void Start() { // SUPER JANK StartCoroutine(showAfterTime()); this.transform.position = ScreenUtilities.GetWSofSSPosition(0.0f, 0.0f) + new Vector3(0, 0, Camera.main.transform.position.z + 200); playerMovement = GameCritical.GameMaster.Instance.m_PlayerMovement; }
public WarpZone SpawnDeadZone() { Vector3 topMiddleInWorldSpace = ScreenUtilities.GetWSofSSPosition(0.5f, 1.0f); topMiddleInWorldSpace = new Vector3(topMiddleInWorldSpace.x, topMiddleInWorldSpace.y, GameMaster.Instance.m_PlayerMovement.transform.position.z); m_WarpZone = (WarpZone)Instantiate(m_WarpZonePrefab, topMiddleInWorldSpace + m_WarpZonePrefab.GetOriginOffsetPosition(), Quaternion.identity); return(m_WarpZone); }
void Start() { // calculate camera offset by a percentage. So if offset is 0.8f then ball will be 80% up the screen. Vector3 playerTargetLocationWS = ScreenUtilities.GetWSofSSPosition(0.5f, m_CamOffsetAsPercentage); Vector3 cameraTargetLocationWS = ScreenUtilities.GetWSofSSPosition(0.5f, 0.5f); Vector3 camOffset = playerTargetLocationWS - cameraTargetLocationWS; camOffset = -camOffset; GameMaster.Instance.m_CameraFollow.SetOffset(camOffset, m_LerpTimeToCamOffset); DeathStar deathStar = GameMaster.Instance.m_DeathStar; if (deathStar) { deathStar.SetIsMoving(false); } SetWarpParticleSystem(true); }
public void SetPositionLaserPost(Vector3 pos, bool onRightSide) { m_IsOnRight = onRightSide; this.transform.position = pos; m_TargetPosition = pos; // get vector based on screen percentage laser takes up Vector3 laserVector = ScreenUtilities.GetWSofSSPosition(m_LaserLength, 0.0f); Vector3 centerScreenVector = ScreenUtilities.GetWSofSSPosition(0.0f, 0.0f); laserVector = centerScreenVector - laserVector; m_LaserBlinkInstance = Instantiate( m_LaserBlinkPrefab, this.transform.position, Quaternion.identity, this.transform); // orient laser based on if it is on left or right side of screen. if (onRightSide) { this.transform.localRotation = Quaternion.Euler(0, 0, 180.0f); m_LaserBlinkInstance.transform.localRotation = Quaternion.Euler(0, 0, 180.0f); m_TargetPosition += laserVector; } else { this.transform.localRotation = Quaternion.Euler(0, 0, 0); m_LaserBlinkInstance.transform.localRotation = Quaternion.Euler(0, 0, 180.0f); m_TargetPosition -= laserVector; } // move original position of laser m_LineRenderer.SetPosition(0, this.transform.position); m_LineRenderer.SetPosition(1, this.transform.position); }