public void OnStart()
    {
        myZone = gameObject.RequireComponent<CZone>();
        //mySound.AddSound("RadioStatic.vente");
        //mySound.AddSound("BeginOutro.vente");
        //mySound.AddSound("Heartbeat.vente");
        //mySound.Loop(true, "static.vente");
        mySound = gameObject.RequireComponent<CSound>();
        //mySound.PlayIndependentEvent("static.vente");

        smc = new StateMachineController();
        unactive = new State(smc, null, State_unactive_Update, null);
        lightson = new State(smc, State_lightson_Start, State_lightson_Update, null, _lightson[0]);
        lightsoff = new State(smc, State_lightsoff_Start, null, null, 1.0f, lightson);
        finished = new State(smc);
        finale = new State(smc, State_finale_Start, null, State_finale_End, 5.0f, finished);
        lightsonwait = new State(smc, null, null, null, 1.0f, lightsoff);
        lightson.NextState = lightson;
        smc.SetState(unactive);

        foreach (GameObject g in GameObject.GetGameObjectsWithTag("TLight"))
        {
            lights.Add(g.RequireComponent<CLight>());
            g.RequireComponent<CSound>(); //.AddSound("LightTurnOn.vente");
        }
        foreach (CLight l in lights)
            l.setEnabled(false);
    }
    public void OnStart()
    {
        rand = new Random();
        myZone = gameObject.RequireComponent<CZone>();
        //mySound.AddSound("RadioStatic.vente");
        //mySound.AddSound("BeginOutro.vente");
        //mySound.AddSound("Heartbeat.vente");
        //mySound.Loop(true, "static.vente");
        mySound = gameObject.RequireComponent<CSound>();
        //mySound.PlayIndependentEvent("static.vente");

        smc = new StateMachineController();
        unactive = new State(smc, null, State_unactive_Update, null);
        lightson = new State(smc, State_lightson_Start, State_lightson_Update, null, 1.0f);
        lightsoff = new State(smc, State_lightsoff_Start, null, null, 1.0f, lightson);
        lightsonwait = new State(smc, null, null, null, 1.0f, lightsoff);
        lightson.NextState = lightson;
        smc.SetState(unactive);

        foreach (GameObject g in GameObject.GetGameObjectsWithTag("TLight"))
        {
            lights.Add(g.RequireComponent<CLight>());
            g.RequireComponent<CSound>(); //.AddSound("LightTurnOn.vente");
        }
        foreach (GameObject g in GameObject.GetGameObjectsWithTag("FlickerLight")) {
            GetScriptClass<LightFlicker>(g).activated = true;
        }

        MonsterEncounter1 me = GetScript<MonsterEncounter1>(GameObject.GetGameObjectByName("Monster1"));
        me.gameObject.RequireComponent<CMeshRenderer>().setEnabled(false);
    }
 public void OnStart()
 {
     zone = GameObject.GetGameObjectByName("scp_zone").RequireComponent<CZone>();
     rand = new Random();
     target = null;
     speed = new Vector3(.3f,.8f,-.5f);
     sound = gameObject.RequireComponent<CSound>();
     fx = GameObject.GetGameObjectByName("Camera").RequireComponent<CArtifactFX>();
     sound.PlayIndependentEvent("CREATURE_CLOSE.vente", true, 1);
 }
Example #4
0
 internal static global::System.Runtime.InteropServices.HandleRef getCPtr(CZone obj)
 {
     return (obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr;
 }
Example #5
0
 internal static global::System.Runtime.InteropServices.HandleRef getCPtr(CZone obj)
 {
     return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr);
 }
Example #6
0
    /*
     * ELEVATOR ROOT (THIS OBJ) MUST BE ON THE FLOOR OF THE ELEVATOR FOR THIS TO WORK
     */
    public void OnStart()
    {
        //dependencies
        doors = GetScriptsInChildren<DoorMain>(gameObject);

        idle = new State(smc);
        idle.OnEnter = State_Idle_Enter;
        idle.OnUpdate = State_Idle_Update;
        idle.OnExit = State_Idle_Exit;

        done = new State(smc);
        done.OnUpdate = State_done_Update;

        moving = new State(smc);
        moving.OnEnter = State_Moving_Enter;
        moving.OnUpdate = State_Moving_Update;
        moving.OnExit = State_Moving_Exit;
        moving.MaxTimeInState = moveTime;
        moving.NextState = done;

        returning = new State(smc);
        returning.OnEnter = State_returning_Enter;
        returning.OnUpdate = State_returning_Update;
        returning.OnExit = State_returning_Exit;
        returning.MaxTimeInState = moveTime;
        returning.NextState = idle;

        beginMoving = new State(smc, null, State_beginMoving_Update, null);

        player = Common.GetStealthPlayer();
        playerScript = Common.GetStealthPlayerScript();

        elevatorZone = gameObject.RequireComponent<CZone>();
        sound_ = gameObject.RequireComponent<CSound>();
        //sound_.AddSound("Elevator Start.vente");
        //sound_.AddSound("Elevator Stop.vente");

        smc.SetState(idle);
        timer = 0;
        startY = gameObject.transform.position.y;
        endY = startY + endY;
    }