void hide(GameObject bt) { messageBox.gameObject.SetActive(false); blurPanel.gameObject.SetActive(false); info.show = false; isShow = false; }
public ISWeapon(int durability, int maxDurability, ISEquipmentSlot equipmentSlot, GameObject prefab) { _durability = durability; _maxDurability = maxDurability; _equipmentSlot = equipmentSlot; _prefab = prefab; }
public void SubmitLap(GameObject car, int team) { switch (team) { case 1: if (m_LapTimeTeamOne >= 60.0f) { m_LapsTeamOne += 1; m_LapTimeTeamOne = 0.0f; } break; case 2: if (m_LapTimeTeamTwo >= 60.0f) { m_LapsTeamTwo += 1; m_LapTimeTeamTwo = 0.0f; } break; } if (m_LapsTeamOne >= 2) { instance.SubmitGameResults(m_TeamOneWon); } if (m_LapsTeamTwo >= 2) { instance.SubmitGameResults(m_TeamTwoWon); } }
//private PlayerScript controller; public PlayState2 (StateManager managerRef) { //Constructor manager = managerRef; Debug.Log ("Constructing PlayState2"); manager.darkState = false; "Stage2".LoadScene (); //if (Application.loadedLevelName != "Stage2") // Application.LoadLevel ("Stage2"); StaticMethods.SetOneActive ("Following Camera", manager.gameDataRef.cameras); //Camera that follows the Player, setOneActive method player = GameObject.FindGameObjectWithTag ("Player"); //the Player GameObject is now active and can be found player.GetComponent<Rigidbody2D> ().isKinematic = false; //Player is now affected by physics player.transform.SetPositionXY (-6.0f, -0.4f); //set starting position for Player skin = Resources.Load ("GUISkin") as GUISkin; //darkness = GameObject.FindGameObjectWithTag ("Darkness"); //dark.a += 0f; //darkness.GetComponent<Renderer>().material.color = dark; //darkness.GetComponent<Renderer>().material.color.a; //Color dark = darkness.renderer.material.color; //dark.a -= 0; //darkness.renderer.material.color = color; }
public override void UpdateTime(GameObject Actor, float runningTime, float deltaTime) { Animation animation = Actor.GetComponent<Animation>(); if (!animation || animationClip == null) { return; } if (animation[animationClip.name] == null) { animation.AddClip(animationClip, animationClip.name); } AnimationState state = animation[animationClip.name]; if (!animation.IsPlaying(animationClip.name)) { animation.wrapMode = wrapMode; animation.Play(animationClip.name); } state.time = runningTime; state.enabled = true; animation.Sample(); state.enabled = false; }
public static void CreatePulse(MenuCommand menuCommand) { var pulse = new GameObject("Pulse", typeof(Pulse)); GameObjectUtility.SetParentAndAlign(pulse, menuCommand.context as GameObject); Undo.RegisterCreatedObjectUndo(pulse, "Create " + pulse.name); Selection.activeGameObject = pulse; }
void DoAddComponent(GameObject go) { addedComponent = go.AddComponent(script.Value); if (addedComponent == null) ActionHelpers.RuntimeError(this, "Can't add script: " + script.Value); }
void SetTag(GameObject parent) { if (parent == null) { return; } if (string.IsNullOrEmpty(filterByComponent.Value)) // do all children { foreach (Transform child in parent.transform) { child.gameObject.tag = tag.Value; } } else { UpdateComponentFilter(); if (componentFilter != null) // filter by component { var root = parent.GetComponentsInChildren(componentFilter); foreach (var child in root) { child.gameObject.tag = tag.Value; } } } Finish(); }
public bool GetActive(GameObject go){ #if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 return go.active; #else return go.activeInHierarchy; #endif }
void Awake() { player = GameObject.FindGameObjectWithTag ("Player"); pHealth = player.GetComponent<PlayerHealth> (); eHealth = GetComponent<EnemyHealth> (); eMove = GetComponent<EnemyMovement> (); }
void SpawnCloud() { if (BoilerLid.lidIsOpen) { spawnedCloud = Instantiate(cloudToSpawn, new Vector3(-5.02f, 18.8f, 5.03f), transform.rotation) as GameObject; } }
void Start() { container = new GameObject("_ObjectPool"); if (prefabsToPool == null) return; // AUTOPOOL: Find all Destructible objects with DestroyedPrefabs in the scene that have Auto-Pool set to TRUE. Destructible[] destructibleObjectsInScene = FindObjectsOfType<Destructible>(); autoPooledObjects = new Dictionary<int, GameObject>(); AddDestructibleObjectsToPool(destructibleObjectsInScene); // Instantiate game objects from the PrefabsToPool list and add them to the Pool. Pool = new GameObject[prefabsToPool.Count][]; for (int i = 0; i < prefabsToPool.Count; i++) { PoolEntry poolEntry = prefabsToPool[i]; Pool[i] = new GameObject[poolEntry.Count]; for (int n=0; n<poolEntry.Count; n++) { if (poolEntry.Prefab == null) continue; var newObj = Instantiate(poolEntry.Prefab); newObj.name = poolEntry.Prefab.name; PoolObject(newObj); } } }
void DoSmoothLookAt() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return; } var goTarget = targetObject.Value; if (goTarget == null && targetPosition.IsNone) { return; } // re-initialize if game object has changed if (previousGo != go) { lastRotation = go.transform.rotation; desiredRotation = lastRotation; previousGo = go; } // desired look at position Vector3 lookAtPos; if (goTarget != null) { lookAtPos = !targetPosition.IsNone ? goTarget.transform.TransformPoint(targetPosition.Value) : goTarget.transform.position; } else { lookAtPos = targetPosition.Value; } if (keepVertical.Value) { lookAtPos.y = go.transform.position.y; } // smooth look at var diff = lookAtPos - go.transform.position; if (diff.sqrMagnitude > 0) { desiredRotation = Quaternion.LookRotation(diff, upVector.IsNone ? Vector3.up : upVector.Value); } lastRotation = Quaternion.Slerp(lastRotation, desiredRotation, speed.Value * Time.deltaTime); go.transform.rotation = lastRotation; // debug line to target if (debug.Value) { Debug.DrawLine(go.transform.position, lookAtPos, Color.grey); } }
void DoSetFsmGameObject() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return; } if (go != goLastFrame) { goLastFrame = go; // only get the fsm component if go has changed fsm = ActionHelpers.GetGameObjectFsm(go, fsmName.Value); } if (fsm == null) { return; } var fsmGameObject = fsm.FsmVariables.GetFsmGameObject(variableName.Value); if (fsmGameObject != null) { fsmGameObject.Value = setValue == null ? null : setValue.Value; } }
public static int ComputeHull(GameObject gameObject, FracturedObject fracturedObject) { int nTotalTriangles = 0; if(ComputeHull(gameObject, fracturedObject.ConcaveColliderAlgorithm, fracturedObject.ConcaveColliderMaxHulls, fracturedObject.ConcaveColliderMaxHullVertices, fracturedObject.ConcaveColliderLegacySteps, fracturedObject.Verbose, out nTotalTriangles) == false) { if(fracturedObject.ConcaveColliderAlgorithm == FracturedObject.ECCAlgorithm.Fast) { // Fast failed. Try with normal. if(fracturedObject.Verbose) { Debug.Log(gameObject.name + ": Falling back to normal convex decomposition algorithm"); } if(ComputeHull(gameObject, FracturedObject.ECCAlgorithm.Normal, fracturedObject.ConcaveColliderMaxHulls, fracturedObject.ConcaveColliderMaxHullVertices, fracturedObject.ConcaveColliderLegacySteps, fracturedObject.Verbose, out nTotalTriangles) == false) { if(fracturedObject.Verbose) { Debug.Log(gameObject.name + ": Falling back to box collider"); } } } } return nTotalTriangles; }
public void SetActiveRecursively(GameObject go, bool isActive){ #if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 go.SetActiveRecursively(isActive); #else go.SetActive(isActive); #endif }
public static void CreatePattern(MenuCommand menuCommand) { var pattern = new GameObject("Pattern", typeof(Pattern)); GameObjectUtility.SetParentAndAlign(pattern, menuCommand.context as GameObject); Undo.RegisterCreatedObjectUndo(pattern, "Create " + pattern.name); Selection.activeGameObject = pattern; }
public void PickupCoin(GameObject coin) { this._pickupSound.Play(); Player.Instance.Points += 10; DestroyObject(coin); this.CreateNewCoin(); }
void Start(){ if(cursorIndicatorMode!=_CursorIndicatorMode.None){ if(indicatorBuildPoint!=null){ indicatorBuildPoint=(GameObject)Instantiate(indicatorBuildPoint); indicatorBuildPoint.transform.localScale=new Vector3(gridSize, 1, gridSize); indicatorBuildPoint.transform.parent=transform; indicatorBuildPoint.SetActive(false); indicatorCursor.name="TileIndicator_BuildPoint"; foreach(Transform child in indicatorBuildPoint.transform) indicatorBuildPointRen=child.GetComponent<Renderer>(); } if(indicatorCursor!=null){ indicatorCursor=(GameObject)Instantiate(indicatorCursor); indicatorCursor.transform.localScale=new Vector3(gridSize, 1, gridSize); indicatorCursor.transform.parent=transform; indicatorCursor.SetActive(false); indicatorCursor.name="TileIndicator_Cursor"; foreach(Transform child in indicatorCursor.transform) indicatorCursorRen=child.GetComponent<Renderer>(); } } InitiateSampleTowerList(); }
private void OnParticleCollision(GameObject other) { int safeLength = m_ParticleSystem.GetSafeCollisionEventSize(); if (m_CollisionEvents.Length < safeLength) { m_CollisionEvents = new ParticleCollisionEvent[safeLength]; } int numCollisionEvents = m_ParticleSystem.GetCollisionEvents(other, m_CollisionEvents); int i = 0; while (i < numCollisionEvents) { if (Time.time > lastSoundTime + 0.2f) { lastSoundTime = Time.time; } var col = m_CollisionEvents[i].collider; var attachedRigidbody = col.GetComponent<Rigidbody>(); if (attachedRigidbody != null) { Vector3 vel = m_CollisionEvents[i].velocity; attachedRigidbody.AddForce(vel*force, ForceMode.Impulse); } other.BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver); i++; } }
//property nodes //method nodes #pragma warning restore 414 //functions to refresh properties from entities void SyncUnityHooks( ) { SyncEventListeners( ); if ( null == local_3_UnityEngine_GameObject || false == m_RegisteredForEvents ) { local_3_UnityEngine_GameObject = GameObject.Find( "LeftHandTouch" ) as UnityEngine.GameObject; } //if our game object reference was changed then we need to reset event listeners if ( local_3_UnityEngine_GameObject_previous != local_3_UnityEngine_GameObject || false == m_RegisteredForEvents ) { //tear down old listeners local_3_UnityEngine_GameObject_previous = local_3_UnityEngine_GameObject; //setup new listeners } if ( null == local_4_UnityEngine_GameObject || false == m_RegisteredForEvents ) { local_4_UnityEngine_GameObject = GameObject.Find( "RightHandTouch" ) as UnityEngine.GameObject; } //if our game object reference was changed then we need to reset event listeners if ( local_4_UnityEngine_GameObject_previous != local_4_UnityEngine_GameObject || false == m_RegisteredForEvents ) { //tear down old listeners local_4_UnityEngine_GameObject_previous = local_4_UnityEngine_GameObject; //setup new listeners } }
/// Create a new instance with a new timer component public AnimationHandler() { timerComponent = new GameObject(); timerComponent.transform.name = "Animation Timer"; var tc = timerComponent.AddComponent<AnimationTimerComponent>(); tc.handler = this; }
// We have many independent requests on the ImportBehaviour so we can't take for granted it has been created yet. // However, if it has been created then use it. public static ImportBehaviour FindOrCreateImportBehaviour(string xmlPath) { string importName = Path.GetFileNameWithoutExtension(xmlPath); // Try to find foreach (var status in UnityEngine.Object.FindObjectsOfType<ImportBehaviour>()) { if (String.Compare(status.ImportName, importName, true) == 0) { return status; } } // Couldn't find, so create. Debug.LogFormat("Tiled2Unity import status create for file {0}", xmlPath); GameObject gameObject = new GameObject("__temp_tiled2unity_import"); gameObject.transform.SetAsFirstSibling(); var importStatus = gameObject.AddComponent<ImportBehaviour>(); importStatus.ImportName = Path.GetFileNameWithoutExtension(xmlPath); // Opening the XDocument itself can be expensive so start the progress bar just before we start importStatus.StartProgressBar(xmlPath); importStatus.XmlDocument = XDocument.Load(xmlPath); importStatus.numberOfElements = importStatus.XmlDocument.Element("Tiled2Unity").Elements().Count(); importStatus.IncrementProgressBar(xmlPath); return importStatus; }
public static void Clear() { while ( spawnedObjects.Count > 0 ) { if ( spawnedObjects.First.Value.IsInPool ) throw new Exception("Object was Despawned incorrectly"); Despawn( spawnedObjects.First.Value ); } foreach ( var pCollection in poolCollection ) pCollection.Value.Clear(); foreach ( var prefabPoolRecord in poolableDict ) prefabPoolRecord.Value.CurrentAmount = 0; poolCollection.Clear(); poolableDict.Clear(); spawnedObjects.Clear(); GameObject.Destroy( gameObject ); gameObject = new GameObject(); gameObject.name = "Prefab pool"; GameObject.DontDestroyOnLoad(gameObject); }
private void DoGetFsmVector2() { if (this.storeValue == null) { return; } GameObject ownerDefaultTarget = base.Fsm.GetOwnerDefaultTarget(this.gameObject); if (ownerDefaultTarget == null) { return; } if (ownerDefaultTarget != this.goLastFrame) { this.goLastFrame = ownerDefaultTarget; this.fsm = ActionHelpers.GetGameObjectFsm(ownerDefaultTarget, this.fsmName.Value); } if (this.fsm == null) { return; } FsmVector2 fsmVector = this.fsm.FsmVariables.GetFsmVector2(this.variableName.Value); if (fsmVector == null) { return; } this.storeValue.Value = fsmVector.Value; }
private void Update() { if(_isGameStarted && mGameSessionGameObject == null) mGameSessionGameObject = GameObject.Find("GameSession"); if(Math.Abs(Time.timeScale) < .25f) mMenuGameObject.SetActive(true); }
//assign edilen objeler statik olmali public override void loadResources() { staticTowerObject = (GameObject)Resources.Load("3Ds/Towers/Physics/BallistaTower/TowerObject"); staticTowerIcon = (Texture2D)Resources.Load("3Ds/Towers/Physics/BallistaTower/GUI/towerIcon"); staticCreateSound = (AudioClip)Resources.Load("Sound/tower_build"); staticRangeProjector = ((GameObject)Resources.Load ("3Ds/Scenes/Game/RangeProjector")).GetComponent<Projector>(); }
public void Decorate(GameObject go, CustomSceneryV1 customScenery) { if (go.GetComponent<Deco>() != null) { go.GetComponent<Deco>().defaultGridSubdivision = customScenery.GridSubdivision; } }
public void Create(GameObject item, List<LoadItemInfo> list, float size) { foreach (var t in list) { var go = Instantiate(item); var rect = go.GetComponent<RectTransform>(); rect.SetParent(gameObject.transform); rect.anchoredPosition3D = new Vector3(0, 0, 0); rect.localScale = new Vector3(1.0f, 1.0f, 1.0f); var scrollItem = go.GetComponent<ScrollItem>(); scrollItem.Logo.sprite = t.Logo; scrollItem.Index.text = t.Index.ToString(); scrollItem.Name.text = t.Type.ToString(); scrollItem.Type = t.Type; Items.Add(scrollItem); } Size = 160; Shift = 0; var s = gameObject.GetComponent<RectTransform>().sizeDelta; s.y = size*list.Count; gameObject.GetComponent<RectTransform>().sizeDelta = s; }
// crea un chunk nella posizione indicata internal static Chunk CreateChunkAt(Vector3 posChunk, GameObject chunckContainer, int sizeChunk) { GameObject newChunk = new GameObject("chunck " + posChunk.x + " " + posChunk.y + " " + posChunk.z); newChunk.transform.parent = chunckContainer.transform; return Chunk.CreateComponent(newChunk, posChunk, sizeChunk); }