void Start() { i_Score = 0; transform.tag = "scoreCounter"; _Sounds = GameObject.FindGameObjectWithTag("SOUND_MANAGER").GetComponent <SC_SoundManager>(); a_Players = GameObject.FindGameObjectsWithTag("Player"); for (int i = 0; i < a_Players.Length; i++) { if (a_Players[i].name == "Player1") { c_player1color = a_Players[i].GetComponent <SC_Player>().s_brightColor; } if (a_Players[i].name == "Player2") { c_player2color = a_Players[i].GetComponent <SC_Player>().s_brightColor; } if (a_Players[i].name == "Player3") { c_player3color = a_Players[i].GetComponent <SC_Player>().s_brightColor; } if (a_Players[i].name == "Player4") { c_player4color = a_Players[i].GetComponent <SC_Player>().s_brightColor; } } g_lvlIndicator.pixelOffset = new Vector2(Screen.width / 2 - 200 / 1.3f, Screen.height - Screen.height / 20); calulateNexLVL(); }
// Use this for initialization void Start() { // c_inNormalState = renderer.material.color; // c_inRocheState = renderer.material.color; // c_inRocheState.a = 0.25f; _AudioSource_Roche = gameObject.AddComponent <AudioSource>(); _Sounds = GameObject.FindGameObjectWithTag("SOUND_MANAGER").GetComponent <SC_SoundManager>(); }
// Use this for initialization void Start() { _AudioSource_Spawn = gameObject.AddComponent <AudioSource>(); _Sounds = GameObject.FindGameObjectWithTag("SOUND_MANAGER").GetComponent <SC_SoundManager>(); v_StartSize = this.transform.localScale; c_startColor = gameObject.GetComponent <SpriteRenderer>().color; a_Projectiles = new List <GameObject>(); f_StartTime = Time.time; g_corps = this.transform.FindChild("corps").gameObject; }
// Use this for initialization void Start() { _AudioSource_Resurrect = gameObject.AddComponent <AudioSource>(); _Sounds = GameObject.FindGameObjectWithTag("SOUND_MANAGER").GetComponent <SC_SoundManager>(); p_particleResurect1 = Instantiate(p_particleResurect, transform.position, Quaternion.identity) as ParticleSystem; p_particleResurect2 = Instantiate(p_particleResurect, transform.position, Quaternion.identity) as ParticleSystem; SC_particleDirection1 = p_particleResurect1.GetComponent <SC_particleDirection>(); SC_particleDirection2 = p_particleResurect2.GetComponent <SC_particleDirection>(); i_StateToBe = 6; _Line = GetComponent <LineRenderer>(); a_Parts = new GameObject[2]; b_InResurrection = false; b_StartedResurrected = false; float _signe; for (int i = 0; i < 2; i++) { if (i % 2 == 0) { _signe = 1; } else { _signe = -1; } GameObject temp = Instantiate(_EnemyResurrect, new Vector3(transform.position.x + f_DistanceOfParts * 0.5f * _signe, transform.position.y, transform.position.z), Quaternion.identity) as GameObject; temp.transform.parent = this.transform; a_Parts[i] = temp; a_Parts[i].GetComponent <SC_EnemyBehavior>().i_State = i_StateToBe; } SC_particleDirection1.t_destination = a_Parts[1].transform; SC_particleDirection2.t_destination = a_Parts[0].transform; //p_particleResurect1.startSize = a_Parts[0].transform.localScale.x/2; //p_particleResurect2.startSize = a_Parts[1].transform.localScale.x/2; //p_particleResurect1.transform.parent = a_Parts[0].transform; //p_particleResurect2.transform.parent = a_Parts[1].transform; }
// Use this for initialization void Start() { _Sounds = GameObject.FindGameObjectWithTag("SOUND_MANAGER").GetComponent <SC_SoundManager>(); Time.timeScale = 1f; g_scoreDisplayROOT.SetActive(false); SC_ScoreCouterRef = GameObject.FindGameObjectWithTag("scoreCounter").GetComponent <SC_ScoreCounter>(); a_Players = GameObject.FindGameObjectsWithTag("Player"); a_highScores = PlayerPrefsX.GetIntArray("high scores" + a_Players.Length.ToString()); foreach (int scores in a_highScores) { l_highScores.Add(scores); } if (l_highScores.Count < 5) { while (l_highScores.Count < 5) { l_highScores.Add(1000); } } l_highScores.Sort(); while (l_highScores.Count > 5) { l_highScores.RemoveAt(0); } if (b_resetScore) { for (int i = 0; i < 5; i++) { l_highScores[i] = 1000; } } // a_highScores = l_highScores.ToArray(); // PlayerPrefsX.SetIntArray("high scores", a_highScores); }
// Use this for initialization void Start() { _Sounds = GameObject.FindGameObjectWithTag("SOUND_MANAGER").GetComponent<SC_SoundManager>(); SC_PlayerRef = this.GetComponent<SC_Player>(); SC_playerComboCounterRef = SC_PlayerRef.SC_playerComboCounterRef; SC_ScoreCounterRef = GameObject.Find("guiSCOREcounter").GetComponent<SC_ScoreCounter>(); SC_PlayerRef = GetComponent<SC_Player>(); SC_PlayerComboRef = GetComponent<SC_playerCombo>(); //POUR LE DASHFIRE SC_dashTrailRef = GetComponent<SC_dashTrail>(); f_initialDashFade = SC_PlayerRef.f_TrailfadeOutSpeed; f_initialTrailSpeed = SC_dashTrailRef.f_TrailSpeed; }
void Start() { _PlayerIndex = (PlayerIndex)(int)playerIndex - 1; _ControllerState = GamePad.GetState(_PlayerIndex); _PlayerAnims = GetComponent <Animator>(); s_PlayerState = "Idle"; s_CurrentAnim = "idle_1"; i_LookingDir = 1; i_CurrentLookDir = 1; f_AttackTime = 0; b_IsInPuMode = false; _Sounds = GameObject.FindGameObjectWithTag("SOUND_MANAGER").GetComponent <SC_SoundManager>(); SC_mainLightRef = GameObject.Find("flashLight_root").GetComponent <SC_mainLight>(); SC_ScoreCounterRef = GameObject.FindGameObjectWithTag("scoreCounter").GetComponent <SC_ScoreCounter>(); _TriggerCaC = this.transform.FindChild("TriggerCac").gameObject; SC_playerComboCounterRef = GameObject.Find("scoreCounterGUI" + (int)playerIndex).GetComponent <SC_playerComboCounter>(); SC_playerComboRef = this.GetComponent <SC_playerCombo>(); SC_playerDeathRef = this.GetComponent <SC_playerDeath>(); SC_closeToEnnemiFBRef = this.GetComponent <SC_closeToEnnemiFB>(); SC_dashTrailRef = GetComponent <SC_dashTrail>(); _Viseur = GameObject.Find("Viseur" + (int)playerIndex).gameObject; _Viseur.renderer.material.color = s_Color; b_HasTouchedForDash = false; b_DashKill = false; Physics.IgnoreLayerCollision(8, 8); this.tag = "Player"; b_IsCaCing = false; b_IsDashing = false; b_CanDash = true; CaCOFF(); p_PUmode.startColor = s_brightColor; _TriggerCaCChild.SetActive(false); stopRumble(); }
// Use this for initialization void Start() { _AudioSource_bat = gameObject.AddComponent <AudioSource>(); _Sounds = GameObject.FindGameObjectWithTag("SOUND_MANAGER").GetComponent <SC_SoundManager>(); g_backgroundColor = this.transform.FindChild("bat_Background").gameObject; p_damageParticle = this.transform.FindChild("damageParticle").particleSystem; SC_PlayerRef = _Player.GetComponent <SC_Player>(); renderer.material.color = SC_PlayerRef.s_brightColor; g_CrestRoot = this.gameObject; f_StartSize = transform.localScale.x; f_LifeAmountMax = f_LifeAmount; c_crestColor = renderer.material.color; p_damageParticle.startColor = c_crestColor; g_backgroundColor.renderer.material.color = SC_PlayerRef.s_brightColor; g_backgroundColor.SetActive(false); v_startSize = transform.localScale; }
// Use this for initialization void Start() { _Sounds = GameObject.FindGameObjectWithTag("SOUND_MANAGER").GetComponent <SC_SoundManager>(); this.tag = "BATIMENT_MANAGER"; a_Players = new GameObject[GameObject.FindGameObjectsWithTag("Player").Length]; _ScoreCounter = GameObject.FindGameObjectWithTag("scoreCounter").GetComponent <SC_ScoreCounter>(); for (int i = 0; i < a_Players.Length; i++) { for (int j = 0; j < a_Players.Length; j++) { if ((int)GameObject.FindGameObjectsWithTag("Player")[j].GetComponent <SC_Player>().playerIndex == i + 1) { a_Players[i] = GameObject.FindGameObjectsWithTag("Player")[j]; } } } a_BatimentPlaced = new List <GameObject>(); }
// Use this for initialization private void Start() { b_SoundRunAway = true; _AudioSource_RunAway = gameObject.AddComponent <AudioSource>(); _Sounds = GameObject.FindGameObjectWithTag("SOUND_MANAGER").GetComponent <SC_SoundManager>(); a_Players = GameObject.FindGameObjectsWithTag("Player"); a_Batiments = GameObject.FindGameObjectsWithTag("batiment"); _PathManager = GameObject.FindGameObjectWithTag("PATH_MANAGER").GetComponent <SC_PathManager>(); a_Path = _PathManager.GetEnemyPath(s_PathName); i_FormationId = 0; i_State = (int)i_StateStart; b_IsOnPath = false; f_goodSpeed = f_Speed / iTween.PathLength(a_Path); f_Timer = 0; }
void Start() { g_walls = GameObject.FindGameObjectsWithTag("Wall"); _AudioSource_Ennemi = gameObject.AddComponent <AudioSource>(); _Sounds = GameObject.FindGameObjectWithTag("SOUND_MANAGER").GetComponent <SC_SoundManager>(); _deathMarkRoot = GameObject.Find("[deathMarkRoot]").gameObject; _EnemyAnim = GetComponent <Animator>(); SC_DamageRef = this.GetComponent <SC_Damage>(); SC_EnemyBehaviorRef = this.GetComponent <SC_EnemyBehavior>(); SC_ScoreCounterRef = GameObject.Find("guiSCOREcounter").GetComponent <SC_ScoreCounter>(); this.tag = null; s_EnemyState = "Walk"; // AnimationHandeler("Walk"); f_PushDuration = 0; transform.FindChild("corps").GetComponent <SpriteRenderer>().color = this.GetComponent <SpriteRenderer>().color; }