void OnCollisionEnter(Collision col) { if (col.gameObject.tag == "times2") { times2 = true; playerPowerUp = this; SpawnPoweUp.powerUpLimit--; Destroy(col.gameObject); } if (rocket == false) { if (col.gameObject.tag == "rocket") { rocket = true; playerPowerUp = this; SpawnPoweUp.powerUpLimit--; Destroy(col.gameObject); } } if (freeze == false) { if (col.gameObject.tag == "freeze") { SpawnPoweUp.powerUpLimit--; Destroy(col.gameObject); } } }
private IEnumerator RemovePowerUp(float duration) { yield return(new WaitForSeconds(duration)); CheckPowerUp(false); m_PowerUpState = PowerUps.None; }
/** * create a gift for the player */ private void createGift(GameObject _prefab) { // create the instance GameObject instance = (GameObject)Instantiate(_prefab); instance.transform.position = transform.position; instance.transform.parent = transform.parent; instance.transform.localScale = _prefab.transform.localScale; // let move to the player PowerUps p = instance.GetComponent <PowerUps>(); if (p != null) { p.m_moveToPlayer = true; } else { Debug.LogError(_prefab + " is not a Power Up!"); } // save the last gift time m_lastGiftTimeStamp = Time.time; // speak something speak("Antonio: " + ANTONIO_GIFT_SENTENCES[Random.Range(0, ANTONIO_GIFT_SENTENCES.Length)]); }
void Start() { PowerUps.UpdatePrices(); needleAngle = 80 - Score.fuelCans * 53.33f; outputText = GameObject.Find("OutputText").GetComponent <Text> (); nextLevel = GameObject.Find("NextLevelButton").GetComponent <Button> (); nextLevel.onClick.AddListener(() => ChangeScene.IndexManager(Score.fuelCans + 1)); buyLifeButton = GameObject.Find("BuyLifeButton").GetComponent <Button> (); buyLifeButton.onClick.AddListener(() => BuyLife()); buyJumpButton = GameObject.Find("BuyDoubleJumpButton").GetComponent <Button> (); buyJumpButton.onClick.AddListener(() => BuyJump()); buyRunButton = GameObject.Find("BuyRunButton").GetComponent <Button> (); buyRunButton.onClick.AddListener(() => BuyRun()); stats = GameObject.Find("StatsButton").GetComponent <Button> (); stats.onClick.AddListener(() => PrintStats()); needle = GameObject.Find("GasNeedle").GetComponent <RectTransform> (); needle.Rotate(new Vector3(0, 0, needleAngle)); jumpPriceText = buyJumpButton.GetComponentInChildren <Text> (); lifePriceText = buyLifeButton.GetComponentInChildren <Text> (); runPriceText = buyRunButton.GetComponentInChildren <Text> (); }
public void AddPower(PowerUps powerUp) { _currentPowerSprite.sprite = Resources.Load(powerUp.getPowerSprite, typeof(Sprite)) as Sprite; powerUp.getCurrentPowerCharges = powerUp.getMaxPowerCharges; _currentPower = powerUp; ChangePowerText(_currentPower); }
private void addLevel(string comp, Button button) { PowerUps power = (PowerUps)_master.GetComponent(comp); MasterCounter masterCounter = _master.GetComponent <MasterCounter>(); int price = getPrice(button); // ReSharper disable once UseNullPropagation if (!(price <= masterCounter.money)) { Debug.Log("Not enough money"); return; } masterCounter.money -= price; setPrice(button, price * 2); if (power != null) { power.addLevel(); } else { power = (PowerUps)_master.AddComponent(Type.GetType(comp)); power.addLevel(); } }
void Update() { PowerUps.UpdatePrices(); lifePriceText.text = " Buy extra life \t\t" + PowerUps.healthPrice; jumpPriceText.text = " Buy extra jump \t" + PowerUps.jumpPrice; runPriceText.text = " Upgrade run \t\t" + PowerUps.runPrice; }
//Damage Controller, Power-ups private void OnTriggerEnter2D(Collider2D other) { PowerUps powerUp = other.gameObject.GetComponent <PowerUps>(); if (other.tag == "Laser Powerup") { ObtainLaserPowerUp(powerUp); } if (other.tag == "Health Pack") { ObtainHealthPack(powerUp); } if (other.tag == "Shield Pack") { ObtainShieldPack(powerUp); } else { if (!invincible) { DamageDealer damageDealer = other.gameObject.GetComponent <DamageDealer>(); if (!damageDealer) { return; } ProcessHit(damageDealer); } } }
public void TakePowerUp(PowerUps powerUp) { if (!availablePowerUps.Contains(powerUp)) { availablePowerUps.Add(powerUp); } }
private void HandlePowerUp(PowerUps powerUpType) { var powerUpOption = powerUpRepository.powerUpDictionary[powerUpType]; var powerUp = GetPowerUp(powerUpOption); StartCoroutine(powerUp); }
private void ObtainLaserPowerUp(PowerUps powerUp) { if (laserLevel < maxLaserLevel) { if (maxFireRate < projectileFiringPeriod - .01f) { powerUp.ObtainedPowerUp(); projectileFiringPeriod -= .1f; PlaySFX(laserUpSFX, laserUpgradeVolume); return; } else { laserLevel++; projectileFiringPeriod = .5f; PlaySFX(laserUpSFX, laserUpgradeVolume); } } else if (maxFireRate < projectileFiringPeriod - .01f) { powerUp.ObtainedPowerUp(); projectileFiringPeriod -= .1f; PlaySFX(laserUpSFX, laserUpgradeVolume); return; } else { PowerUpAddScore(powerUp); PlaySFX(getPointSFX, getPointVolume); } powerUp.ObtainedPowerUp(); }
public PlayerData() { // Default Values stats = new Stats { maxSpeed = 1, minStamina = 1, width = 1, height = 1, rankPoints = 1 }; powerUps = new PowerUps { sprintTicket = 0, marathonTicket = 0, foodCoupon = 0, milkCoupon = 0, exchangeProgram = 0 }; accountInfo = new AccountInfo { name = "", email = "", playfabId = "", sessionTicket = "", entityId = "" }; }
// Drop Power Up from enemy private void DropPowerUp() { // Randomly get power up type int randomPowerUpType = Random.Range(0, 4); // PowerUp instantiation GameObject powerUp = Instantiate(powerUpObject, transform.position, Quaternion.identity) as GameObject; // PowerUp size RectTransform rt = (RectTransform)powerUp.transform; // Check the position of enemy carrying powerup Vector3 set = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height / 2, Camera.main.nearClipPlane)); // If object is in the right side if (powerUp.transform.position.x > set.x - rt.rect.width / 2) { powerUp.transform.position = new Vector3(set.x - rt.rect.width / 2, powerUp.transform.position.y, powerUp.transform.position.z); } // If object is in the left side else if (powerUp.transform.position.x < -set.x + rt.rect.width / 2) { powerUp.transform.position = new Vector3(-set.x + rt.rect.width / 2, powerUp.transform.position.y, powerUp.transform.position.z); } PowerUps powerUpScript = powerUp.GetComponent <PowerUps>(); powerUpScript.SetPowerUpType(powerUpsArray[randomPowerUpType]); }
public int checkForFood() { int snkId = 0; foreach (SnakeBody snake in Snakes) { if (!snake.isDead) { BodyPart part = snake.BodyParts[0]; PowerUpIterator i = PowerUps.CreateIterator(); PowerUp powerUp = i.First(); while (powerUp != null) { //Detect collision with food piece if (part.X - 16 < powerUp.X && part.X + 16 > powerUp.X && part.Y - 16 < powerUp.Y && part.Y + 16 > powerUp.Y) { return(Eat(snkId, powerUp)); } powerUp = i.Next(); } } snkId++; } return(-99999); }
public void addFood(int x, int y, bool isBuff, PowerUpType powerUpType, int random) { AbstractPowerUpFactory powerUpFactory = PowerUpFactoryProducer.getFactory(isBuff); PowerUp sizePowerUp = powerUpFactory.getPowerUp(x, y, powerUpType, random); PowerUps.Add(sizePowerUp); }
void Awake() { System.Array A = System.Enum.GetValues(typeof(PowerUps)); myPowerUpType = (PowerUps)A.GetValue(Random.Range(1, A.Length)); dv = GameObject.FindGameObjectWithTag("DynamicVariables").GetComponent <DynamicVariables> (); }
// public Button pup1; // Start is called before the first frame update void Start() { var coinToss = new coinToss(); turn = coinToss.getTurn(); Debug.Log("Turn: " + turn); winText.gameObject.SetActive(false); initializeGrid(); turnDisable(); /* var powerUpsA = new PowerUps(); * var powerUpsB = new PowerUps(); * powerUpsA.Init(); * powerUpsB.Init(); * Debug.Log("A PU: " + powerUpsA.GetPowerUpCount()); * Debug.Log(powerUpsB.GetPowerUpCount()); */ listPowerUp1 = Loading.allP1; listPowerUp2 = Loading.allP2; foreach (var px in listPowerUp1.GetActivePowerUps()) { Debug.Log("A: " + px.GetType()); } foreach (var px in listPowerUp2.GetActivePowerUps()) { Debug.Log("B: " + px.GetType()); } }
public void OnPowerUpCollision(PowerUps powerUp) { playerController.EnableTurbo((float)powerUp / 500f); playerController.stats.discounts++; updater.UpdateUI(); }
public void UpdateAbilities(PowerUps pu1, PowerUps pu2, PowerUps pu3) { currentPowerUps.Clear(); if (unlockedPowerUps.Contains(pu1)) { currentPowerUps.Add(pu1); } else { currentPowerUps.Add(PowerUps.NULL); } if (unlockedPowerUps.Contains(pu2)) { currentPowerUps.Add(pu2); } else { currentPowerUps.Add(PowerUps.NULL); } if (unlockedPowerUps.Contains(pu3)) { currentPowerUps.Add(pu3); } else { currentPowerUps.Add(PowerUps.NULL); } }
public void Initialize(bool hasTrail) { self = transform.Find("Thorax"); body = self.GetComponent <Rigidbody>(); int j = 0; for (int i = 0; i < transform.childCount; i++) { Transform tf = transform.GetChild(i); if (tf.name.Contains("Leg")) { innerLegs[j] = tf.Find("Inner").GetComponent <Leg>(); innerLegs[j].Initialize(); outerLegs[j] = tf.Find("Outer").GetComponent <Leg>(); outerLegs[j].Initialize(); j++; } } if (hasTrail) { powerUps = transform.parent.GetComponentInChildren <PowerUps>(); powerUps.Initialize(); trailManager = transform.parent.GetComponentInChildren <TrailManager>(); trailManager.Initialize(); ResetTrail(); // Strength value -> material color. mat = transform.Find("Abdomen").Find("Model").GetComponent <Renderer>().material; } }
public void UnlockPowerUp(PowerUps pu) { if (!unlockedPowerUps.Contains(pu) && pu != PowerUps.NULL) { unlockedPowerUps.Add(pu); } }
// Update game per frame while checking for conditions void Update() { // Check if player is dead if (!isDead()) { // Check if player happened to fall off the map if (playerFellOff()) { die(); } // Check for player input only if player has a powerup if (hasPowerUp()) { checkForPlayerInput(); if (this.amountOfPowerUpItem == 0) { this.currentPowerup = PowerUps.NONE; } } } else { // Player is dead Destroy(gameObject); } }
private void Start() { level = FindObjectOfType <Level>(); gameStatus = FindObjectOfType <GameSession>(); powerUps = FindObjectOfType <PowerUps>(); level.AddBlock(); }
void SpawnPowerUp() { GameObject powerUpGO = GetRandomPU(); PowerUps toBeSpawned = powerUpGO.GetComponent <PowerUps>(); toBeSpawned.Spawn(gm.RandomPointInZones(), toBeSpawned.gameObject); }
private void AddPowerup(PowerUps powerup) { _powerups.Add(powerup); powerup.gameObject.SetActive(false); _PowerupInReatch = null; _pickupWeaponText.text = ""; }
public void activatePowerUp(PowerUps powerUp, CharacterController.PLAYER player) { powerUpActive = true; currPowerUp = powerUp; powerUpCountdown = 10f; if (player == CharacterController.PLAYER.PLAYER_1) { GameManager.Instance.player1Powerup = true; GameManager.Instance.player2Powerup = false; GameObject player1Radial = GameManager.Instance.inGameSettingsPanel.GetComponent <InGameUISettings>().player1RPB; GameObject player2Radial = GameManager.Instance.inGameSettingsPanel.GetComponent <InGameUISettings>().player2RPB; player1Radial.SetActive(true); player2Radial.SetActive(false); player1Radial.GetComponent <RadialImageProgression>().CT = player1Radial.GetComponent <RadialImageProgression>().countdownTime; StartCoroutine(player1Radial.GetComponent <RadialImageProgression>().countdownAnimation()); } else if (player == CharacterController.PLAYER.PLAYER_2) { GameManager.Instance.player1Powerup = false; GameManager.Instance.player2Powerup = true; GameObject player1Radial = GameManager.Instance.inGameSettingsPanel.GetComponent <InGameUISettings>().player1RPB; GameObject player2Radial = GameManager.Instance.inGameSettingsPanel.GetComponent <InGameUISettings>().player2RPB; player1Radial.SetActive(false); player2Radial.SetActive(true); player2Radial.GetComponent <RadialImageProgression>().CT = player2Radial.GetComponent <RadialImageProgression>().countdownTime; StartCoroutine(player2Radial.GetComponent <RadialImageProgression>().countdownAnimation()); } }
void Start() { rb = GetComponent <Rigidbody>(); speed = 40; curspeed = 0f; acceleration = 2f; rotationSpeed = 100; currHorRot = transform.eulerAngles.y; cameraAnchorH.rotation = Quaternion.Euler(0, currHorRot, 0); rb.freezeRotation = true; powerups = GetComponent <PowerUps>(); gm = FindObjectOfType <GameManager>(); mm = FindObjectOfType <MusicManager>(); tilePickupAudio = GetComponent <AudioSource>(); Icon = FindObjectOfType <RobotIcon>(); animator = GetComponent <Animator>(); control = false; msgDisp.text = ""; fixportal = true; canPortal = true; cc = FindObjectOfType <ChatController>(); //if (chat == false) //{ // cc.gameObject.SetActive(false); //} }
public PowerUps RandomPower() //Skickar en random power när man skapar en powerup //Hugo { Array values = Enum.GetValues(typeof(PowerUps)); PowerUps randomPower = (PowerUps)values.GetValue(rng.Next(values.Length)); return(randomPower); }
void Awake() { idJ = GetComponent <IdentificadorJogador>(); geraCarta = FindObjectOfType <GeraCarta>(); powerUps = FindObjectOfType <PowerUps>(); escolheRota = FindObjectOfType <EscolheRota>(); }
// Start is called before the first frame update void Start() { powerUps = FindObjectOfType <PowerUps>(); ball = FindObjectOfType <Ball>(); currentMinX = minX; currentMaxX = maxX; }
// Start is called before the first frame update void Start() { Debug.Log(DBManager.score1); Debug.Log(DBManager.score2); if (DBManager.screenName1 != null && DBManager.screenName2 != null) { Debug.Log(DBManager.score1); Debug.Log(DBManager.score2); PlayerDispaly1.text = DBManager.screenName1 + ":" + DBManager.score1; PlayerDispaly2.text = DBManager.screenName2 + ":" + DBManager.score2; } var coinToss = new coinToss(); turn = coinToss.getTurn(); Debug.Log("Turn: " + turn); winText.gameObject.SetActive(false); initializeGrid(); turnDisable(); var powerUpsA = new PowerUps(); var powerUpsB = new PowerUps(); powerUpsA.Init(); powerUpsB.Init(); Debug.Log("A PU: " + powerUpsA.GetPowerUpCount()); Debug.Log(powerUpsB.GetPowerUpCount()); }
public void CmdGetPowerUp(PowerUps powerup) { //Set Powerup Image Object[] SpriteSheet; SpriteSheet = Resources.LoadAll("Sprites/PowerUps"); foreach (Object spt in SpriteSheet) { if (spt.name == powerup.ToString()) { PowerupImage.sprite = (Sprite)spt; PowerupImage.color = new Color(1f, 1f, 1f, 0.9f); } } if (powerup == PowerUps.Health) { health += 50; if (health > 100) { health = 100; } } else if (powerup == PowerUps.Armor) { armor = 100; } RpcUpdatePowerUps(); }
public static PowerUps GetPowerUpString(string value) { PowerUps power = new PowerUps(); for (int i = 0; i < powerUpList.Count; i++) { if (powerUpList[i].getPowerName == value) power = powerUpList[i]; } return power; }
// Update is called once per frame void Update() { transform.Rotate(Vector3.up * RotationSpeed * Time.deltaTime); if (_deactivatedTime > 0) { _deactivatedTime -= Time.deltaTime; if(_deactivatedTime <= 0) { GetComponent<MeshRenderer> ().enabled = true; NextPowerUp = (PowerUps) Random.Range(1, 4); } } }
void OnTriggerEnter(Collider other) { if (GetComponent<MeshRenderer> ().enabled) { GetComponent<MeshRenderer> ().enabled = false; _deactivatedTime = MaxDeactivatedTime; var carInventory = other.attachedRigidbody.gameObject.GetComponent<CarInventory>(); if (carInventory != null) { carInventory.AvailablePowerUp = NextPowerUp; } NextPowerUp = PowerUps.Nothing; } }
private void ChangePowerText(PowerUps powerUp) { if (powerUp.getCurrentPowerCharges > 0) { _powerInfo = ""; _powerInfo += "Power : " + "\n"; _powerInfo += _currentPower.getPowerName + "\n"; _powerInfo += _currentPower.getCurrentPowerCharges.ToString() + " Charges"; _currentPowerText.text = _powerInfo; } else { alreadyHasPower = false; _powerInfo = ""; _currentPowerText.text = _powerInfo; _currentPowerSprite.sprite = null; } }
private void SetPowerUp() { Random random = new Random(); // We pass the first value of the PowerUps enum as the min, // and the last(plus one) as the max. _powerUp =(PowerUps)random.Next((int)PowerUps.Laser,(int)PowerUps.Rocket + 1); switch(_powerUp) { case PowerUps.Laser: SetTexture(Resources.laser); break; case PowerUps.GuidedMissile: SetTexture(Resources.guidedmissile); break; case PowerUps.Rocket: SetTexture(Resources.rocket); break; default: throw new NotImplementedException(); } }
/* * Function that when called, chooses a random power up to activate out of the three */ void randomPower() { float powerNumber = Random.Range(0f, 4f); if (powerNumber > 2.5f) { _powerUp = PowerUps.Clone; } else if (powerNumber > 1f) { _powerUp = PowerUps.Multi; } else { _powerUp = PowerUps.Rapid; } }
private void DeactivateShield(bool playSound = true) { ActivePowerUp = PowerUps.NONE; if (playSound) { SoundManager.PlayOneShot(Sound_ShieldExplode); } Shield.SetActive(false); }
private void ActivateShield() { ActivePowerUp = PowerUps.SHIELD; SoundManager.PlayOneShot(Sound_ShieldActivate); Shield.SetActive(true); }
// Use this for initialization void Start() { NextPowerUp = (PowerUps) Random.Range(1, 4); }
private void Init() { Score = 0; HighScore = PlayerPrefs.GetFloat(GlobalPreferences.HIGH_SCORE); State = PlayerState.ALIVE; BoostTimeTraveled = 0; ActivePowerUp = PowerUps.NONE; switch (GlobalPreferences.shipSelected) { case GlobalPreferences.SHIP.DEFAULT: SelectedShipBody = ShipBody_Default; break; case GlobalPreferences.SHIP.DSK: SelectedShipBody = ShipBody_DSK; break; case GlobalPreferences.SHIP.REMAKER: SelectedShipBody = ShipBody_Remaker; break; default: SelectedShipBody = ShipBody_Default; break; } SelectedShipBody.SetActive(true); if (GlobalPreferences.SkipTutorial) { transform.position = new Vector3(0, -34.5f, 365f); } }
/* * FUNCTION: Check if a particular powerup is active * PARAMETER 1: The powerup which needs to be checked * CALLED BY: PowerupScript.Update() */ public bool isPowerupActive(PowerUps ePUType) { return bPowerupStatus[(int)ePUType]; }
/* * FUNCTION: Increase the duration of the power-up. * CALLED BY: ShopPowerupScript.handlerPowerupItem(...) */ public void upgradePowerup(PowerUps powerupIndex) { fPowerupTotalDuration[(int)powerupIndex] += 3;//increase the duraiton of the power-up by 3 seconds }
void Awake () { instance = this; }
public void StartPowerUp() { if (rnd.Next(2) == 0) currentPowerUp = PowerUps.RAPID_FIRE; else currentPowerUp = PowerUps.MULTI_SHOT; switch (currentPowerUp) { case PowerUps.RAPID_FIRE: shotDelay = shotDelayRapidFire; powerUpCountdown = rapidFireTime; powerUpText = "Rapid Fire Mode!"; powerUpTextTimer = 1000; soundBank.PlayCue("RapidFire"); break; case PowerUps.MULTI_SHOT: powerUpCountdown = rapidFireTime; powerUpText = "Multi-shot Mode!"; powerUpTextTimer = 1000; soundBank.PlayCue("RapidFire"); break; } }
private void CancelPowerUps() { modelManager.consecutiveKills = 0; shotDelay = originalShotDelay; currentPowerUp = PowerUps.NONE; }
//Method for madel manager to access the power up public void StartPowerUp(PowerUps powerUp) { switch (powerUp) { case PowerUps.RAPID_FIRE: shotDelay = shotDelyRapidFire; powerUpCountdown = rapidFireTime; powerUpText = "Rapid Fire Mode!"; powerUpTextTimer = 10000; soundBank.PlayCue("RapidFire"); break; } }
// Interface call public void OnPickUp(PowerUps.PowerUpsType p_type) { m_cPowerUp = p_type; }