public IEnumerator SetBoost(float time) { GameObject newBar = Instantiate(powerBar); newBar.transform.parent = gameObject.transform; PowerBar newBarScript = newBar.GetComponent <PowerBar>(); newBarScript.SetPosition(); newBarScript.ChangeActive(true); newBarScript.SetColor(colorManager.GetColor("orange")); float time_left = time; while (time_left > 0) { m_currentSpeed_y = p_speed_y * (1 + p_boostPercentage / 100); m_currentSpeed_x = p_speed_x * (1 + p_boostPercentage / 100); time_left -= Time.deltaTime; newBarScript.SetFill(time_left / time); yield return(null); } m_currentSpeed_y = p_speed_y; m_currentSpeed_x = p_speed_x; newBarScript.DestroyBar(); }
// Start is called before the first frame update void Start() { findMatches = FindObjectOfType <FindMatches>(); dataTracker = FindObjectOfType <DataTracker>(); powerBar = FindObjectOfType <PowerBar>(); audioSource = GetComponent <AudioSource>(); allAnimals = new GameObject[width, height]; currentState = GameState.WAIT; activatedColumnBomb = false; activatedRowBomb = false; activatedPower = false; for (int j = 0; j < height; j++) { float y = j; for (int i = 0; i < width; i++) { float x = i; GameObject newAnimalTile = CreateNewAnimalTile(x, y); var animalTileComponent = newAnimalTile.GetComponent <AnimalTile>(); animalTileComponent.row = (int)y; animalTileComponent.column = (int)x; allAnimals[(int)x, (int)y] = newAnimalTile; } } }
public BaseLevel() { //declaring positions directionGaugePosition = new Vector2(125f, SacreBleuGame._instance._screenHeight - 50f); powerBarPosition = new Vector2(SacreBleuGame._instance._screenWidth - 75f, SacreBleuGame._instance._screenHeight - 75f); buttonPosition = new Vector2(SacreBleuGame._instance._screenWidth - 150f, SacreBleuGame._instance._screenHeight - 75f); counterPosition = new Vector2(75f, SacreBleuGame._instance._screenHeight / 2 - (0.90f * SacreBleuGame._instance._screenHeight / 2)); pauseMenuContinuePosition = new Vector2(SacreBleuGame._instance._screenWidth / 2, SacreBleuGame._instance._screenHeight / 2 - 50f); pauseMenuRestartPosition = new Vector2(SacreBleuGame._instance._screenWidth / 2, SacreBleuGame._instance._screenHeight / 2); quitPosition = new Vector2(SacreBleuGame._instance._screenWidth / 2, SacreBleuGame._instance._screenHeight / 2 + 50f); wonScreenNextLevelPosition = new Vector2(SacreBleuGame._instance._screenWidth / 2, SacreBleuGame._instance._screenHeight / 2 - 50f); wonScreenRetryLevelPosition = new Vector2(SacreBleuGame._instance._screenWidth / 2, SacreBleuGame._instance._screenHeight / 2); //setting positions _directionGauge = new DirectionGauge(directionGaugePosition, SacreBleuGame._instance.arrowTexture); _powerBar = new PowerBar(powerBarPosition, SacreBleuGame._instance.powerBarTexture, SacreBleuGame._instance.basicSquare); _hitbutton = new HitButton(buttonPosition, SacreBleuGame._instance.basicSquare, "hitButton"); pauseMenuContinueButton = new ButtonGameObject(pauseMenuContinuePosition, SacreBleuGame._instance.basicSquare, "continueButton"); pauseMenuRestartButton = new ButtonGameObject(pauseMenuRestartPosition, SacreBleuGame._instance.basicSquare, "restartButton"); quitButton = new ButtonGameObject(quitPosition, SacreBleuGame._instance.basicSquare, "quitButton"); wonScreenNextLevelButton = new ButtonGameObject(wonScreenNextLevelPosition, SacreBleuGame._instance.basicSquare, "nextLevelButton"); wonScreenRetryLevelButton = new ButtonGameObject(wonScreenRetryLevelPosition, SacreBleuGame._instance.basicSquare, "retryLevelButton"); //GenerateLevel(levelLayout); numberOfHits = 0; par = 0; entities = new List <GameObject>(); bgEntities = new List <GameObject>(); }
// Start is called before the first frame update void Awake() { ship = GameObject.Find("Ship"); powerBar = GameObject.Find("PowerBar").GetComponent <PowerBar>(); target = ship; beamTarget = GameObject.Find("BeamTarget"); }
protected override void OnAttached(EntityLogic childEntity, Transform parentTransform, object userData) { base.OnAttached(childEntity, parentTransform, userData); if (childEntity is PowerBar) { hpBar = (PowerBar)childEntity; hpBar.UpdatePower(fightEntityData.HP, fightEntityData.MaxHP); return; } else if (childEntity is Weapon) { WeaponData weaponData = (WeaponData)userData; Weapon weapon = (Weapon)childEntity; switch (weaponData.AttackType) { case WeaponAttackType.手动触发: manualWeapons.Add(weapon); break; case WeaponAttackType.自动触发: autoWeapons.Add(weapon); break; case WeaponAttackType.技能触发: skillWeapons.Add(weapon); break; } return; } }
void Start() { powerBar = GameObject.Find("Power").GetComponent <PowerBar>(); gm = GameObject.Find("GameManager").GetComponent <GameManager>(); sm = GameObject.Find("SoundManager").GetComponent <SoundManager>(); }
// Use this for initialization protected void Start() { gameManagerFSM = gameManagerObj.GetComponent <PlayMakerFSM> (); myPowerBar = GetComponent <PowerBar>(); //myPowerBar.currentThreshold = ; myPowerBar.currentPower = 100; FsmVariables.GlobalVariables.FindFsmFloat("TimeLeft").Value = initialTime; }
// Use this for initialization void Start() { MainTrainObj = GameObject.Find("Train"); maintrain = MainTrainObj.GetComponent <Train> (); GameObject pbo = GameObject.Find("PowerBar"); bar = pbo.GetComponent <PowerBar> (); }
// Use this for initialization void Start() { fishKinematic = Instantiate(fishKinematic); distanceMeasure = Instantiate(distanceMeasure); distanceBar = Instantiate(distanceBar); powerBar = GetComponent <PowerBar>(); StopIndicators(); }
// Use this for initialization void Start() { powerBar = GetComponentInChildren<PowerBar> (); rb2D = GetComponent<Rigidbody2D> (); animator = GetComponent<Animator> (); mouseAim = GetComponentInChildren<MouseAim> (); isGrounded = true; direction = true; }
public static PowerBar Instance() { if (instance = null) { instance = GameObject.Find("PowerBar").GetComponent <PowerBar>(); } return(instance); }
// Use this for initialization void Start() { powerBar = GetComponentInChildren<PowerBar> (); rb2D = GetComponent<Rigidbody2D> (); animator = GetComponent<Animator> (); mouseAim = GetComponentInChildren<MouseAim> (); grapple = GetComponentInChildren<GrappleController>(); isGrounded = true; direction = (transform.localScale.x == 1); }
void Awake() { powerManager = Component.FindObjectOfType <PowerManager> (); stateManager = Component.FindObjectOfType <StateManager> (); turnManager = Component.FindObjectOfType <TurnManager> (); powerBarManager = Component.FindObjectOfType <PowerBar> (); playerSelectorManager = Component.FindObjectOfType <PlayerSelectorManager> (); directionManager = Component.FindObjectOfType <DirectionManager> (); arrow = directionManager.arrow; }
// Start is called before the first frame update void Start() { timesUpText.enabled = false; board = FindObjectOfType <Board>(); sceneLoader = FindObjectOfType <SceneLoader>(); powerBar = FindObjectOfType <PowerBar>(); sessionState = SessionState.NOTSTARTED; NewGame(); }
void Start() { if (this.name == "PanelSpecial(Clone)") CargarGemas(); else { barPowr = GameObject.Find("SpecialBar").GetComponent<PowerBar>(); animaGema = GameObject.Find("GemaBarra").GetComponent<Animator>(); } }
void Start() { if (this.name == "PanelSpecial(Clone)") { CargarGemas(); } else { barPowr = GameObject.Find("SpecialBar").GetComponent <PowerBar>(); animaGema = GameObject.Find("GemaBarra").GetComponent <Animator>(); } }
void Start() { fishIndicators = GetComponent <FishIndicators>(); powerBar = GetComponent <PowerBar>(); rb = GetComponent <Rigidbody>(); respawnRotation = transform.rotation; respawnPosition = transform.position; isGrounded = false; inControl = true; canceledClick = false; SetJump(0); }
void Start() { ChargeBlocks(); animaIco = GameObject.Find("Block").GetComponent <Animator>(); controlEspecial = GameObject.Find("SpecialBar").GetComponent <PowerBar>(); ControlesPlayer = GameObject.Find("Inventario").GetComponent <Controles>(); controleX = GameObject.Find("Generador").GetComponent <MapGenerator>(); myRB2D = gameObject.GetComponent <Rigidbody2D>(); anima = gameObject.GetComponent <Animator>(); mycamera = GameObject.Find("Camera"); offset = mycamera.transform.position; }
// Use this for initialization void Start () { // Create our dynamic textures: PowerBarGraphic=new PowerBar(); HealthBarGraphic=new HealthBar(); // Internally they have now setup the dynamic://healthbar and dynamic://powerbar links for easy access from the html. // Load the UI from the above HtmlFile: if(HtmlFile!=null){ UI.Html=HtmlFile.text; } }
// Use this for initialization void Start() { // Create our dynamic textures: PowerBarGraphic = new PowerBar(); HealthBarGraphic = new HealthBar(); // Internally they have now setup the dynamic://healthbar and dynamic://powerbar links for easy access from the html. // Load the UI from the above HtmlFile: if (HtmlFile != null) { UI.Html = HtmlFile.text; } }
public IEnumerator Invincibility(float time) { invincible = true; GameObject newBar = Instantiate(powerBar); PowerBar newBarScript = newBar.GetComponent <PowerBar>(); newBar.transform.parent = gameObject.transform; newBarScript.SetPosition(); invincibilityStar.SetActive(true); newBarScript.SetColor(colorManager.GetColor("purple")); float time_left = time; float blink_start = time / 5; float blink_interval = .5f; float blink_timer = 0; bool on = true; while (time_left > 0) { invincible = true; if (time_left <= blink_start) { if (blink_timer <= 0) { if (on) { invincibilityStar.SetActive(false); on = false; blink_timer = blink_interval; } else { invincibilityStar.SetActive(true); on = true; blink_timer = blink_interval; } } blink_timer -= Time.deltaTime; } time_left -= Time.deltaTime; newBarScript.SetFill(time_left / time); yield return(null); } invincible = false; invincibilityStar.SetActive(false); newBarScript.DestroyBar(); }
void Start() { coolDown = 7f; coolDownReset = 7f; maxSpeed = 7.3f; objectSpawnCounter = 0; powerDecayCounter = 0; powerSpeedCounter = 0; warpCoolDown = 5f; warpCoolDownReset = 5f; powerBar = GameObject.Find("Power").GetComponent <PowerBar>(); os = GameObject.Find("ObjectSpawner").GetComponent <ObjectSpawner>(); mm = GameObject.Find("MusicManager").GetComponent <MusicManager>(); mm.PlaySound(mm.music[0]); //Debug.Log("SPEED is set to "+speed); }
// Start is called before the first frame update void Start() { animr = GetComponent <Animator>(); smg = FindObjectOfType <SMG>(); smg.cam = GetComponentInChildren <Camera>(); controllerMode = true; shieldMat = shield.GetComponent <MeshRenderer>().material; shieldMat.SetFloat("_Alpha", 0); shield.SetActive(false); powerBar = FindObjectOfType <PowerBar>(); }
// Use this for initialization void Start() { /* Future update: This will instead be bars of any shape using SVG and stroke */ // Create our dynamic textures: PowerBarGraphic = new PowerBar(); HealthBarGraphic = new HealthBar(); // Get a reference to the document: var document = UI.document; // Get the elements (using the shortcut for HtmlElement): var powerBar = document.getById("powerbar"); var healthBar = document.getById("healthbar"); // Apply the graphics to them: powerBar.SetImage(PowerBarGraphic); healthBar.SetImage(HealthBarGraphic); }
public MainGame() { GraphicsManager = new GraphicsDeviceManager(this); GraphicsManager.PreferMultiSampling = false; paused = false; Player = new Player("man", new Point(5, 5), PLAYER_MOVE_SPEED, PLAYER_JUMP_SPEED); Arrow = new Arrow("arrow", Player.Bounds.Location, 10, Player.Velocity); PowerBar = new PowerBar("barborder", new Point(380, 10), "bar", POWER_BAR_CAPACITY); Sprites = new LinkedList <Sprite>(); Sprites.AddLast(Player); Sprites.AddLast(Arrow); Sprites.AddLast(PowerBar); InputManager = new InputManager(); Content.RootDirectory = "Content"; }
void Start() { GameObject go = GameObject.Find("Bag"); if (go != null) { _bagMgr = go.GetComponent <BagManager>(); } go = GameObject.Find("PowerBar"); if (go != null) { _powerBar = go.GetComponent <PowerBar>(); } go = GameObject.Find("HUDText"); if (go != null) { _hudText = go.GetComponent <bl_HUDText>(); } EventDispatcher.Instance.AddListener(Events.GameEvent.ThrowFoodFinish, _OnThrowFoodFinish); }
public IEnumerator Overdrive(float time) { GameObject newBar = Instantiate(powerBar); PowerBar newBarScript = newBar.GetComponent <PowerBar>(); newBar.transform.parent = gameObject.transform; newBarScript.SetPosition(); m_overdrive = true; newBarScript.ChangeActive(true); newBarScript.SetColor(colorManager.GetColor("green")); colorManager.Cancel(); float time_left = time; float shotCD = 0; //Get Rainbow Scoop GameObject rainbowScoop = colorManager.GetRainbowScoop(); while (time_left > 0) { m_overdrive = true; time_left -= Time.deltaTime; newBarScript.SetFill(time_left / time); if (shotCD <= 0) { Shoot(rainbowScoop); shotCD = p_overdriveShotInterval; } else { shotCD -= Time.deltaTime; } yield return(null); } m_overdrive = false; newBarScript.DestroyBar(); }
// Use this for initialization protected void Start() { time = timeDecaySpeed; myPowerBar = GetComponent <PowerBar>(); myPowerBar.currentPower = 0; }
void Start() { ChargeBlocks(); animaIco = GameObject.Find("Block").GetComponent<Animator>(); controlEspecial = GameObject.Find("SpecialBar").GetComponent<PowerBar>(); ControlesPlayer = GameObject.Find("Inventario").GetComponent<Controles>(); controleX = GameObject.Find("Generador").GetComponent<MapGenerator>(); myRB2D = gameObject.GetComponent<Rigidbody2D>(); anima = gameObject.GetComponent<Animator>(); mycamera = GameObject.Find("Camera"); offset = mycamera.transform.position; }
void Start() { if (Instance == null) { Instance = this; } }
void Start() { PAUSE2 = GameObject.Find("SpecialBar").GetComponent <PowerBar>(); // referenciamos el scrip player palaman = GameObject.Find("Shalike").GetComponent <player>(); }
public PowerBarItem(PowerBar powerBar) { this.PowerBar = powerBar; }
void Start() { PAUSE2 = GameObject.Find("SpecialBar").GetComponent<PowerBar>(); // referenciamos el scrip player palaman = GameObject.Find("Shalike").GetComponent<player>(); }
// private Effect m_Shader; // private RenderTarget2D m_ShaderRenderTarget; // might not need this // private Texture2D m_ShaderTexture; // might not need this public GameScene() { Tankontroller game = (Tankontroller)Tankontroller.Instance(); m_TankBaseTexture = game.CM().Load <Texture2D>("Tank-B-05"); m_TankBrokenTexture = game.CM().Load <Texture2D>("BrokenTank"); m_TankRightTrackTexture = game.CM().Load <Texture2D>("Tank track B-R"); m_TankLeftTrackTexture = game.CM().Load <Texture2D>("Tank track B-L"); m_CannonTexture = game.CM().Load <Texture2D>("cannon"); m_CannonFireTexture = game.CM().Load <Texture2D>("cannonFire"); m_BulletTexture = game.CM().Load <Texture2D>("circle"); mPlayAreaTexture = game.CM().Load <Texture2D>("playArea"); mPixelTexture = game.CM().Load <Texture2D>("block"); TrackSystem.SetupStaticMembers(game.CM().Load <Texture2D>("track")); TeamGUI.SetupStaticTextures( game.CM().Load <Texture2D>("port1"), game.CM().Load <Texture2D>("port2"), game.CM().Load <Texture2D>("port3"), game.CM().Load <Texture2D>("port4"), game.CM().Load <Texture2D>("port5"), game.CM().Load <Texture2D>("port6"), game.CM().Load <Texture2D>("port7"), game.CM().Load <Texture2D>("port8")); JackIcon.SetupStaticTextures( game.CM().Load <Texture2D>("leftTrackForward"), game.CM().Load <Texture2D>("leftTrackBackwards"), game.CM().Load <Texture2D>("rightTrackForward"), game.CM().Load <Texture2D>("rightTrackBackwards"), game.CM().Load <Texture2D>("fire"), game.CM().Load <Texture2D>("charge"), game.CM().Load <Texture2D>("none"), game.CM().Load <Texture2D>("turretLeft"), game.CM().Load <Texture2D>("turretRight")); PowerBar.SetupStaticTextures(game.CM().Load <Texture2D>("powerBar_border"), game.CM().Load <Texture2D>("powerBar_power")); m_CircleTexture = game.CM().Load <Texture2D>("circle"); m_SpriteBatch = new SpriteBatch(game.GDM().GraphicsDevice); /*m_Shader = game.CM().Load<Effect>("shader"); * m_ShaderRenderTarget = new RenderTarget2D(game.GDM().GraphicsDevice, * game.GDM().GraphicsDevice.PresentationParameters.BackBufferWidth, * game.GDM().GraphicsDevice.PresentationParameters.BackBufferHeight); * m_ShaderTexture = new Texture2D(game.GDM().GraphicsDevice, * game.GDM().GraphicsDevice.PresentationParameters.BackBufferWidth, * game.GDM().GraphicsDevice.PresentationParameters.BackBufferHeight, false, m_ShaderRenderTarget.Format); */ mBackgroundTexture = game.CM().Load <Texture2D>("background_01"); mBackgroundRectangle = new Rectangle(0, 0, game.GDM().GraphicsDevice.Viewport.Width, game.GDM().GraphicsDevice.Viewport.Height); mPlayAreaRectangle = new Rectangle(game.GDM().GraphicsDevice.Viewport.Width * 2 / 100, game.GDM().GraphicsDevice.Viewport.Height * 25 / 100, game.GDM().GraphicsDevice.Viewport.Width * 96 / 100, game.GDM().GraphicsDevice.Viewport.Height * 73 / 100); mPlayAreaOutlineRectangle = new Rectangle(mPlayAreaRectangle.X - 5, mPlayAreaRectangle.Y - 5, mPlayAreaRectangle.Width + 10, mPlayAreaRectangle.Height + 10); introMusicInstance = game.ReplaceCurrentMusicInstance("Music/Music_intro", false); mController0 = Tankontroller.Instance().Controller0(); mController1 = Tankontroller.Instance().Controller1(); mController2 = Tankontroller.Instance().Controller2(); mController3 = Tankontroller.Instance().Controller3(); mController0.ResetJacks(); mController1.ResetJacks(); if (DGS.Instance.GetInt("NUM_PLAYERS") > 2) { mController2.ResetJacks(); if (DGS.Instance.GetInt("NUM_PLAYERS") > 3) { mController3.ResetJacks(); } } //loopMusicInstance = game.GetSoundManager().GetLoopableSoundEffectInstance("Music/Music_loopable"); // Put the name of your song here instead of "song_title" // game.ReplaceCurrentMusicInstance("Music/Music_loopable", true); tankMoveSound = game.GetSoundManager().GetLoopableSoundEffectInstance("Sounds/Tank_Tracks"); // Put the name of your song here instead of "song_title" if (DGS.Instance.GetInt("NUM_PLAYERS") < 4) { setupNot4Player(mPlayAreaRectangle); } else { setup4Player(mPlayAreaRectangle); } foreach (Player p in m_Teams) { m_World.AddTank(p.Tank); } }
void Awake() { stateManager = Component.FindObjectOfType <StateManager> (); turnManager = Component.FindObjectOfType <TurnManager> (); powerBarManager = Component.FindObjectOfType <PowerBar> (); }