private void OnCollisionEnter2D(Collision2D collision) { waterHole.SetActive(true); holeText.enabled = true; BoatMovement boatMovement = GetComponentInParent <BoatMovement>(); boatMovement.DropBoat(); anvilLandSound.Play(); if (holeNumber == 1) { boatHealth.anvil1IsOnBoat = true; boatHealth.GeneratePressAmount(holeNumber); } else if (holeNumber == 2) { boatHealth.anvil2IsOnBoat = true; boatHealth.GeneratePressAmount(holeNumber); } else { boatHealth.anvil3IsOnBoat = true; boatHealth.GeneratePressAmount(holeNumber); } }
private void OnCollisionEnter(Collision coll) { BoatTypes boatColl = coll.gameObject.GetComponent <BoatTypes>(); // gets the type of boat from the boatType enum BoatMovement boatScript = coll.gameObject.GetComponent <BoatMovement>(); if (boatColl != null && boatScript != null) // only called if the boatColl is actually present { switch (boatColl.boatType) // cycles through each element in the boat type enum { case Boats.ENEMY_1: boatScript.Die(); // enemies are instantly destroyed break; case Boats.MERCHANT_1: boatScript.Die(); // merchants are instantly destroyed break; case Boats.PLAYER: boatScript.TakeDamage(20); // the player takes 20 damage break; default: break; } } Destroy(gameObject); // destroys the cannonball regardless }
// Use this for initialization void Start() { boxCollider = GetComponent <BoxCollider>(); boatMovementScript = GetComponent <BoatMovement>(); InfoUI = GameObject.FindGameObjectWithTag("UI"); InfoUI.SetActive(false); }
// Use this for initialization void Start() { // variables // for movement maxSpeed = 8f; moveSpeed = 0f; maxReverseSpeed = -5f; deccelerationSpeed = 2f; currentSteerSpeed = 0f; rotationSpeed = 180f; isInput = false; controllingBoat = false; boost = 100f; boostUsageRate = 20f; isBoosting = false; // for floating floatRotation = -90f; rotateRate = 5f; // components chController = GetComponent <CharacterController>(); theBoat = FindObjectOfType <BoatMovement>(); // For ui boostSlider.maxValue = boost; }
private void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <BoatMovement>(); intensity = dirLight.intensity; startStorm = false; runOnce = true; }
// Use this for initialization void Start() { canControlShip = false; moveSpeed = 3f; controller = GetComponent <CharacterController>(); theBoat = FindObjectOfType <BoatMovement>(); fpsController = GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); }
void OnTriggerEnter(Collider col) { BoatMovement boat = col.gameObject.GetComponent <BoatMovement>(); if (boat != null) { boat.Terminer(); } }
/// <summary> /// Adds given script as a change speed invoker /// </summary> /// <param name="boat"></param> public static void AddChangeSpeedInvoker(BoatMovement invoker) { // add invoker to list and add all listeners to invoker changeSpeedInvokers.Add(invoker); foreach (UnityAction <BoatSpeeds> listener in changeSpeedListeners) { invoker.AddChangeSpeedListener(listener); } }
void Start() { boatMovement = GetComponent <BoatMovement>(); anvil1IsOnBoat = false; anvil2IsOnBoat = false; anvil3IsOnBoat = false; alive = true; boatFace.sprite = happyFace; }
void UpdateListPriority() { //update the priority of each boat in the list for (int i = 0; i < detectedBoats.Count; i++) { //TODO sort the elements in the list in descending order of current loot * 1/distanceToBoat BoatMovement boatMovement = detectedBoats[i].GetComponent <BoatMovement>(); float priority = boatMovement.lootAmount * (1 / (Vector3.Distance(transform.position, detectedBoats[i].transform.position))); //current loot * reciprocal of distance to NPC } //var distance = detectedBoats.Select(x => (x.transform.position - gameObject.transform.position).magnitude); //TODO read into this and learn what it does }
private void Awake() { m_particles = GetComponentsInChildren <ParticleSystem>(); ToggleParticles(false); m_boat = GetComponentInParent <BoatMovement>(); m_rb = m_boat.GetComponent <Rigidbody>(); m_audioSource = GetComponent <AudioSource>(); m_maxVol = m_audioSource.volume; m_dir = -1; m_audioSource.volume = 0; m_maxWindVol = m_windAudio.volume; m_windAudio.volume = 0; }
void Awake() { Rigidbody = GetComponent <Rigidbody>(); Movement = GetComponent <BoatMovement>(); Shooting = GetComponent <BoatShooting>(); CanvasGameObject = GetComponentInChildren <Canvas>().gameObject; SpawnPosition = transform.position; SpawnRotation = transform.rotation; Movement.PlayerNumber = PlayerNumber; Shooting.PlayerNumber = PlayerNumber; }
// Use this for initialization void Start() { //Get components _boatMovement = GetComponent<BoatMovement> (); _boatWeapons = GetComponent<BoatWeapons> (); _boatHealth = GetComponent<BoatHealth> (); //Assign controls _thrustButton = W_UP; _rotateButton = S_DOWN; _peanutButton = D_RIGHT; _torpedoButton = A_LEFT; }
private void Awake() { _movement = GetComponent<BoatMovement>(); _angler = GetComponent<CannonAngler>(); _cannonManagers = GetComponentsInChildren<CannonManager>(true); // Index parts for faster access _parts = GetComponentsInChildren<ObjectHealth>(); for (int i = 0; i < _parts.Length; i++) { _parts[i].ID = i; _parts[i].Changed += OnPartChange; } _loaded = true; }
private void OnTriggerEnter(Collider other) { PlaneMovement planeMovement = other.GetComponent <PlaneMovement>(); BoatMovement boatMovement = other.GetComponent <BoatMovement>(); if (planeMovement != null) { GameManager.Instance.RemoveGlobalRegionPopulation(planeMovement.RegionSpawn.m_NameRegion, GameManager.Instance.PlaneScore); Destroy(planeMovement.gameObject); } if (boatMovement != null) { GameManager.Instance.RemoveGlobalRegionPopulation("Asia", GameManager.Instance.PlaneScore); Destroy(boatMovement.gameObject); } }
void Awake() { //mBody = GetComponent<Rigidbody>(); visibilityRadius = NetworkManager.visibilityRadius; //Instantiate(inventory); inventory = GetComponent <Inventory>(); ship_equipment = GetComponent <ShipEquipment>(); //player_equipment = GetComponent<PlayerEquipment>(); movement = GetComponent <BoatMovement>(); playerEnterCollider = GetComponentInChildren <SphereCollider>(); playerEnterCollider.radius = NetworkManager.visibilityRadius / 2; //enable collider for ship when we have player character playerEnterCollider.enabled = false; mysql = FindObjectOfType <Mysql>(); cannonShot = GetComponent <CannonShot>(); cannonController = GetComponent <CannonController>(); spawnManager = FindObjectOfType <SpawnManager>(); }
void OnTriggerEnter(Collider col) { BoatMovement boat = col.gameObject.GetComponent <BoatMovement>(); if (boat != null) { if (!ramasser) { boat.RamasserCheckpoint(); Debug.Log("vous ramasser un checkpoint"); ramasser = true; gameObject.transform.parent.GetComponent <MeshRenderer>().material = used; } else { Debug.Log("vous avez déjà ramasser ce checkpoint"); } } }
private void OnTriggerEnter(Collider other) { bool hit = false, boat = false; if (other.GetComponentInParent <BoatMovement>()) { hit = true; boat = true; } else if (other.GetComponent <PlayerMovement>()) { hit = true; } if (hit == true) { BoatMovement bm = null; if (boat == true) { // m_player = other.GetComponentInChildren<PlayerMovement>().transform; bm = other.GetComponentInParent <BoatMovement>(); m_player = bm.transform.GetChild(3); PlayerDontMove(true); bm.m_specialDismountBoat = true; } else { m_player = other.GetComponent <PlayerMovement>().transform; PlayerDontMove(true); } DropBoatParts(); //turn off this triggerbox GetComponent <BoxCollider>().enabled = false; //turnoff all other colliders transform.GetChild(0).gameObject.SetActive(false); SpecialStart(); //at the end of the scene turn off boat } }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerScript>(); boatAlive = GameObject.FindGameObjectWithTag("Player").GetComponent <BoatMovement>(); }