Inheritance: MonoBehaviour
Example #1
0
 void Start()
 {
     if (spwn == null)
     {
         spwn = GameObject.FindGameObjectWithTag("SPWN").GetComponent<Spawning>();
     }
 }
Example #2
0
    void SpawnItem(TileMapData map)
    {
        int r = (int)Random.Range(0, 4);

        if (r == 0)
        {
            Spawning.SpawnItem(map, Sword);
            GameObject.FindGameObjectWithTag("Equip").GetComponent <Weapon>().setStats(DungeonFloor + 1, DungeonFloor / 2, 0);
        }
        else if (r == 1)
        {
            Spawning.SpawnItem(map, Helmet);
            GameObject.FindGameObjectWithTag("Equip").GetComponent <Helmet>().setStats(DungeonFloor / 2, DungeonFloor + 1, 0);
        }
        else if (r == 2)
        {
            Spawning.SpawnItem(map, Necklace);
            GameObject.FindGameObjectWithTag("Equip").GetComponent <Necklace>().setStats(DungeonFloor + 1, DungeonFloor + 1, DungeonFloor + 1);
        }
        else if (r == 3)
        {
            Spawning.SpawnItem(map, Armor);
            GameObject.FindGameObjectWithTag("Equip").GetComponent <Armor>().setStats(DungeonFloor / 2, 0, DungeonFloor + 1);
        }
    }
Example #3
0
    // Use this for initialization

    public void ReactToHit()
    {
        if (shotcounter == 1)
        {
            Shooting behavior = GetComponent <Shooting> ();
            if (behavior != null)
            {
                behavior.SetAlive(false);
            }

            WanderingNPC b = GetComponent <WanderingNPC> ();
            if (b != null)
            {
                b.SetAlive(false);
            }

            GameObject s  = GameObject.FindGameObjectWithTag("Respawn");
            Spawning   sp = s.GetComponent <Spawning> ();
            sp.decrementCounter();


            StartCoroutine(Die());
        }
        else
        {
            shotcounter++;
        }
    }
Example #4
0
    public void NextFloor()//called when player hits action on downstairs
    {
        float startTime = Time.realtimeSinceStartup;

        PlayerInstance.SetActive(false);
        toPrevFloor = false;
        DungeonFloor++;
        ClearEnemies();
        ClearItems();

        if (DungeonFloor >= dungeon.length())//if the player hasn't been here before, generate a new floor
        {
            TileMapData generated = genTMD();
            MoveMap(generated);
            dungeon.add(generated);
            EnemySpawningDifficulty(generated, numEnemies);
        }
        else
        {
            MoveMap(dungeon.getTMD(DungeonFloor));    //if the player has been here, load it from the list
            Spawning.RespawnEnemies(DungeonFloor);
        }
        PlayerInstance.SetActive(true);
        float endTime = Time.realtimeSinceStartup;

        Debug.Log(endTime - startTime + "seconds loadtime");
        Debug.Log("DungeonFloor: " + DungeonFloor);
    }
Example #5
0
    // Update is called once per frame
    void Update()
    {
        if (_alive)
        {
            timer += Time.deltaTime;

            if (timer >= wanderTimer)
            {
                Vector3 newPos = RandomNavSphere(transform.position, wanderRadius, -1);
                agent.SetDestination(newPos);
                anim.SetBool("isIdle", false);
                anim.SetBool("isWalking", true);
                timer = 0;
            }

            if (transform.position.y < -1)
            {
                Destroy(this.gameObject);
                GameObject s  = GameObject.FindGameObjectWithTag("Respawn");
                Spawning   sp = s.GetComponent <Spawning> ();
                sp.decrementCounter();
            }

            anim.SetBool("isWalking", false);
            anim.SetBool("isIdle", true);
        }
    }
    private bool isDead = false;                                                    // Initialize the animator

    // Use this for initialization
    void Start()
    {
        // Find spawn points and start the destroy timers
        Spawning = GameObject.Find("BalloonSpawn").GetComponent <Spawning>();

        StartCoroutine(DestroyBalloon());
    }
Example #7
0
    private void GenerateRowFromList()
    {
        string bottomRow = levelData[levelData.Count - 1];

        //Debug.Log(bottomRow);
        for (int i = 0; i < bottomRow.Length; i++)
        {
            switch (bottomRow[i])
            {
            case prawnObj:
                Spawning.SpawnObject("Prawn", i - 1);
                Debug.Log(i);
                break;

            case rubbishObj:
                Spawning.SpawnObject("Rabbish", i - 1);
                break;

            case sharkObj:
                Spawning.SpawnObject("Shark", i - 1);
                break;

            default:
                break;
            }
        }
        levelData.RemoveAt(levelData.Count - 1);
    }
Example #8
0
    // Use this for initialization
    void Awake()
    {
        float halfSelfWidth = transform.localScale.x / 2;

        screenHalfWidthInWorldUnits = Camera.main.aspect * Camera.main.orthographicSize - halfSelfWidth;
        spawnLink = GetComponent <Spawning> ();
    }
Example #9
0
    void ReadSpawnFile()
    {
        // initialize
        spawnList.Clear();
        spawnIndex = 0;
        spawnEnd   = false;

        // read file - stage
        TextAsset    file         = Resources.Load("stage" + stage) as TextAsset;
        StringReader stringReader = new StringReader(file.text);

        while (stringReader != null)
        {
            string line = stringReader.ReadLine();

            if (line == null)
            {
                break;
            }

            // split spawn data and add in to the list.
            Spawning spawn = new Spawning();
            spawn.delay      = float.Parse(line.Split(',')[0]);
            spawn.enemyType  = line.Split(',')[1];
            spawn.spawnPoint = int.Parse(line.Split(',')[2]);

            spawnList.Add(spawn);
        }

        // close file
        stringReader.Close();

        // first spawning delay
        NextDelay = spawnList[0].delay;
    }
Example #10
0
    //When the player touches an enemy the Danger and Invulnerability functions are called
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.GetComponent <Enemy>() != null)
        {
            Enemy eb = collision.gameObject.GetComponent <Enemy>();
            //If the enemies size is more than the playes, the player takes damage
            //If the enemies size is less than the players, the enemy is destroyed and the players size increases
            if (eb.size > size)
            {
                Damage(1);
                Invulnerability(2);
            }
            else if (eb.size <= size)
            {
                size += eb.size / 5;
                if (size > 50)
                {
                    size = 50;
                }

                Spawning.respawn(collision.gameObject, this.gameObject);


                //Destroy(collision.gameObject);
            }
        }
    }
Example #11
0
    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag.Contains("Finish"))
        {
            gameObject.GetComponent <Rigidbody>().velocity        = Vector3.zero;
            gameObject.GetComponent <Rigidbody>().angularVelocity = Vector3.zero;
            gameObject.transform.Find("meteor").gameObject.SetActive(false);
            gameObject.transform.Find("Impact").gameObject.SetActive(true);
            gameObject.transform.Find("Impact").Find("ImpactSparks").GetComponent <ParticleSystem>().Play();
            gameObject.transform.Find("Impact").Find("Smokering").GetComponent <ParticleSystem>().Play();
            gameObject.transform.Find("Impact").Find("Debris").GetComponent <ParticleSystem>().Play();

            Spawning          spawning = GameObject.Find("Terrain").GetComponent <Spawning>();
            List <GameObject> kill     = new List <GameObject>();
            foreach (GameObject enemy in spawning.enemiesList)
            {
                if ((enemy.gameObject.transform.position - gameObject.transform.position).magnitude <= 4)
                {
                    kill.Add(enemy);
                }
            }

            foreach (GameObject enemy in kill)
            {
                spawning.DestroyEntity(enemy);
            }
            Destroy(gameObject, 2f);
        }
    }
Example #12
0
 public void EnemySpawningDifficulty(TileMapData map, int numEnemies)
 {
     for (int i = 0; i < numEnemies; i++)
     {
         Spawning.SpawnEnemies(map, 1, SpawnAppropriateEnemy(DungeonFloor), PlayerInstance);
     }
 }
Example #13
0
 // Start is called before the first frame update
 void Start()
 {
     anim = GetComponent <Animator>();
     rb   = GetComponent <Rigidbody2D>();
     sp   = Object.FindObjectOfType <Spawning>();
     wb   = GameObject.Find("WayBackBar");
     cB   = GameObject.Find("FuelBar");
 }
Example #14
0
    public bool canShoot;                                       // Can the player currently shoot?

    // Use this for initialization
    void Start()
    {
        shootTimer = 0.0f;
        canShoot   = true;
        isRockOn   = false;
        isRockGod  = false;

        spawning = GameObject.Find("Game Manager").GetComponent <Spawning>();
    }
Example #15
0
    // Use this for initialization
    void Start()
    {
        spawning           = GameObject.Find("Game Manager").GetComponent <Spawning>();
        invincibilityTimer = 0.0f;
        isInvincible       = false;

        hurtSFX = GetComponent <AudioSource>();
        sprite  = GetComponent <SpriteRenderer>();
    }
Example #16
0
    // Start is called before the first frame update
    void Start()
    {
        cmp_life        = GetComponent <Life>();
        cmp_enemy_model = GetComponent <Enemy_BossModel>();
        cmp_spwn        = GetComponent <Spawning>();

        cmp_life.life = cmp_enemy_model.bosslife;
        GameObject ply = GameObject.Find("Player");
    }
Example #17
0
 private void SpawnPeasants()
 {
     countPeasants += Convert.ToInt32(countPeasants * proccentSpawnPeasants / 100);
     if (countPeasants >= winCount)
     {
         Win?.Invoke("Отлично! Вы победили! Из вас вышел отличный феодал! ");
     }
     Spawning?.Invoke("!! У вас прибавление крестьян !!");
 }
Example #18
0
    // Use this for initialization
    void Awake()
    {
        neighbourPlatforms = new List <Platform>();
        exitsUnused        = this.GetComponent <PlatformEntryPoints>().entryPoints.Length;
        coords             = new Dictionary <char, int>();

        lookingAt = new List <int[]>();
        spawnArea = GetComponentInChildren <Spawning>();
    }
Example #19
0
 // Start is called before the first frame update
 void Start()
 {
     cmp_spwn = GetComponent <Spawning>();
     if (GameObject.Find("LevelStat"))
     {
         cmp_levelSt   = GameObject.Find("LevelStat").GetComponent <LevelStats>();
         enemysBefDesf = cmp_levelSt.enemyKillCounter;
     }
     //EmpezarDesafio2();
 }
    private void OnTriggerEnter(Collider other)
    {
        GameObject.Find("Console").GetComponent <Console>().Print("BAM");
        Spawning spawning = GameObject.Find("Terrain").GetComponent <Spawning>();

        if (other.tag.Contains("EnemyHitbox"))
        {
            Debug.Log("shit");
            spawning.DestroyEntity(other.GetComponent <MainHitbox>().enemyGameObject.transform.parent.gameObject);
        }
    }
Example #21
0
 // Start is called before the first frame update
 void Start()
 {
     cmp_spwn = GetComponent <Spawning>();
     if (GameObject.Find("Player"))
     {
         cmp_plyMod = GameObject.Find("Player").GetComponent <PlayerModelo>();
     }
     if (GameObject.Find("LevelStat"))
     {
         cmp_levelSt = GameObject.Find("LevelStat").GetComponent <LevelStats>();
     }
 }
Example #22
0
    private PlayerContext NewPlayerContext(string playerId, Commands.StructVector3 pos, DirectionEnum dir)
    {
        var playerContext = new PlayerContext(playerId, pos, dir);
        var auto          = new Spawning <PlayerContext, List <PlayerContext> >(clientFrame, playerContext);

        playerContext.auto = auto;

        var prefab = Resources.Load("Chara") as GameObject;

        playerModels[playerId] = Instantiate(prefab, new Vector3(playerContext.x, playerContext.height, playerContext.z), Quaternion.identity) as GameObject;
        return(playerContext);
    }
Example #23
0
//Rachel Murray
    void Start()
    {
        score     = GameObject.Find("Score");
        inventory = GameObject.Find("Inventory/" + this.name);

        player      = GameObject.Find("SpawnCenter");
        spawnScript = player.GetComponent <Spawning>();
        height      = GetComponent <SphereCollider>().radius;

        xPoint      = Random.Range(player.transform.position.x - 20, player.transform.position.x + 20);
        zPoint      = Random.Range(player.transform.position.z - 20, player.transform.position.z + 20);
        newLocation = new Vector3(xPoint, height, zPoint);
    }
Example #24
0
    //public bool golpeAlSuelo;

    /*public int lugarGolpeMartillo;
     * public float tMartillo;
     * public float tMVolverInicio;
     * public float tMSiguienteataque;*/

    // Start is called before the first frame update
    void Start()
    {
        spwnerBombs.SetActive(false);
        spwnerLions.SetActive(false);
        spwnerRhinos.SetActive(false);

        atackTimer      = 0;
        cmp_life        = GetComponent <Life>();
        cmp_enemy_model = GetComponent <Enemy_BossModel>();
        cmp_spwn        = GetComponent <Spawning>();

        cmp_life.life = cmp_enemy_model.bosslife;
        GameObject ply = GameObject.Find("Player");
    }
Example #25
0
    void Start()
    {
        spawner = FindObjectOfType <Spawning>();
        board   = FindObjectOfType <Board>();

        previousFallTime = Time.time;
        previousMoveTime = Time.time;

        if (!CheckValidUnder())
        {
            validUnder   = false;
            lastFallTime = Time.time;
        }
    }
Example #26
0
    public void ToggleEnemies()
    {
        Rock[]   rocks  = FindObjectsOfType <Rock>();
        Bat[]    bats   = FindObjectsOfType <Bat>();
        Spawning _spawn = FindObjectOfType <Spawning>();

        _spawn.TogglePause();
        foreach (var item in rocks)
        {
            item.TogglePause();
        }
        foreach (var item in bats)
        {
            item.TogglePause();
        }
    }
Example #27
0
    void OnDestroy()
    {
        GameObject SpawnManager = GameObject.Find("SpawnManager");

        if (SpawnManager == null)
        {
            Debug.Log("FATAL ERROR ! SPAWN MANAGER IS NOT FOUND !");
        }

        Spawning SpawningComponent = SpawnManager.GetComponent <Spawning>();

        if (SpawningComponent == null)
        {
            Debug.Log("FATAL ERROR ! SPAWNING COMPONENT IS NOT FOUND !");
        }

        SpawningComponent.IsSpawnedObjectAlive = false;
    }
Example #28
0
 public void PreviousFloor()//called when player hits action on upstairs
 {
     if (DungeonFloor > 0)
     {
         float startTime = Time.realtimeSinceStartup;
         PlayerInstance.SetActive(false);
         toPrevFloor = true;
         DungeonFloor--;
         ClearEnemies();
         ClearItems();
         MoveMap(dungeon.getTMD(DungeonFloor));
         PlayerInstance.SetActive(true);
         float endTime = Time.realtimeSinceStartup;
         Debug.Log(endTime - startTime + "seconds loadtime");
         Spawning.RespawnEnemies(DungeonFloor);
     }
     else
     {
         Debug.Log("You are on the top floor");
     }
 }
Example #29
0
    void DepositFood()
    {
        if (m_FoodCollected > 0)
        {
            // Play sound
            AudioManager.PlaySound(ScoreSound, Vector3.zero);

            // Update score
            m_Score += m_FoodCollected;
            UIManager.instance.activeElements.scoreText.SetValue(m_Score);
            UIManager.instance.cachedScore += m_Score;

            // Reset collected food
            m_FoodCollected     = 0;
            collectedSeeds      = 0;
            collectedSandwiches = 0;
            UIManager.instance.ClearFoodUI();

            Spawning.RefreshSpawned();
        }
    }
Example #30
0
 // Start is called before the first frame update
 void Start()
 {
     cmp_spawn = GetComponent<Spawning>();
 }
Example #31
0
    // Use this for initialization
    void Start()
    {
        spawning = GameObject.Find("Game Manager").GetComponent <Spawning>();
        BGM      = GameObject.Find("Game Manager").GetComponent <AudioSource>();

        myAudio = GetComponents <AudioSource>();

        BGM.Pause();

        // Break the song into its 3 sections, then each section into its chords
        // Then, randomly select one of the chord tones to play
        int[] trio;

        // First part
        if (BGM.time < (21.0f + (1.0f / 3.0f)))
        {
            // Mod (10 + 2/3)
            float musicTime = BGM.time % (10.0f + (2.0f / 3.0f));

            if (musicTime < (2.0f + (2.0f / 3.0f)))
            {
                // i chord
                trio = new int[] { 0, 2, 4 };
            }
            else if (musicTime < 4.0f)
            {
                // VI chord
                trio = new int[] { 5, 0, 2 };
            }
            else if (musicTime < (5.0f + (1.0f / 3.0f)))
            {
                // VII chord
                trio = new int[] { 6, 1, 3 };
            }
            else if (musicTime < 8.0f)
            {
                // i chord
                trio = new int[] { 0, 2, 4 };
            }
            else if (musicTime < (9.0f + (1.0f / 3.0f)))
            {
                // III chord
                trio = new int[] { 2, 4, 6 };
            }
            else
            {
                // iv chord
                trio = new int[] { 3, 5, 0 };
            }
        }

        // Second part
        else if (BGM.time < (37.0f + (1.0f / 3.0f)))
        {
            // Mod (5 + 1/3)
            float musicTime = BGM.time % (5.0f + (1.0f / 3.0f));

            if (musicTime < (2.0f + (2.0f / 3.0f)))
            {
                // iv chord
                trio = new int[] { 3, 5, 0 };
            }
            else
            {
                // i chord
                trio = new int[] { 0, 2, 4 };
            }
        }

        // End part
        else
        {
            float musicTime = BGM.time % (5.0f + (1.0f / 3.0f));

            if (musicTime < (1.0f + (1.0f / 3.0f)))
            {
                // VI chord
                trio = new int[] { 5, 0, 2 };
            }
            else if (musicTime < (2.0f + (2.0f / 3.0f)))
            {
                // VII chord
                trio = new int[] { 6, 1, 3 };
            }
            else
            {
                // V chord
                trio = new int[] { 4, 7, 1 };
            }
        }

        // The chord should match the chord currently playing
        for (uint i = 0; i < myAudio.Length; i++)
        {
            myAudio[i].pitch = pitches[trio[i]];
        }
    }
Example #32
0
 public static void Spawn(Spawning spawn)
 {
     spwn.StartCoroutine(spwn.StartSpawn());
 }