public void RefreshVisibleCreatures() { if (currentCreatureBatch == null) { return; } var contractionVisibility = PlayerPrefs.GetInt(PlayerPrefsKeys.SHOW_MUSCLE_CONTRACTION, 0) == 1; foreach (var creature in currentCreatureBatch) { creature.RefreshMuscleContractionVisibility(contractionVisibility); } // Determine if all or only one creature should be visible if (settings.showOneAtATime) { foreach (var creature in currentCreatureBatch) { creature.SetOnInvisibleLayer(); } CameraFollowScript cam = Camera.main.GetComponent <CameraFollowScript>(); currentCreatureBatch[cam.currentlyWatchingIndex].SetOnVisibleLayer(); } else { foreach (var creature in currentCreatureBatch) { creature.SetOnVisibleLayer(); } } }
// Use this for initialization void Start() { if (moveSpeed == 0) { moveSpeed = 3; } if (sensitivity == 0) { sensitivity = 5; } if (jumpPower == 0) { jumpPower = 5; } cam = Camera.main; CFS = cam.GetComponent <CameraFollowScript> (); rb = GetComponent <Rigidbody> (); anim = GetComponent <Animator> (); Health h = this.gameObject.AddComponent <Health> (); //h.SetHealth (maxHealth); //h.maxHealth = maxHealth; this.GetComponent <PlayerUIManager> ().SetHealthUI(maxHealth, maxHealth); this.GetComponent <PlayerUIManager> ().SetComboUI(0, maxCombo); //Deal with mouse Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; }
// Start is called before the first frame update void Start() { CurrentElements = new Dictionary <string, GameObject>(); CM = GameController.Game.ContentManager; Canvas = GetComponentInChildren <Canvas>(); CameraScript = GameController.Game.CameraFollowScript; LoadScreenObj = GameObject.Find("Loading"); }
private void Awake() { if (CFS == null) { CFS = this; } else if (CFS != this) { Destroy(this); } }
public void FocusOnNextCreature() { CameraFollowScript cam = Camera.main.GetComponent <CameraFollowScript>(); int index = (cam.currentlyWatchingIndex + 1) % currentCreatureBatch.Length; cam.currentlyWatchingIndex = index; //cam.toFollow = currentGeneration[index]; cam.toFollow = currentCreatureBatch[index]; RefreshVisibleCreatures(); }
void Start() { camera = GameObject.FindGameObjectWithTag("camera").GetComponent <CameraFollowScript>(); OSES = camera.GetComponent <onScreenElementsScript>(); //player = GameObject.FindGameObjectWithTag ("player"); currentXP = 0; baseXPMax = 100; // SETTING TANKS DAMAGE ABILITIES setAbilityOneDamage(); setabilityTwoDamage(); setabilityThreeDamage(); }
public void FocusOnPreviousCreature() { CameraFollowScript cam = Camera.main.GetComponent <CameraFollowScript>(); int index = cam.currentlyWatchingIndex; //cam.currentlyWatchingIndex = index - 1 < 0 ? currentGeneration.Length - 1 : index - 1; cam.currentlyWatchingIndex = index - 1 < 0 ? currentCreatureBatch.Length - 1 : index - 1; //cam.toFollow = currentGeneration[index]; cam.toFollow = currentCreatureBatch[cam.currentlyWatchingIndex]; RefreshVisibleCreatures(); }
/// <summary> /// Sets the layer number for this parallax movement. /// </summary> public void SetLayer(int i) { gameObject.layer = LayerMask.NameToLayer("Background " + i.ToString()); cam = GameObject.Find(i.ToString() + " Camera").transform; camFollow = cam.GetComponent <CameraFollowScript>(); camFollow.ParallaxFollowers.Add(this); lastCamPos = cam.transform.position; totalOffset = Vector2.zero; }
void Start() { camera = GameObject.FindGameObjectWithTag("camera").GetComponent <CameraFollowScript>(); OSES = camera.GetComponent <onScreenElementsScript>(); // SETTING DAMAGE OF ARCHERS ABILITIES // METHODS TAKEN FROM ARCHER-CHARACTER-SCRIPT setFireShotDamage(); setPiercingDamage(); setHOADamage(); //player = GameObject.Find("player"); currentXP = 0; baseXPMax = 100; }
private void Awake() { if (followScriptInstance == null) { followScriptInstance = this; } else if (followScriptInstance != this) { Destroy(gameObject); followScriptInstance.player = FindObjectOfType <PlayerController>(); } DontDestroyOnLoad(gameObject); player = FindObjectOfType <PlayerController>(); }
// Use this for initialization void Start() { if (!isLocalPlayer) { return; } camera = Camera.main.transform; CameraFollowScript followScript = camera.GetComponent <CameraFollowScript>(); followScript.Target = transform; followScript.Offset = cameraOffset; characterController = GetComponent <CharacterController>(); animator = GetComponent <Animator>(); }
public GameObject CreatePlayerCamera(GameObject playerFollowing, int totalCameras) { //Create. GameObject g = (GameObject)Instantiate(PlayerCameraPrefab); Vector3 playPos = playerFollowing.transform.position; g.transform.position = new Vector3(playPos.x, playPos.y, g.transform.position.z); //Get components. IDData dat = playerFollowing.GetComponent <IDData>(); CameraFollowScript c = g.GetComponent <CameraFollowScript>(); //Set component data. g.name = dat.PlayerID + " Camera"; c.SetTarget(playerFollowing.GetComponent <StateMachine>()); //Set the view area. int i = dat.PlayerID - 1; switch (totalCameras) { case 1: break; case 2: c.camera.rect = new Rect(i * 0.5f, 0.0f, 0.5f, 1.0f); break; case 3: c.camera.rect = (i < 2 ? new Rect(i * 0.5f, 0.0f, 0.5f, 0.5f) : new Rect(0.25f, 0.5f, 0.5f, 0.5f)); break; case 4: c.camera.rect = (i < 2 ? new Rect(i * 0.5f, 0.0f, 0.5f, 0.5f) : new Rect((i - 2) * 0.5f, 0.5f, 0.5f, 0.5f)); break; default: throw new ArgumentOutOfRangeException("Must be one to four players!"); } //Set the view size. c.camera.orthographicSize = Screen.height * c.camera.rect.height * 0.5f * scale / SpriteHeight; ShowCullLayer(c.camera, "Background " + dat.PlayerID); return(g); }
// Use this for initialization void Start() { clickPosition = new Vector2(0f, 0f); cameraScript = Camera.main.GetComponent <CameraFollowScript>(); anim = GetComponent <Animator>(); anim.enabled = false; playerObj = GameObject.FindGameObjectWithTag("Player"); player = playerObj.GetComponent <PlayerControl>(); //if this door leads up if (exit.position.y > transform.position.y) { transform.GetComponent <SpriteRenderer>().sprite = up; } //if door leads down else if (exit.position.y < transform.position.y) { transform.GetComponent <SpriteRenderer>().sprite = down; } if (exit.gameObject.name.Equals("AtticDoor")) { boardedDoor = GameObject.FindGameObjectWithTag("BoardedDoor"); boardedDoor.transform.position = this.transform.position; } /* * //if this door leads up * if (exitlock.position.y > transform.position.y) * { * transform.GetComponent<SpriteRenderer>().sprite = up; * } * //if door leads down * else if (exitlock.position.y < transform.position.y) * { * transform.GetComponent<SpriteRenderer>().sprite = down; * } */ }
// Use this for initialization void Start() { clickPosition = new Vector2(0f, 0f); cameraScript = Camera.main.GetComponent<CameraFollowScript>(); anim = GetComponent<Animator>(); anim.enabled = false; playerObj = GameObject.FindGameObjectWithTag("Player"); player = playerObj.GetComponent<PlayerControl>(); //if this door leads up if (exit.position.y > transform.position.y) { transform.GetComponent<SpriteRenderer>().sprite = up; } //if door leads down else if (exit.position.y < transform.position.y) { transform.GetComponent<SpriteRenderer>().sprite = down; } if (exit.gameObject.name.Equals("AtticDoor")) { boardedDoor = GameObject.FindGameObjectWithTag("BoardedDoor"); boardedDoor.transform.position = this.transform.position; } /* //if this door leads up if (exitlock.position.y > transform.position.y) { transform.GetComponent<SpriteRenderer>().sprite = up; } //if door leads down else if (exitlock.position.y < transform.position.y) { transform.GetComponent<SpriteRenderer>().sprite = down; } */ }
// Use this for initialization void Start() { CFS = GameObject.Find("Main Camera").GetComponent <CameraFollowScript> (); SPS = GameObject.Find("SoundObject").GetComponent <SoundPlayerScript> (); Invoke("StartGame", 2f); }
private void Awake() { instance = this; }
void Awake(){ instance = this; }
// Start is called before the first frame update void Start() { Player = GameController.Game.Player; Camera = GameController.Game.CameraFollowScript; }
// Use this for initialization void Awake() { clickPosition = new Vector2(0f, 0f); cameraScript = Camera.main.GetComponent<CameraFollowScript>(); }
// Start is called before the first frame update void Start() { mainCamera = GetComponent <Camera>(); Camera = this; SetScreenCollider(); }
/// <summary> /// Gets the maximum speed of the given camera. /// Default: returns four times the distance between the camera and its target. /// </summary> public static float DefaultCamMaxSpeedFunction(CameraFollowScript c) { return(4.0f * Vector2.Distance(c.ThisTransform.position, c.TargetPos)); }
/// <summary> /// Gets the maximum acceleration of the given camera. /// Default behavior: returns a flat acceleration of 2,000. /// </summary> public static float DefaultCamAccelFunction(CameraFollowScript c) { return(10); }