private void Start() { theBall = FindObjectOfType <BallControl>(); for (int i = 0; i < numGarbage; i++) { spawnGarbage(); } }
private void Awake() { if (S == null) { S = this; } Time.timeScale = 0.7f; }
private void OnTriggerExit2D(Collider2D other) { if (other.gameObject.CompareTag("Ball")) { BallControl ball = other.gameObject.GetComponent <BallControl>(); ball.ModifyFireBall(speedModifier); // Call the modify function to set to fireball } }
void Start() { specialItemManager = FindObjectOfType <SpecialItemManager>(); ballControl = FindObjectOfType <BallControl>(); gameManager = FindObjectOfType <GameManager> (); ballWaitTimeSeconds = ballWaitTime; numberOfExtraBalls = 1; numberOfBallsToFire = 1; }
// Start is called before the first frame update void Start() { var ballObj = GameObject.FindGameObjectWithTag("Ball"); if (ballObj != null) { Ball = ballObj.GetComponent <BallControl>(); } }
private void OnDisable() { BallControl ball = FindObjectOfType <BallControl>(); if (ball) { Destroy(ball.gameObject); } }
private void OnTriggerEnter2D(Collider2D hitInfo) { if (hitInfo.name == "Ball") { string wallName = transform.name; BallControl.Score(wallName); hitInfo.gameObject.SendMessage("RestartGame", 1.0f, SendMessageOptions.RequireReceiver); } }
void Start() { radialBar = GameObject.Find("RadialBar").GetComponent <ProgressRadialBehaviour>(); ball = this.gameObject; _rigidbody = GetComponent <Rigidbody> (); ballControl = GetComponent <BallControl>(); Reset(); }
// Use this for initialization void Start() { ball = GameObject.FindObjectOfType <BallControl>(); cam = GameObject.FindObjectOfType <CameraFollow>(); ballsound = GameObject.FindObjectOfType <BallSound>(); pinsetter = GameObject.FindObjectOfType <PinSetter> (); pincounter = GameObject.FindObjectOfType <PinCounter> (); swip = GameObject.FindObjectOfType <Swiper> (); scoreDisplay = GameObject.FindObjectOfType <ScoreDisplay> (); }
void OnTriggerExit(Collider col) { BallControl ball = col.GetComponent <BallControl>(); if (ball) { //Debug.Log("BallHasEntered"); BallInGoal = false; } }
//private Animator anim; // Reference to the Animator on the player void Awake() { // Setting up references. ballControl = GetComponent<BallControl>(); healthBar = GameObject.Find("HealthBar").GetComponent<SpriteRenderer>(); //anim = GetComponent<Animator>(); // Getting the intial scale of the healthbar (whilst the player has full health). healthScale = healthBar.transform.localScale; }
public void OnTriggerEnter(Collider other) //Called when the ball enters the zone { BallControl ballControl = other.GetComponent <BallControl>(); //Get the ball control if (ballControl) { ballControl.Die(); //Destroy the ball and respawn pongManager.lives--; //Update the manager } }
private void Start() { mRigidBody = GetComponent <Rigidbody>(); Debug.Assert(mRigidBody != null); lastCallTime = (int)(Time.time * 1000) + IntervalMilliseconds; ballController = UseManualBallController ? (BallControl) new ManualBallControl() : new AutoBallControl(); ballController.SetMaze(); if (MazeDescription.IsConsoleRun()) { Time.timeScale = 100.0f; } }
//public GameObject ballcontroll; // Use this for initialization void Start() { theText = GetComponent <TextMeshProUGUI>(); scoremanager = GetComponent <ScoreManager>(); Timecounter = startingtime; BallControl = GetComponent <BallControl>(); BallRespawn = GetComponent <BallRespawn>(); }
// Use this for initialization void Start() { ballControl = GetComponent <BallControl>(); //Create player camera if (createCamera) { CameraPivot cpivot = (CameraPivot)Instantiate(cameraPivotObject); cpivot.name = "CameraPivot_" + this.gameObject.name; cpivot.target = ballControl.gameObject; cameraPivot = cpivot.GetComponent <SmoothMouseLook>(); } }
//// Start is called before the first frame update void Start() { ExistingChunks = new Dictionary <Vector3Int, Chunk>(); BlankChunkPositions = new List <Vector3>(); tris = new List <Triangle>(); recycleableChunks = new Queue <Chunk>(); Chunks = new List <Chunk>(); CreateChunkParentObject(); //get player player = GameObject.FindGameObjectWithTag("Player"); playerController = player.GetComponent <BallControl>(); }
private Vector3 direction; //direction in which the ball will be shot private void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } rgBody = GetComponent <Rigidbody>(); //get reference to the rigidbody }
// Use this for initialization void Start() { ballControl = GetComponent <BallControl>(); //PathToFollow pathToFollow = GameObject.FindWithTag("AIPath").GetComponent <Path>(); //PathFollower AITarget pFollower = (AITarget)Instantiate(aiTargetPrefab); pFollower.GetComponent <PathFollower>().path = pathToFollow; pFollower.stupidness = stupidness; pFollower.GetComponent <Patroller>().target = this.gameObject; target = pFollower; }
void Start() { ball_control = ball.GetComponent <BallControl>(); connections = new List <IPEndPoint>(); client = new UdpClient(1234); inbound_t = new Thread(new ThreadStart(Inbound)); inbound_t.Start(); self = this; }
// Use this for initialization void Start() { GameObject theBall = GameObject.FindGameObjectWithTag("Ball"); this.ballControl = theBall.GetComponent <BallControl>(); this.ballControl.setGameManager(this); PlayerScore1 = 0; PlayerScore2 = 0; this.leftPlayerText.text = PlayerScore1.ToString(); this.rightPlayerText.text = PlayerScore2.ToString(); this.gameOver = false; this.blackPanel.GetComponent <BlackPanelScript>().FadeInGame(); }
void GetBall() { for (int i = 0; i < ballsParent.transform.childCount; ++i) { if (ballsParent.transform.GetChild(i).GetComponent <BallControl>()) { ball = ballsParent.transform.GetChild(i).GetComponent <BallControl>(); } } if (!ball) { Debug.Log("Error getting ball in UI Control"); } }
void Start() { Application.targetFrameRate = 60; Screen.sleepTimeout = SleepTimeout.NeverSleep; script = this; rb = GetComponent <Rigidbody>(); rend = GetComponent <Renderer>(); health = 3; score = 0; alive = true; TextHealth.GetComponent <TextMeshPro>().text = health + ""; }
// Use this for initialization void Start() { Transform ballsParent = GameObject.Find("Balls").transform; int childCount = ballsParent.childCount; ball = ballsParent.GetChild(childCount - 1).GetComponent <BallControl>(); if (!ball) { Debug.Log("unable to get ball object"); } ball.spaceKeyObserver += SpaceKeyHandler_PowerBarControl; powerBar = gameObject.GetComponent <Slider>(); powerBar.value = 0; instantiationTime = Time.timeSinceLevelLoad; }
void Start() { ball_control = ball.GetComponent <BallControl>(); endpoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 1234); client = new UdpClient(); client.Connect(endpoint); connected = true; inbound_t = new Thread(new ThreadStart(Inbound)); inbound_t.Start(); self = this; }
// Start is called before the first frame update void Start() { theBall = GameObject.FindGameObjectWithTag("Ball"); ballControlScript = theBall.GetComponent <BallControl>(); theCircuitGrid = GameObject.FindGameObjectWithTag("CircuitGrid"); circuitGridControlScript = theCircuitGrid.GetComponent <CircuitGridControl>(); theClassicalPaddle = GameObject.FindGameObjectWithTag("ClassicalPaddle"); classicalPaddleControlScript = theClassicalPaddle.GetComponent <ComputerControls>(); arcadeButtonInput = gameObject.GetComponent <ArcadeButtonInput>(); player = GameController.Instance.player; RestartGame(); }
IEnumerator OneByOneShoot() { int HowMany = GameObject.Find("GameManager").GetComponent <GameManager>().ballCount; for (int eachBall = 0; eachBall < HowMany; eachBall++) { GameObject newBall = Instantiate(ballSample, ballSample.transform.position, Quaternion.identity); GameObject.Find("GameManager").GetComponent <GameManager>().ballCount--; newBall.SetActive(true); newBall.transform.parent = gameObject.transform; BallControl control = newBall.GetComponent <BallControl>(); control.Angle = Mathf.Atan(BallDirection.y / BallDirection.x); control.PushBall(); yield return(new WaitForSeconds(0.1f)); // Time Wait until Next Ball will be Shoot } }
//fazer um codigo separado do rangetouch para nao dar conflit com colider da ball //animação trava qualquer modificação feita apos ela entao fizque atento a isso //jogo vai ser girtado em torno dos PASSES duas vidas uma se errrar outra pra tentar de novo acertar os passes private void Awake() { //pode bugar isso na frente qualquer cosia da uma olhada aqui instance = this; DontDestroyOnLoad(this.gameObject); forceSpriteMask = forceTransform.Find("mask").GetComponent <SpriteMask>(); rangeTouch = GameObject.Find("RageTouch"); HideForce(); bolaRB = GetComponent <Rigidbody2D>(); liberaProximoChute = true; }
public bool isDestroyed = false, pallinoDestroyed = false; //Checks if a balls were shredded void GetPallino() { int childCount = ballsParent.transform.childCount; for (int i = 0; i < childCount; ++i) { if (ballsParent.transform.GetChild(i).GetComponent <PallinoControl>()) { ball = ballsParent.transform.GetChild(i).GetComponent <BallControl>(); } } if (!ball) { Debug.Log("Error getting pallino in UI control"); } }
private void Start() { rigidBody = GetComponent <Rigidbody>(); Debug.Assert(rigidBody != null); lastCallTime = (int)(Time.time * 1000) + IntervalMilliseconds; ballController = UseManualBallController ? (BallControl) new ManualBallControl() : new AutoBallControl(); try { ballController.SetMaze(); } catch (Exception exception) { if (Debug.isDebugBuild) { throw exception; } Application.Quit(1); } if (MazeDescription.IsConsoleRun()) { Time.timeScale = 100.0f; } }
// Update is called once per frame void Update() { int ballsComplete = 0; for (int i = 0; i < mazeCount; i++) { ballControl = balls[i].GetComponent <BallControl>(); if (ballControl.xCoordinate >= mazeWidth - 1 && ballControl.zCoordinate >= mazeHeight - 1) { ballControl.ballComplete = true; ballsComplete += 1; } } if (ballsComplete == mazeCount) { Debug.Log("Game Won"); } }
public Racer SpawnLobbyBall(ServerPlayer sp, bool isLocal) { Character c = Global.characters[sp.character]; //Get character for player Object o; if (sp.player == Network.player) { o = ballPlayerLobbyPrefab; } else { o = ballRemoteLobbyPrefab; } Racer r = (Racer)Instantiate(o, new Vector3(0, 8, -4), Quaternion.Euler(0, 90, 25)); r.name = o.name + "-" + sp.name; //Set character traits r.racerName = sp.name; r.renderer.material = c.material; r.mapIconMaterial = c.minimapIcon; r.GetComponent <TrailRenderer>().material = c.trail; BallControl bc = r.GetComponent <BallControl>(); if (c.alternativeMesh != null) { r.GetComponent <MeshFilter>().mesh = c.alternativeMesh; } if (bc != null) { bc.stats = c.stats; } r.transform.localScale = new Vector3(c.ballSize, c.ballSize, c.ballSize); if (o == ballRemoteLobbyPrefab) { GUIText label = r.transform.FindChild("ObjectLabel").guiText; label.text = sp.name; label.color = PlayerTypeHandler.GetPlayerColor(sp.type); } return(r); //Do more stuff //r.RaceController = raceController; //r.totalLaps = (int)settings.laps; }
void Start() { ballControl = this.GetComponent<BallControl>(); }
void Awake() { myBallControl = GameObject.FindGameObjectWithTag("Ball").GetComponent<BallControl>(); }