public void SetBeamParam(BeamParam param) { this.BeamColor = param.BeamColor; this.AnimationSpd = param.AnimationSpd; this.Scale = param.Scale; this.MaxLength = param.MaxLength; }
public void SetBeamParam(BeamParam param) { BeamColor = param.BeamColor; AnimationSpd = param.AnimationSpd; Scale = param.Scale; MaxLength = param.MaxLength; }
void Start() { BeamParam bp = GameObject.Find("Shooter").GetComponent <BeamParam>(); bp.BeamColor.r = 1.1f; bp.BeamColor.g = 0.1f; bp.BeamColor.b = 0.1f; }
void Start() { BeamParam bp = GetComponent <BeamParam>(); bp.BeamColor.r = 1.1f; bp.BeamColor.g = 0.1f; bp.BeamColor.b = 0.1f; NowShot = null; m_playerMan = transform.parent.GetComponentInParent <PlayerManager>(); }
// Use this for initialization void Start() { BeamParam bp = this.transform.root.gameObject.GetComponentInChildren <BeamParam>(); SpriteRenderer sr = this.gameObject.GetComponent <SpriteRenderer>(); sr.color = bp.BeamColor; Light li = this.gameObject.GetComponent <Light>(); li.color = bp.BeamColor; li.range *= bp.Scale; }
void Awake() { BeamParam param = this.transform.root.gameObject.GetComponentInChildren <BeamParam>(); if (param != null) { this.BeamColor = param.BeamColor; this.AnimationSpd = param.AnimationSpd; this.Scale = param.Scale; this.MaxLength = param.MaxLength; } }
void Start() { BeamParam param = GetComponent <BeamParam>(); if (param != null) { this.BeamColor = param.BeamColor; this.AnimationSpd = param.AnimationSpd; this.Scale = param.Scale; this.MaxLength = param.MaxLength; } }
void Update() { GameObject Bullet; //create BasicBeamShot if (Input.GetButtonDown("Fire1")) { Bullet = Shot1; //Fire GameObject s1 = (GameObject)Instantiate(Bullet, this.transform.position, this.transform.rotation); s1.GetComponent <BeamParam>().SetBeamParam(this.GetComponent <BeamParam>()); GameObject wav = (GameObject)Instantiate(Wave, this.transform.position, this.transform.rotation); wav.transform.localScale *= 0.25f; wav.transform.Rotate(Vector3.left, 90.0f); wav.GetComponent <BeamWave>().col = this.GetComponent <BeamParam>().BeamColor; } //create GeroBeam if (Input.GetButtonDown("Fire2")) { GameObject wav = (GameObject)Instantiate(Wave, this.transform.position, this.transform.rotation); wav.transform.Rotate(Vector3.left, 90.0f); wav.GetComponent <BeamWave>().col = this.GetComponent <BeamParam>().BeamColor; Bullet = Shot2; //Fire NowShot = (GameObject)Instantiate(Bullet, this.transform.position, this.transform.rotation); } //it's Not "GetButtonDown" if (Input.GetButton("Fire2")) { BeamParam bp = this.GetComponent <BeamParam>(); if (NowShot.GetComponent <BeamParam>().bGero) { NowShot.transform.parent = transform; } Vector3 s = new Vector3(bp.Scale, bp.Scale, bp.Scale); NowShot.transform.localScale = s; NowShot.GetComponent <BeamParam>().SetBeamParam(bp); } if (Input.GetButtonUp("Fire2")) { if (NowShot != null) { NowShot.GetComponent <BeamParam>().bEnd = true; } } }
void Start() { BeamParam param = this.transform.root.gameObject.GetComponent <BeamParam>(); if (param != null) { this.BeamColor = param.BeamColor; this.AnimationSpd = param.AnimationSpd; this.Scale = param.Scale; this.MaxLength = param.MaxLength; this.hitForce = param.hitForce; } }
void Start() { BeamParam param = this.transform.root.gameObject.GetComponent <BeamParam>(); if (param != null) { this.BeamColor = param.BeamColor; this.AnimationSpd = param.AnimationSpd; this.Scale = param.Scale; this.MaxLength = param.MaxLength; } StartCoroutine(EndBeamIn(bEndTime)); }
//it's Not "GetButtonDown" public void BasicGeroBeamAttack() { setSpawn(); BeamParam bp = this.GetComponent <BeamParam>(); if (NowShot.GetComponent <BeamParam>().bGero) { NowShot.transform.parent = transform; } Vector3 s = new Vector3(bp.Scale, bp.Scale, bp.Scale); NowShot.transform.localScale = s; NowShot.GetComponent <BeamParam>().SetBeamParam(bp); }
void Start () { BP = GetComponent<BeamParam>(); LRSize = 16; NowLength = 0.0f; LR = GetComponent<LineRenderer>(); HitObj = transform.FindChild("GeroBeamHit").GetComponent<GeroBeamHit>(); SHP_Emitter = transform.FindChild("ShotParticle_Emitter").GetComponent<ShotParticleEmitter>(); Flash = transform.FindChild("BeamFlash").gameObject; F_Vec = new Vector3[LRSize+1]; FlashSize = Flash.transform.localScale.x; for (int i=0;i < LRSize+1;i++) { F_Vec[i] = transform.forward; } }
// Use this for initialization void Start() { BeamParam Parent = this.transform.root.gameObject.GetComponent <BeamParam>(); if (Parent == null) { return; } BeamLine BL = this.gameObject.GetComponent <BeamLine>(); BL.BeamColor = Parent.BeamColor; BL.StartSize = Parent.Scale * 0.5f; BL.AnimationSpd = Parent.AnimationSpd; BL.MaxLength = Parent.MaxLength; }
// Use this for initialization void Start() { BP = GetComponent <BeamParam>(); NowLength = 0.0f; LR = this.GetComponent <LineRenderer>(); HitObj = this.transform.FindChild("GeroBeamHit").GetComponent <GeroBeamHit>(); HitObjSize = HitObj.transform.localScale; SHP_Emitter = this.transform.FindChild("ShotParticle_Emitter").GetComponent <ShotParticleEmitter>(); Flash = this.transform.FindChild("BeamFlash").gameObject; F_Vec = new Vector3[positionSize + 1]; FlashSize = Flash.transform.localScale.x; for (int i = 0; i < positionSize + 1; i++) { F_Vec[i] = transform.forward; } }
// Update is called once per frame void Update() { BeamParam bp = GameObject.Find("Shooter").GetComponent <BeamParam>(); //Anm GameObject Anm = GameObject.Find("AnmSlider"); Anm.GetComponent <Slider>().onValueChanged.AddListener((value) => { bp.AnimationSpd = value; }); //Scale GameObject Sca = GameObject.Find("ScaleSlider"); Sca.GetComponent <Slider>().onValueChanged.AddListener((value) => { bp.Scale = value; }); //Length GameObject Len = GameObject.Find("LengthSlider"); Len.GetComponent <Slider>().onValueChanged.AddListener((value) => { bp.MaxLength = value; }); //Color GameObject Col = GameObject.Find("ColorSlider"); float Add = (2 * Mathf.PI) / 3.0f; Col.GetComponent <Slider>().onValueChanged.AddListener((value) => { bp.BeamColor.r = Mathf.Max(0, Mathf.Cos(value * 2 * Mathf.PI)) + 0.05f; bp.BeamColor.g = Mathf.Max(0, Mathf.Cos(value * 2 * Mathf.PI + Add * 1)) + 0.05f; bp.BeamColor.b = Mathf.Max(0, Mathf.Cos(value * 2 * Mathf.PI + Add * 2)) + 0.05f; }); /* * //Camera * GameObject Cam = GameObject.Find("CameraSlider"); * //GameObject CamOwner = Camera.main.transform.root.gameObject; * GameObject CamOwner = GameObject.Find("CameraOwner"); * * Cam.GetComponent<Slider>().onValueChanged.AddListener((value) => { * CamOwner.transform.rotation = Quaternion.AngleAxis((1.0f-value) * -150.0f,Vector3.up); * //CamOwner.transform.localEulerAngles.Set(0,value * -150.0f,0); * }); */ }
// Use this for initialization void Start() { // Initialise time trackers and current shot ColourTimeTracker = EnergyTimeTracker = EnergyCooldownTracker = PowerupDurationTracker = 0.0f; // If this is called before an existing beam is ended if (CurrentShot != null && CurrentShot.GetComponent <BeamParam>().bGero) { CurrentShot.GetComponent <BeamParam>().bEnd = true; } CurrentShot = null; // Initialise Audio Component AS = gameObject.AddComponent <AudioSource>(); if (Songs.Length > 0) { CurrentTrack = 0; AS.clip = Songs[CurrentTrack]; trackTimes = new float[Songs.Length]; for (int i = 0; i < trackTimes.Length; i++) { trackTimes[i] = 0; } } AS.playOnAwake = false; AS.loop = true; // Initialise BeamParam Component BP = gameObject.AddComponent <BeamParam>(); BP.AnimationSpd = AnimationSpeed; BP.Scale = Scale; BP.MaxLength = MaxLength; BP.Damage = Damage; BP.DamageInterval = DamageInterval; // Set initial primary shot/beam if (ShotTypes.Length > 0) { Primary = ShotTypes[0]; } // Update all energy listeners Energy = 100; UpdateListeners(); }
// Use this for initialization void Start() { BP = GetComponent <BeamParam>(); LRSize = 16; NowLength = 0.0f; LR = this.GetComponent <LineRenderer>(); HitObj = this.transform.Find("GeroBeamHit").GetComponent <GeroBeamHit>(); HitObjSize = HitObj.transform.localScale; SHP_Emitter = this.transform.Find("ShotParticle_Emitter").GetComponent <ShotParticleEmitter>(); Flash = this.transform.Find("BeamFlash").gameObject; F_Vec = new Vector3[LRSize + 1]; FlashSize = Flash.transform.localScale.x; for (int i = 0; i < LRSize + 1; i++) { F_Vec[i] = transform.forward; } audioSource_Effect0.PlayOneShot(InterferenceSound_start); }
void Start() { BeamColor.r = 1.1f; BeamColor.g = 0.1f; BeamColor.b = 0.1f; BeamParam param = GetComponent <BeamParam>(); if (!param) { return; } BeamColor = param.BeamColor; AnimationSpd = param.AnimationSpd; Scale = param.Scale; MaxLength = param.MaxLength; }
void Start() { BP = GetComponent <BeamParam>(); LR = GetComponent <LineRenderer>(); HitObj = transform.Find("GeroBeamHit").GetComponent <GeroBeamHit>(); SHP_Emitter = transform.Find("ShotParticle_Emitter").GetComponent <ShotParticleEmitter>(); Flash = transform.Find("BeamFlash").gameObject; renderer = GetComponent <Renderer>(); flashScaleWiggle = Flash.GetComponent <ScaleWiggle>(); flashRenderer = Flash.GetComponent <Renderer>(); shootableMask = LayerMask.GetMask("Enemy"); HitObjSize = HitObj.transform.localScale; FlashSize = Flash.transform.localScale.x; MaxLength = BP.MaxLength; BlockLen = MaxLength / LRSize; forwardVec = transform.forward; }
//method that will call laser stream public void FireLaserStream() { //create laser wave effect GameObject wave = (GameObject)Instantiate(laserWavePreFab, transform.position, transform.rotation); wave.transform.Rotate(Vector3.left, 90.0f); //create constant laser currentLaserStream = (GameObject)Instantiate(laserStreamPrefab, transform.position, transform.rotation); //use beam param package manipulation BeamParam beamParam = GetComponent <BeamParam>(); if (currentLaserStream.GetComponent <BeamParam>().bGero) { currentLaserStream.transform.parent = transform; } //leverage beam parameter settings Vector3 beamScale = new Vector3(beamParam.Scale, beamParam.Scale, beamParam.Scale); currentLaserStream.transform.localScale = beamScale; currentLaserStream.GetComponent <BeamParam>().SetBeamParam(beamParam); }
// Use this for initialization void Start() { BL = (BeamLine)this.gameObject.transform.FindChild("BeamLine").GetComponent<BeamLine>(); BP = this.transform.root.gameObject.GetComponent<BeamParam>(); }
// Use this for initialization void Start () { BL = (BeamLine)this.gameObject.transform.Find("BeamLine").GetComponent<BeamLine>(); BP = this.transform.root.gameObject.GetComponent<BeamParam>(); }
void Update() { GameObject Bullet; if (Input.GetKeyDown(KeyCode.JoystickButton0) || Input.GetKeyDown(KeyCode.Space)) { if (unityData.GetComponent <Unity_interface> ().readyToShot) { //if(Input.GetKeyDown(KeyCode.Space)){ Debug.Log("heee"); GameObject wav = (GameObject)Instantiate(Wave, this.transform.position, this.transform.rotation); wav.transform.Rotate(Vector3.left, 90.0f); wav.GetComponent <BeamWave> ().col = this.GetComponent <BeamParam> ().BeamColor; Bullet = Shot2; //Fire NowShot = (GameObject)Instantiate(Bullet, this.transform.position, this.transform.rotation); BeamParam bp = this.GetComponent <BeamParam> (); if (NowShot.GetComponent <BeamParam> ().bGero) { NowShot.transform.parent = transform; } Vector3 s = new Vector3(bp.Scale, bp.Scale, bp.Scale); NowShot.transform.localScale = s; NowShot.GetComponent <BeamParam> ().SetBeamParam(bp); StartCoroutine(LaserTimer(4.5f)); StartCoroutine(AlienExplosive(5.5f)); } } if (Input.GetKeyDown(KeyCode.Space)) { if (unityData.GetComponent <Unity_interface> ().readyToShot) { //if(Input.GetKeyDown(KeyCode.Space)){ Debug.Log("heee"); GameObject wav = (GameObject)Instantiate(Wave, this.transform.position, this.transform.rotation); wav.transform.Rotate(Vector3.left, 90.0f); wav.GetComponent <BeamWave> ().col = this.GetComponent <BeamParam> ().BeamColor; Bullet = Shot2; //Fire NowShot = (GameObject)Instantiate(Bullet, this.transform.position, this.transform.rotation); BeamParam bp = this.GetComponent <BeamParam> (); if (NowShot.GetComponent <BeamParam> ().bGero) { NowShot.transform.parent = transform; } Vector3 s = new Vector3(bp.Scale, bp.Scale, bp.Scale); NowShot.transform.localScale = s; NowShot.GetComponent <BeamParam> ().SetBeamParam(bp); StartCoroutine(LaserTimer(4.5f)); StartCoroutine(AlienExplosive(5.5f)); } } }
// Use this for initialization void Start() { BL = (BeamLine)this.gameObject.transform.FindChild("BeamLine").GetComponent <BeamLine>(); BP = this.transform.root.gameObject.GetComponent <BeamParam>(); whoshooting = GameObject.Find("Player"); }
void Start() { beamParametr = GetComponent <BeamParam>(); timeFromLastShot = activeEffectTime; scale = new Vector3(beamParametr.Scale, beamParametr.Scale, beamParametr.Scale); // get scale value from script }
// Use this for initialization void Start () { BP = transform.root.gameObject.GetComponent<BeamParam>(); }