horizontal"), 0.0f, 0.0f); WalkDirection direction = currentWalkDirection; if (moveRequest.sqrMagnitude > 0.0) { moveRequest.Normalize(); if (moveRequest.x > 0) { direction = WalkDirection.RIGHT; } else { direction = WalkDirection.LEFT; } } if(Input.GetKeyDown(KeyCode.Z) && !isCurrentlySwinging) { isCurrentlySwinging = true; OTAnimatingSprite sprite = GetComponent<OTAnimatingSprite>(); if(direction == WalkDirection.LEFT) { sprite.PlayOnce("catchLeft"); } else { sprite.PlayOnce("catchRight"); } sprite.Play(); sprite.onAnimationFinish = OnSwingDone; } if(isCurrentlySwinging) { float netXCoord; if(direction == WalkDirection.LEFT) { netXCoord = -64.0f; } else { netXCoord = 24.0f; } Rect net = new Rect(this.transform.position.x + netXCoord, this.transform.position.y - 30f, 40f, 60f); bool captured = fireflies.Captures(net); if(captured) { Debug.Log ("Got one!"); pickupSound.Play(); OTAnimatingSprite firefly = (OTAnimatingSprite) OT.CreateSprite("Firefly"); firefly.GetComponent<Firefly>().enabled = false; firefly.depth = -100; firefly.size = new Vector2(64f, 64f); firefly.pivot = OTObject.Pivot.BottomLeft; firefly.PlayLoop("right"); uiFireflies.Add (firefly); OnSwingDone(null); } } moveRequest *= Time.deltaTime * moveSpeed; bool wasFalling = falling; falling = terrain.CanMoveTo(this.transform.localPosition.x, this.transform.localPosition.y - 1.2f, collidingBox); if(!falling && !terrain.CanMoveTo(this.transform.localPosition.x + moveRequest.x * 10f, this.transform.localPosition.y - 1.2f, collidingBox)) { lastJumpPos = this.transform.localPosition; lastJumpCount = uiFireflies.Count; } moveRequest = terrain.Move(this.transform.localPosition, collidingBox, moveRequest); this.transform.Translate(moveRequest); if(wasFalling && !falling) { landSound.Play(); } if(!falling && verticalSpeed < 0f) { verticalSpeed = 0f; if(Input.GetKeyDown(KeyCode.Space)) { jumpSound.Play(); verticalSpeed = jumpSpeed; } } Fall(); UpdateAnimation(moveRequest.sqrMagnitude > 0.0, direction); currentWalkDirection = direction; UpdateDialog(); UpdateEvents(); UpdateUISprites(); if(this.transform.localPosition.y < 100) { this.transform.localPosition = lastJumpPos; while(uiFireflies.Count > lastJumpCount) { uiFireflies.RemoveAt(0); } } }
// Use this for initialization protected void Awake() { anim = GetComponent<OTAnimation>(); sprite = GetComponent<OTAnimatingSprite>(); }
// Use this for initialization void Start() { sprite = transform.GetComponent<OTAnimatingSprite>(); sprite.speed = 0; }
void Start() { mySprite = GameObject.Find("PLAYER").GetComponent <OTAnimatingSprite>(); }
OTAnimatingSprite sprite; // this asteroid's sprite class #endregion Fields #region Methods // Use this for initialization void Start() { // get sprite class of this asteroid sprite = GetComponent<OTAnimatingSprite>(); sheet1 = OT.ContainerByName("asteroid sheet 1") as OTSpriteSheet; }
// This method will add a debree object to the ignore debree list. // We will have to maintain a ignore debree list because if we dont, // this bullet can generate a 'recursive' exploding state that will // create LOTS and LOTS of debree, totaly hanging this application public void AddDebree(OTAnimatingSprite debreeObject) { debree.Add(debreeObject); }
// Create all objects for the 'walking man' stage void WalkingBlueManStage() { // To create the background lets create a filled sprite object back = OT.CreateObject(OTObjectType.FilledSprite).GetComponent<OTFilledSprite>(); // Set the image to our wyrmtale tile back.image = whiteTile; // But this all the way back so all other objects will be located in front. back.depth = 1000; // Set material reference to 'custom' green material - check OT material references back.materialReference = "green"; // Set the size to match the screen resolution. back.size = new Vector2(Screen.width, Screen.height); // Set the fill image size to 50 x 50 pixels back.fillSize = new Vector2(50, 50); // To create the walking man animation we first will have to create a sprite sheet OTSpriteSheet sheet = OT.CreateObject(OTObjectType.SpriteSheet).GetComponent<OTSpriteSheet>(); // Link our walking man frames sheet.texture = walkingManAnimation; // specify the number or column and rows (frames) of this container sheet.framesXY = new Vector2(15, 8); // The next step is to create our animation object that will hold all // animation framesets (8 directions of walking) for our walking man OTAnimation animation = OT.CreateObject(OTObjectType.Animation).GetComponent<OTAnimation>(); // Initialize our animation framesets so it can hold 8 framesets animation.framesets = new OTAnimationFrameset[8]; // Add the 8 direction framesets animation.framesets[0] = WalkingFrameset("down",1, sheet); animation.framesets[1] = WalkingFrameset("downLeft", 2, sheet); animation.framesets[2] = WalkingFrameset("left", 3, sheet); animation.framesets[3] = WalkingFrameset("upLeft", 4, sheet); animation.framesets[4] = WalkingFrameset("up", 5, sheet); animation.framesets[5] = WalkingFrameset("upRight", 6, sheet); animation.framesets[6] = WalkingFrameset("right", 7, sheet); animation.framesets[7] = WalkingFrameset("downRight", 8, sheet); // Give our animation a name animation.name = "walking-animation"; // To put our walking man on screen we create an animting sprite object man = OT.CreateObject(OTObjectType.AnimatingSprite).GetComponent<OTAnimatingSprite>(); // Set the size of our walking man man.size = new Vector2(40, 65); // Link our animation man.animation = animation; // Lets play a single frameset .. we start with 'down' man.animationFrameset = "down"; // Auto-start to play this animation frameset man.playOnStart = true; // Give our sprite a name man.name = "man"; // INFO : In this class Update() method, we will check the location of // the mouse pointer and play the corresponding direction animation // as we will set the right scroll speed for our background. }
// Use this for initialization void Start() { // get sprite class of this asteroid sprite = GetComponent <OTAnimatingSprite>(); sheet1 = OT.ContainerByName("asteroid sheet 1") as OTSpriteSheet; }
void Awake() { // Init Gold coin size m_aniSpriteGoldCoin01 = GameObject.Find ("GoldCoin_01").GetComponent<OTAnimatingSprite>(); m_aniSpriteGoldCoin02 = GameObject.Find ("GoldCoin_02").GetComponent<OTAnimatingSprite>(); m_aniSpriteGoldCoin03 = GameObject.Find ("GoldCoin_03").GetComponent<OTAnimatingSprite>(); m_aniSpriteGoldCoin04 = GameObject.Find ("GoldCoin_04").GetComponent<OTAnimatingSprite>(); int l = 0; for (int i=0; i<13; i++) { string strAtlasName = ""; if (i < 9) { strAtlasName = "GoldCoin_Altas_0" + (i + 1); } else { strAtlasName = "GoldCoin_Altas_" + (i + 1); } int j = GameObject.Find (strAtlasName).GetComponent<OTSpriteAtlasCocos2D>().atlasData.Length; for (int k=0; k<j; k++) { m_sizeOfGoldCoin[l] = GameObject.Find (strAtlasName).GetComponent<OTSpriteAtlasCocos2D>().atlasData[k].size; l++; } } // Init Gold coin position float[] XposCoin = new float[30] { 370.0f,369.0f,353.0f,343.0f,342.0f,347.0f,330.0f,325.0f,315.0f,269.0f, 274.0f,266.0f,277.0f,198.0f,230.0f,160.0f,184.0f,222.0f,183.0f,124.0f, 120.0f,166.0f,122.0f,87.0f,51.0f,56.0f,153.0f,149.0f,99.0f,267.0f }; float[] YposCoin = new float[30] { 0.0f,0.0f,0.0f,0.0f,0.0f,0.0f,0.0f,0.0f,0.0f,0.0f,0.0f,0.0f,0.0f,0.0f, 0.0f,37.0f,51.0f,27.0f,62.0f,46.0f,146.0f,167.0f,179.0f,218.0f,336.0f, 345.0f,438.0f,476.0f,459.0f,491.0f }; for(int i=0; i<30; i++) { m_posGoldCoin[i] = new Vector2(0.0f, (YposCoin[i] * -1.0f) + (-140.0f)); } // Hide the animation m_aniSpriteGoldCoin01.alpha = 0f; m_aniSpriteGoldCoin02.alpha = 0f; m_aniSpriteGoldCoin03.alpha = 0f; m_aniSpriteGoldCoin04.alpha = 0f; // Get Sprite Container m_spriteContainerGoldCoin = GameObject.Find ("GoldCoin_Altas_01").GetComponent<OTSpriteAtlasCocos2D>(); // Init elapsed time m_fElapsedTime = 0f; // Init State m_state = STATE.DISP_NONE; }
// Use this for initialization void Start() { mySprite = GetComponent<OTAnimatingSprite>(); jelly = player.GetComponent<Player>(); movement = GameObject.Find ("powerMeter").GetComponent<Movement>(); }
float starTime = 0; // star creation wait time #endregion Fields #region Methods // Create all objects fo r the star stage by code void AnimatingGreenStarStage() { // To create a scrolling background, first create a filled sprite object back = OT.CreateObject(OTObjectType.FilledSprite).GetComponent<OTFilledSprite>(); // Set the image to the tile texture back.image = whiteTile; // Set material reference to 'custom' blue material back.materialReference = "blue"; // Set size to match the screen resolution so it will fill the entire screen back.size = new Vector2(Screen.width,Screen.height); // Set the display depth all the way back so everything else will come on top back.depth = 1000; // Set fill image size to 50 x 50 pixels back.fillSize = new Vector2(50, 50); // Set scroll speed so we will scroll horizontally 20 px / second back.scrollSpeed = new Vector2(20, 0); // To create the animating star we first have to create the sprite sheet object that will // hold our texture/animation frames OTSpriteSheet sheet = OT.CreateObject(OTObjectType.SpriteSheet).GetComponent<OTSpriteSheet>(); // Assign texture sheet.texture = greenStarsAnimation; // Specify how many columns and rows we have (frames) sheet.framesXY = new Vector2(25, 3); // Because we have some overhead space to the right and bottom of our texture we have to // specify the original texture size and the original frame size so that the right texture // scale and offsetting can be calculated. sheet.sheetSize = new Vector2(2048, 256); sheet.frameSize = new Vector2(80, 80); // Next thing is to create the animation that our animating sprite will use OTAnimation animation = OT.CreateObject(OTObjectType.Animation).GetComponent<OTAnimation>(); // This animation will use only one frameset with all animating star frames. OTAnimationFrameset frameset = new OTAnimationFrameset(); // Link up the sprite sheet to this animation's frameset frameset.container = sheet; // Frameset animation will start at frame index 0 frameset.startFrame = 0; // Frameset animation will end at frame index 69 frameset.endFrame = 69; // Assign this frameset to the animation. // HINT : by asigning more than one frameset it is possible to create an animation that will span // across mutiple framesets // HINT : Because it is possible (and very easy) to play a specific frameset of an animation // One could pack a lot of animations into one animation object. animation.framesets = new OTAnimationFrameset[] { frameset }; // Set the duration of this animation // HINT : By using the OTAnimationSprite.speed setting one can speed up or slow down a // running animation without changing the OTAnimation.fps or .duration setting. animation.duration = .95f; // Lets give our animation a name animation.name = "star-animation"; // To finally get the animatiing star on screen we will create our animation sprite object star = OT.CreateObject(OTObjectType.AnimatingSprite).GetComponent<OTAnimatingSprite>(); // Link up the animation star.animation = animation; // Lets start at a random frame star.startAtRandomFrame = true; // Lets auto-start this animation star.playOnStart = true; // INFO : This animation 'star' will be center (0,0) positioned and act as a prototype // to create more moveing and animating (additive) 'stars'. }
// Use this for initialization void Start() { mySprite = GetComponent<OTAnimatingSprite>(); shark = this.gameObject.GetComponent<Shark>(); }
// Use this for initialization void Start() { attackAnimation = OT.ObjectByName("PlayerAttackAnimSprite") as OTAnimatingSprite; attackAnimation.onAnimationFinish = OnAnimationFinish; attackAnimation.onAnimationStart = OnAnimationStart; attackAnimation.visible = false; liftAnimation = OT.ObjectByName("PlayerAttackLiftAnimSprite") as OTAnimatingSprite; liftAnimation.onAnimationFinish = OnAnimationFinish; liftAnimation.onAnimationStart = OnAnimationStart; liftAnimation.visible = false; runAnimation = OT.ObjectByName("PlayerRunAnimSprite") as OTAnimatingSprite; runAnimation.visible = false; idleAnimation = OT.ObjectByName("PlayerIdleAnimSprite") as OTAnimatingSprite; idleAnimation.visible = true; jumpAnimation = OT.ObjectByName("PlayerJumpAnimSprite") as OTAnimatingSprite; jumpAnimation.visible = false; //jumpAnimation.onAnimationFinish = OnAnimationFinish; landAnimation = OT.ObjectByName("PlayerLandAnimSprite") as OTAnimatingSprite; landAnimation.visible = false; AttackBox.SetActive(false); attackStartTime = 0f; attackLength = 1f; comboEndTime = Time.time; comboEndLength = 1f; //currentCombo = 0; currentCombo = ComboManager.CurrentCombo; controller = this.gameObject.GetComponent<CharacterController>(); }
// Use this for initialization void Start() { sprite = GetComponent <OTAnimatingSprite>(); }