void Awake() { GameLevelMaker.InitLevels(); GameLevel gameLevel = GameLevelMaker.GetLevel(0); ScrollingObject.SetScrollSpeeds(gameLevel); RandomObjectPool.SetSpawnTimes(gameLevel); }
void OnCollect(ScrollingObject scrollingObject) { scrollingObject.Stop(); m_onCollected?.Invoke(this); m_poolManager.ReturnPoolItem(this); }
void OnExtinguish(ScrollingObject scrollingObject) { scrollingObject.Stop(); m_onExtinguished?.Invoke(this); m_poolManager.ReturnPoolItem(this); }
public override void OnAllocate() { base.OnAllocate(); m_scrollingObject = gameObject.GetComponent <ScrollingObject>(); m_coinPlayer.SetClip(0); m_coinPlayer.Play(); }
void Start() { rb2d = GetComponent <Rigidbody2D> (); anim = GetComponent <Animator> (); sound = GetComponent <AudioSource> (); scroll = GetComponent <ScrollingObject> (); PlayerPrefs.SetInt("Dead", 0); PlayerPrefs.SetInt("Pause", 0); }
public void SelectChunk() { if (currentScrollObject == null) { currentScrollObject = GetComponent <ScrollingObject>(); } lastSelectedChunck = chunks.GetRandom(); currentScrollObject.size = lastSelectedChunck.GetComponent <ScrollingObject>().size; }
public void SelectChunk() { if (currentScrollObject == null) { currentScrollObject = GetComponent <ScrollingObject> (); } lastSelectedChunk = chunks.GetRandom(); //Pega o tamanho do chunck atual currentScrollObject.size = lastSelectedChunk.GetComponent <ScrollingObject> ().size; }
public override void OnAllocate() { base.OnAllocate(); m_scrollingObject = gameObject.GetComponent <ScrollingObject>(); m_firePlayerIndex = Random.Range(0, m_firePlayers.Length); m_firePlayers[m_firePlayerIndex].gameObject.SetActive(true); m_firePlayers[m_firePlayerIndex].SetClip(0); m_firePlayers[m_firePlayerIndex].Play(); }
// Initialize void Start() { WEP = GetComponent <WeightedEnemyPhysics> (); WEP.maxSpeed = circleSpeed; SR = GetComponentInChildren <SpriteRenderer> (); SR.sprite = AsleepSprite; SO = GetComponent <ScrollingObject> (); SO.enabled = true; chasing = false; angry = false; }
private void Start() { tag = "Enemy"; rb = gameObject.AddComponent <Rigidbody2D>(); rb.freezeRotation = true; rb.mass = 50f; rb.gravityScale = 8f; gameObject.AddComponent <BoxCollider2D>().size = new Vector2(1f, 2f); gameObject.GetComponent <BoxCollider2D>().offset = Vector2.zero; gameObject.AddComponent <SpriteRenderer>().sprite = Resources.Load("CharacterSprites/Enemies/Goblin", typeof(Sprite)) as Sprite; defaultScrolling = gameObject.AddComponent <ScrollingObject>(); defaultScrolling.SetAutoMove(autoMove); }
public void SelectChunk() { if (currentScrollObject == null) { currentScrollObject = GetComponent <ScrollingObject> (); } lastSelectedChunk = chunks.GetRandom(); // Pega o tamanho do chunk atual currentScrollObject.size = lastSelectedChunk.GetComponent <ScrollingObject> ().size; //currentScrollObject.GetComponent<Transform>().rotation = new Quaternion (0f,0f,Random.Range(0f,360f),0f); }
public override void OnAllocate() { base.OnAllocate(); m_scrollingObject = gameObject.GetComponent <ScrollingObject>(); for (int i = 0; i < EasterEggs.Length; i++) { EasterEggs[i].SetActive(false); } //allocate an easter egg //EasterEggs[Random.Range(0, EasterEggs.Length)].SetActive(true); }
private void LosePower(PowerType powerType) { powerTimes [(int)powerType] = noOpVal; switch (powerType) { case PowerType.RapidFire: FirePoop.LosePower(); break; case PowerType.StopTime: ScrollingObject.LoseSlowTime(); break; default: break; } }
public void GainPower(PowerType powerType) { powerTimes [(int)powerType] = powerDurations [(int)powerType]; switch (powerType) { case PowerType.RapidFire: FirePoop.GainPower(); break; case PowerType.StopTime: ScrollingObject.GainSlowTime(); break; default: break; } }
private void UpdateLevelStuff(GameLevel newLevel) { gameLevel = newLevel; ScrollingObject.SetScrollSpeeds(newLevel); RandomObjectPool.SetSpawnTimes(newLevel); }