public override void OnStartServer() { api = new HttpApiLogic(HttpRequestSender.GetInstance()); roads = RoadController.GetInstance(); roads.OnCustomStartServer(); var randomPositions = AchievementController.GetRandomPositions(COINS_COUNT, roads); foreach (Vector2 position in randomPositions) { NetworkServer.Spawn( Instantiate( achievementPrefab, new Vector3(position.x, 1.5f, position.y), Quaternion.AngleAxis(45, Vector3.up) * Quaternion.AngleAxis(90, Vector3.forward) ) ); } var superPosition = AchievementController.GetPoint(roads); NetworkServer.Spawn( Instantiate( superAchievementPrefab, new Vector3(superPosition.x, 1.5f, superPosition.y), Quaternion.AngleAxis(45, Vector3.up) * Quaternion.AngleAxis(90, Vector3.forward) ) ); }
private void setRandomRoadVals(RoadController road) { int direction = Random.Range(1, 3); if (direction == 2) { road.setDirection(-1); } else { road.setDirection(1); } float randSpeedMod = Random.Range(-1f, 1f); randSpeedMod = Mathf.Max(-.05f, randSpeedMod); float speedMod = (float)(.1f + (randSpeedMod / 10f) + (difficultyMod / 1000f)); road.setSpeedMod(speedMod); float randSpawnDelay = Random.Range(-.5f, .5f); float spawnDelay = Mathf.Max((.75f * (.2f / speedMod)) - randSpawnDelay, .5f); road.setSpeedMod(speedMod); road.setDifficultyMod(difficultyMod); }
private bool SpawnRoad(RoadController roadController) { var tempRoad = Instantiate(roadController); var tempRoadTransform = tempRoad.transform; tempRoadTransform.position = spawnPosition; tempRoadTransform.rotation = spawnRotation; var expectedSpawnPosition = tempRoad.EndPosition; if (spawnPosition.z > expectedSpawnPosition.z) { Destroy(tempRoad.gameObject); return(false); } generatedRoads.Enqueue(tempRoad); try { nextRoadType = tempRoad.GetNextRoad(); } catch (Exception e) { Debug.Log(e.Message); nextRoadType = RoadType.DefaultForward; } spawnPosition = tempRoad.EndPosition; spawnRotation = tempRoad.EndRotation; return(true); }
List <GameObject> nearest() { List <GameObject> output = null; int furthestTile = int.MaxValue; int furthestRoad = 0; for (int i = 0; i < GameManager.gm.roadNumber; i++) { for (int j = GameManager.gm.Road [i].GetLength(0) - 1; j >= 0; j--) { RoadController currentRoad = GameManager.gm.Road [i] [j]; if (Mathf.Abs(currentRoad.y - y) + Mathf.Abs(currentRoad.x - x) > range) { continue; } if (currentRoad.getUnits().Count > 0 && GameManager.gm.Road[i].GetLength(0) - j < furthestTile) { furthestRoad = i; furthestTile = j; output = currentRoad.getUnits(); } } } return(output); }
public void OnTriggerEnter(Collider other) { Debug.Log(other); if (other.gameObject.CompareTag("Pizza")) { PizzaController pizza = other.GetComponent <PizzaController>(); destination = pizza.destination; destination.gameObject.SetActive(true); Destroy(pizza.gameObject); return; } if (destination != null && other.gameObject == destination.gameObject) { destination = null; other.gameObject.SetActive(false); score++; pizzeria.MakeAPizza(); } if (other.gameObject.CompareTag("Road")) { RoadController road = other.GetComponent <RoadController>(); if (road) { location = road.Location; } } }
public static List <Vector2> GetRandomPositions(int count, RoadController roads) { return(Enumerable .Range(0, count) .Select <int, Vector2>((c) => GetPoint(roads)) .ToList <Vector2>()); }
// Use this for initialization void Start() { virtualCarCollection = new Collection <VirtualCarObject>(); if (roadControllerScript == null) { roadControllerScript = GameObject.Find("Road(Generatable)").GetComponent <RoadController>(); } }
private void Start() { // TODO: あとで直す stageController = GameObject.Find("StageController"); roadController = stageController.GetComponent <RoadController>(); obj = GameObject.Find("Player_Pack(Clone)"); passingJudge = obj.GetComponent <PassingJudge>(); playerRunning = obj.GetComponent <PlayerRunning>(); }
// Use this for initialization void Start() { MaxSpeed = Random.Range(MinSpeed, TopSpeed); Road = GameObject.Find("Road").GetComponent <RoadController>(); Car = GetComponent <Rigidbody2D>(); State = CarState.Accel; var skins = GameObject.Find("CarSkins").GetComponent <SkinsHolder>().Skins; GetComponent <SpriteRenderer>().sprite = skins[Random.Range(0, skins.Length)]; }
private static Road InstantiateRoadObj(Road road, Orientation orientation, Hex position) { var obj = Object.Instantiate(road); obj.Position = RoadController.Unscaled(position); obj.MoveTransform(); obj.SetOrientation(orientation); MapManager.Instance.Map.SetNewOwner(obj); obj.transform.SetParent(RoadPool.Instance.transform); return(obj); }
void Start() { var playerControll = GameObject.Find("PlayerController"); //var stageController = GameObject.Find("StageController"); playerController = playerControll.GetComponent <PlayerController>(); roadController = this.GetComponent <RoadController>(); button = this.GetComponent <ButtonStatus>(); startSubject.Where(x => x == 5) .Subscribe(_ => StartCoroutine(StartCompleted())); }
IEnumerator GetInstance() { designer = stageController.GetComponent <Designer>(); stageMake = stageController.GetComponent <StageMake>(); mapData = designer.mapData; stageRail = stageMake.stageRail; roadController = stageController.GetComponent <RoadController>(); startComplete.startSubject.OnNext(5); yield return(null); }
private void Start() { Map = new Map(Constants.WorldSize); TerrainManagers.Instance.InitTerrain(Map); RoadController = new RoadController(); BuildingController = new BuildingController(); RoadController.BuildRoad(); CarsController = new CarsController(); #if UNITY_EDITOR //Draw(Map.HexUnitMap); #endif }
// Use this for initialization public virtual void spawn() { roadController = GameObject.Find("Road Controller").GetComponent("RoadController") as RoadController; lastPosition = transform.position; if (this.enemyHive.tag == "PlayerHive") { this.renderer.material = playerAntMaterial; if (Constants.multiplayer) { networkView.RPC("setTexture", RPCMode.Others, true); } } }
public static Vector2 GetPoint(RoadController roads) { float x = GetX(); return(new Vector2( roads.InterpolateX(x), GetY( GetYRange( roads.GetYsInIntersections(x) ) ) )); }
public void OnInputBegin() { ActualRoadPoints.Clear(); var line = Instantiate(RoadPrefab, LineParent); ActualLine = line.GetComponent <RoadController>(); ActualLine.UpdateRoad(ActualRoadPoints); var point = InputController.Instance.InputPosition; ActualRoadPoints.Add(point); _lastPoint = point; }
public void Start() { player = GameObject.Find("Player"); playerCamera = GameObject.Find("Camera"); SpeedModel.player.setup(player.transform.position.z, playerCamera.transform.position.z); SpeedModel.setIsShort(isShort); model.Start(); road = GameObject.Find("Road").GetComponent <RoadController>(); road.model = model; ConstructCompetitors(model, competitorPrefab); finish = GameObject.Find("Finish"); finish.transform.position = Vector3.forward * SpeedModel.finishZ; finishText = (TextMesh)GameObject.Find("FinishText").GetComponent <TextMesh>(); restart = GameObject.Find("RestartText"); restart.SetActive(SpeedModel.isRestartEnabled()); }
public void Start() { player = GameObject.Find("Player"); playerCamera = GameObject.Find("Camera"); SpeedModel.player.setup(player.transform.position.z, playerCamera.transform.position.z); SpeedModel.setIsShort(isShort); model.Start(); road = GameObject.Find("Road").GetComponent<RoadController>(); road.model = model; ConstructCompetitors(model, competitorPrefab); finish = GameObject.Find("Finish"); finish.transform.position = Vector3.forward * SpeedModel.finishZ; finishText = (TextMesh) GameObject.Find("FinishText").GetComponent<TextMesh>(); restart = GameObject.Find("RestartText"); restart.SetActive(SpeedModel.isRestartEnabled()); }
public bool TryGetRoadBetweenTowns(TownController currentTown, TownController endTownController, //TODO move to helper out List <Vector3Int> tradePath, out Guid roadGuid) { RoadController road = Roads.FirstOrDefault(r => r.Value.firstTown == currentTown && r.Value.secondTown == endTownController || r.Value.firstTown == endTownController && r.Value.secondTown == currentTown).Value; if (road == null) { tradePath = null; return(false); } roadGuid = road.RoadGuid; tradePath = GetRoadByGuid(road.RoadGuid); return(true); }
// Use this for initialization void Start() { // TODO: あとで直す foreach (PassingExit_V2 passingExit_V2 in passingExit_V2List) { passingExit_V2.exit .Distinct(x => x == InOrOut.IN) .Distinct(x => x == InOrOut.OUT) .Subscribe(_ => TriggerScript()); } stageController = GameObject.Find("StageController"); roadController = stageController.GetComponent <RoadController>(); stageMake = stageController.GetComponent <StageMake>(); obj = GameObject.Find("Player_Pack(Clone)"); passingJudge = obj.GetComponent <PassingJudge>(); playerRunning = obj.GetComponent <PlayerRunning>(); playerStatus = obj.GetComponentInChildren <PlayerStatus>(); }
// Description: Changes links to roads and nodes to action points // PRE: Arrays nodes and links contain nonzero number of node and link gameobjects // POST: Log displays the number of nodes and links that have been transformed to action points and roads private void ChangeBuildViewObjectsToSimViewObjects() { Debug.Log("Number of nodes compiled into Action Points: " + _nodes.Length); Debug.Log("Number of links compiled into Roads: " + _links.Length); foreach (GameObject node in _nodes) { Destroy(node.GetComponent <BuildViewNode>()); ActionPointController ap = node.AddComponent <ActionPointController>(); ap.InitializeActionPoint(); node.name = "Action Point"; Debug.Log("This node is a source: " + node.GetComponent <Node>().IsSource.ToString()); } foreach (GameObject link in _links) { Destroy(link.GetComponent <BuildViewLink>()); RoadController rc = link.AddComponent <RoadController>(); rc.InitializeRoad(); link.name = "Road"; } foreach (BuildViewSelectionHandler.ConnectedNodes cn in _connectedNodes.Keys) { DestinationActionPointAndRoad dapar = new DestinationActionPointAndRoad(cn.destination.gameObject, (GameObject)_connectedNodes[cn]); GameObject origin = cn.origin.gameObject; if (!adjacencyList.ContainsKey(origin)) { List <DestinationActionPointAndRoad> originConnections = new List <DestinationActionPointAndRoad>(); originConnections.Add(dapar); adjacencyList.Add(origin, originConnections); } else { (adjacencyList[origin] as List <DestinationActionPointAndRoad>).Add(dapar); } } }
// Start is called before the first frame update void Start() { roads = new List <GameObject>(); lanesSinceGrass = 0; difficultyMod = 1; for (int i = 0; i < 30; i += 1) { int roadIndex = randRoadIndex(); if (lanesSinceGrass >= 5) { roadIndex = 1; } GameObject roadObject = Instantiate(roadPrefab[roadIndex]) as GameObject; roadObject.transform.position = new Vector3(0f, i * 1.5f, 1f); roads.Add(roadObject); if (roadIndex == 0) { RoadController road = roadObject.GetComponent <RoadController>(); setRandomRoadVals(road); lanesSinceGrass++; } else { lanesSinceGrass = 0; int rand = Random.Range(1, 3); if (rand == 1) { GameObject raccoon = Instantiate(raccoonPrefab) as GameObject; raccoon.transform.position = roadObject.transform.position; raccoon.transform.position += new Vector3((int)Random.Range(-6, 6) * 1.5f, 0f, -1.0f); raccoon.GetComponent <Raccoon>().SetLimit(10 + Random.Range(-5, 5)); } } } }
void Update() { float dx = Input.GetAxis("Horizontal") * walkSpeed; float dz = Input.GetAxis("Vertical"); float x = transform.position.x; float y = transform.position.y; float z = transform.position.z; RoadController road = GetRoad(); if (!road) { return; } switch (road.roadType) { case RoadType.HORIZONTAL: break; case RoadType.VERTICAL: break; case RoadType.T: if (dz < 0) { VerticalMove(dz, road.transform.position.x); } break; case RoadType.T_REVERSE: if (dz > 0) { VerticalMove(dz, road.transform.position.x); } break; case RoadType.LEFT_STOP: if (!road.stopProperty) { break; } Debug.Log(road.stopProperty.stopPoint); if (road.stopProperty.stopPoint > transform.position.x) { dx = dx < 0 ? 0 : dx; } break; case RoadType.RIGHT_STOP: if (!road.stopProperty) { break; } Debug.Log(road.stopProperty.stopPoint); if (road.stopProperty.stopPoint < transform.position.x) { dx = dx > 0 ? 0 : dx; } break; default: break; } transform.position = new Vector3(x + dx, y, z); LocalScale(dx); }
private void Awake() { Instance = this; }
// Use this for initialization void Start() { roadController = GameObject.Find("RoadController").GetComponent <RoadController> (); spawnBarrel = GameObject.Find("SpawnBarrels").GetComponent <SpawnBarrels> (); }
// Use this for initialization void Start() { Car = GetComponent <Rigidbody2D>(); Road = GameObject.Find("Road").GetComponent <RoadController>(); }
void Awake() { m_RController = GetComponent <RoadController>(); }
// Road public void BuildRoadBetween(Station a, Station b) { bool valid = a != b && a.RoadList.Count < a.RoadLimits && b.RoadList.Count < b.RoadLimits && Vector2.Distance(a.Pos, b.Pos) < GameMaster.RoadMaxLength; if (!valid) { return; } // Check overlapping foreach (var road in a.RoadList) { valid &= road.Next(a) != b; } foreach (var road in b.RoadList) { valid &= road.Next(b) != a; } if (valid) { Vector2 pos = (a.Pos + b.Pos) / 2.0f; Debug.Log("Build road between " + a.ID + ", " + b.ID); GameObject newRoad = Instantiate(RoadPrefab, pos, Quaternion.identity, RoadGroup.transform); RoadController controller = newRoad.GetComponent <RoadController>(); Road road = controller.Initialize(); road.Connect(a, b); RoadList.Add(road); // Build road line renderer LineRenderer lr = newRoad.GetComponent <LineRenderer>(); lr.useWorldSpace = true; Vector2 diffVec = b.Pos - a.Pos; if (diffVec.magnitude > 1.0f) { diffVec -= 0.5f * diffVec.normalized; } int segments = Mathf.Max(Mathf.CeilToInt(diffVec.magnitude / 0.15f), 18); lr.positionCount = segments + 1; for (int i = 0; i <= segments; i++) { Vector3 newPointPos = new Vector3(0.0f, 0.0f, -road.Height * Mathf.Sin(i * Mathf.PI / segments)) + i * (Vector3)diffVec / segments + (Vector3)a.Pos + 0.25f * (Vector3)diffVec.normalized; lr.SetPosition(i, newPointPos); } //TODO: Manage animator MoneyLeft -= GameMaster.Instance.RoadCost; UpdateNavigation(); } else { //TODO: Build error Debug.LogWarning("Road is invalid"); } }
// Update is called once per frame void Update() { if (laneYPos <= player.transform.position.y) { int roadIndex = randRoadIndex(); if (lanesSinceGrass > 6) { roadIndex = 1; } GameObject roadObject = Instantiate(roadPrefab[roadIndex]) as GameObject; roads.Add(roadObject); if (roads.Count > 100) { GameObject deallocateRoad = roads[0]; roads.RemoveAt(0); GameObject.Destroy(deallocateRoad); } roadObject.transform.position = new Vector3(0f, playerPos + 45f, 1f); playerPos += 1.5f; if (roadIndex == 0) { RoadController road = roadObject.GetComponent <RoadController>(); setRandomRoadVals(road); lanesSinceGrass++; } else { lanesSinceGrass = 0; int rand = Random.Range(1, 3); if (rand == 1) { GameObject raccoon = Instantiate(raccoonPrefab) as GameObject; raccoon.transform.position = roadObject.transform.position; raccoon.transform.position += new Vector3((int)Random.Range(-6, 6) * 1.5f, 0f, 0f); raccoon.GetComponent <Raccoon>().SetLimit(10 + Random.Range(-5, 5)); } } laneYPos += 1.5f; difficultyMod += 1; int randInt = Random.Range(1, 7); if (randInt == 1) { GameObject powerPack = Instantiate(powerPrefab[Random.Range(0, 3)]) as GameObject; powerPack.transform.position = player.transform.position; powerPack.transform.position += new Vector3((int)Random.Range(-6, 6) * 1.5f, 12f, .5f); powerPack.transform.localScale = new Vector3(0.25f, 0.25f, 1.0f); } } timer -= Time.deltaTime; if (timer <= 0) { GameObject deallocateRoad = roads[0]; GameObject roadObject = Instantiate(roadPrefab[2]) as GameObject; float yPos = deallocateRoad.transform.position.y; roadObject.transform.position = new Vector3(0, yPos, -2); roads.RemoveAt(0); GameObject.Destroy(deallocateRoad); timer = 3f; } }
// Use this for initialization void Start() { rC = GameObject.FindGameObjectWithTag("RoadController").GetComponent <RoadController>(); gC = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>(); }