Inheritance: MonoBehaviour
Exemple #1
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 void Start()
 {
     DontDestroyOnLoad (gameObject);
     if (instance != null) //seperate from the singleton class to allow deletion of gameobject rather than script
         Destroy(gameObject);
     else
         instance = this;
 }
Exemple #2
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 void Start()
 {
     myTransform = transform;
     audioSource = GetComponent<AudioSource>();
     anim = GetComponent<Animator>();
     chManager = localGM.GetComponent<CheckpointManager>();
     spriteRenderer = gameObject.GetComponent<Renderer>();
     circleCollider = gameObject.GetComponent<Collider2D>();
     SaveParams();
 }
 void Awake()
 {
     if(_instance == null)
     {
         //If I am the first instance, make me the Singleton
         _instance = this;
         DontDestroyOnLoad(this);
     }
     else
     {
         //If a Singleton already exists and you find
         //another reference in scene, destroy it!
         if(this != _instance)
             Destroy(this.gameObject);
     }
 }
Exemple #4
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 protected void Start()
 {
     _checkpointManager = GameObject.FindGameObjectWithTag("CheckpointManager").GetComponent <CheckpointManager>();
 }
Exemple #5
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 void Awake()
 {
     player       = GameObject.FindGameObjectWithTag("Player");
     playerHealth = player.GetComponent <PlayerHealth>();
     cm           = player.GetComponent <CheckpointManager>();
 }
Exemple #6
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 // Use this for initialization
 void Start()
 {
     berryFarm = GetComponent <Collider2D>();
     cMan      = FindObjectOfType <CheckpointManager>();
 }
Exemple #7
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 public PlayerSMContext(Player _player, UI_GameplayManager _uiManager, CheckpointManager _checkpointManager)
 {
     player            = _player;
     checkpointManager = _checkpointManager;
     UIManager         = _uiManager;
 }
Exemple #8
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 public void Kill()
 {
     // TODO: Play a dying animation, and then respawn AFTER it finishes.
     CheckpointManager.Respawn();
 }
 private void Start()
 {
     agent             = GetComponent <NavMeshAgent>();
     CheckpointManager = FindObjectOfType <CheckpointManager>();
     InvokeRepeating("GetTargetCheckpoint", 0, 0.5f);
 }
 //END TESTING
 void Awake()
 {
     instance = null;
 }
 public static void registerCheckpointManager(GameObject checkPointManagerGO)
 {
     checkPointManager = checkPointManagerGO.GetComponent<CheckpointManager> ();
 }
Exemple #12
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 void Start()
 {
     cm = GameObject.FindGameObjectWithTag("CM").GetComponent <CheckpointManager>();
     player1behaviour = GameObject.FindGameObjectWithTag("Player1").GetComponent <playerBehaviour>();
     player2behaviour = GameObject.FindGameObjectWithTag("Player2").GetComponent <playerBehaviour>();
 }
Exemple #13
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 public CarAI(Rigidbody2D rigidBody, CheckpointManager checkpointManager)
 {
     this.rigidBody         = rigidBody;
     this.checkpointManager = checkpointManager;
 }
Exemple #14
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 private void Awake()
 {
     Instance = this;
 }
Exemple #15
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 void Start()
 {
     self = this;
     this.getCheckpoint(0).activate();
 }
Exemple #16
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 void Awake()
 {
     checkpointManager = GameObject.Find ("Game Manager").GetComponent<CheckpointManager>();
     text = GetComponent<Text> ();
     text.enabled = false;
 }
Exemple #17
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 void Start()
 {
     _instance = this;
 }
Exemple #18
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 private void Awake()
 {
     gameManager       = FindObjectOfType <GameManager>().GetComponent <GameManager>();
     checkpointManager = FindObjectOfType <GameManager>().GetComponent <CheckpointManager>();
 }
Exemple #19
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 void OnTriggerEnter()
 {
     CheckpointManager.UpdateCheckpoint(gameObject.transform);
 }
    //START OLD CODE
    void Start()
    {
        //Singleton enforcement
        if(instance)
            Destroy(instance.gameObject);
        instance = this;

        //		checkpointTree = new NodeTree();
        #if BUILD
        Debug.Log("core","Loading checkpoint data");
        LoadCheckpointData();
        #endif

        // If in the editor (so testing, not a build), delete all the checkpoint crap that would normally not be in a build
        #if UNITY_EDITOR
        //		Checkpoint[] objs = GameObject.FindObjectsOfType<Checkpoint>();
        //		foreach(Checkpoint go in objs)
        //			Destroy(go.gameObject);
        //		Destroy(GameObject.Find("_Checkpoints"));
        #endif
    }
 void Start()
 {
     bodyRb = body.GetComponent<Rigidbody2D>();
     chManager = localGM.GetComponent<CheckpointManager>();
     SaveParams();
     culling = GetComponent<Culling>();
 }
 private void OnTriggerEnter(Collider other)
 {
     CheckpointManager.ReachedCheckpoint(this);
 }
Exemple #23
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 protected void StartE()
 {
     // Cache
     spriteRenderer    = GetComponent <SpriteRenderer>();
     checkpointManager = FindObjectOfType <CheckpointManager>();
 }
    // Update is called once per frame
    void Update()
    {
        if (!RaceStarter.raceStart)
        {
            lastTimeMoving = Time.time;
            return;
        }

        if (checkpointManager == null)
        {
            checkpointManager = kc.rb.GetComponent <CheckpointManager>();
        }

        if (checkpointManager.lap == RaceStarter.totalLaps + 1)
        {
            kc.highAccSound.Stop();
            kc.Go(0, finishSteer, 0);
            return;
        }


        ProgressTracker();
        Vector3 localTarget;
        float   targetAngle;


        if (kc.rb.velocity.magnitude > 1)
        {
            lastTimeMoving = Time.time;
        }

        if (Time.time > lastTimeMoving + 4)
        {
            kc.rb.gameObject.transform.position = checkpointManager.lastCP.transform.position + Vector3.up * 2;
            kc.rb.gameObject.transform.rotation = checkpointManager.lastCP.transform.rotation;

            tracker.transform.position          = checkpointManager.lastCP.transform.position;
            kc.rb.gameObject.layer              = 8;
            this.GetComponent <Ghost>().enabled = true;
            Invoke("ResetLayer", 3);
        }

        if (Time.time < kc.rb.GetComponent <AvoidDetector>().avoidTime)
        {
            localTarget = tracker.transform.right * kc.rb.GetComponent <AvoidDetector>().avoidPath;
        }
        else
        {
            localTarget = kc.rb.gameObject.transform.InverseTransformPoint(tracker.transform.position);
        }

        targetAngle = Mathf.Atan2(localTarget.x, localTarget.z) * Mathf.Rad2Deg;

        float steer = Mathf.Clamp(targetAngle * steeringSens, -1, 1) * Mathf.Sign(kc.currentSpeed);

        float speedFactor = kc.currentSpeed / kc.maxSpeed;

        float corner       = Mathf.Clamp(Mathf.Abs(targetAngle), 0, 90);
        float cornerFactor = corner / 90f;

        float brake = 0;

        if (corner > 10 && speedFactor > 0.1f)
        {
            brake = Mathf.Lerp(0, 1 + speedFactor * brakeSens, cornerFactor);
        }

        float accel = 1f;

        if (corner > 20 && speedFactor > 0.2f)
        {
            accel = Mathf.Lerp(0, 1 * accelSens, 1 - cornerFactor);
        }



        kc.Go(accel, steer, brake);

        kc.CheckForSkid();
        kc.CalculateEngineSound();
    }
Exemple #25
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 private void Start()
 {
     checkpointManager = GameObject.Find("CheckpointManager")
                         .GetComponent <CheckpointManager>();
 }
Exemple #26
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 void Awake()
 {
     man = GetComponentInParent <CheckpointManager> ();
 }
Exemple #27
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 private void Awake()
 {
     t = this;
 }
Exemple #28
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 // Use this for initialization
 void Start()
 {
     lvlMngr    = FindObjectOfType <LevelManager> ();
     chkPntMngr = FindObjectOfType <CheckpointManager> ();
 }
Exemple #29
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 private void Start()
 {
     CheckpointManager = FindObjectOfType <CheckpointManager>();
 }
Exemple #30
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    // Update is called once per frame
    void Update()
    {
        if (!RaceMonitor.racing)
        {
            lastTimeMoving = Time.time;
            return;
        }

        if (cpm == null)
        {
            cpm = ds.rb.GetComponent <CheckpointManager>();
        }

        // Ai stopping at finish end
        if (cpm.lap == RaceMonitor.totalLaps + 1)
        {
            ds.highAccel.Stop();
            ds.Go(0, finishSteer, 0f);
            return;
        }


        ProgressTracker();

        Vector3 localTarget;

        float targetAngle;


        if (ds.rb.velocity.magnitude > 1)
        {
            lastTimeMoving = Time.time;
        }

        if (Time.time > lastTimeMoving + 4 || ds.rb.gameObject.transform.position.y < -5f || ds.rb.gameObject.transform.position.y > 25f)
        {
            ds.rb.transform.position            = cpm.lastCp.transform.position + Vector3.up * 2 + new Vector3(Random.Range(-8, 8), 0, 0);
            ds.rb.transform.rotation            = cpm.lastCp.transform.rotation;
            tracker.transform.position          = cpm.lastCp.transform.position;
            ds.rb.gameObject.layer              = 8;
            this.GetComponent <Ghost>().enabled = true;
            Invoke("ResetLayer", 3);
        }

        if (Time.time < ds.rb.GetComponent <AvoidDetector>().avoidTime)
        {
            localTarget = tracker.transform.right * ds.rb.GetComponent <AvoidDetector>().avoidPath;
        }
        else
        {
            localTarget = ds.rb.gameObject.transform.InverseTransformPoint(tracker.transform.position);
        }


        targetAngle = Mathf.Atan2(localTarget.x, localTarget.z) * Mathf.Rad2Deg;


        float steer = Mathf.Clamp(targetAngle * steeringSensitivity, -1, 1) * Mathf.Sign(ds.currentSpeed);

        float speedFactor = ds.currentSpeed / ds.maxSpeed;

        float corner = Mathf.Clamp(Mathf.Abs(targetAngle), 0, 90);

        //Debug.LogWarning("name " + gameObject.name +" corner angle: " + corner);
        float cornerFactor = corner / 90.0f;



        float brake = 0f;
        float accel = 1f;

        if (corner > 5 && speedFactor > 0.3f)
        {
            brake = Mathf.Lerp(0, 1 + (speedFactor * speedFactor) * (brakingSensitivity * 5), (2 * cornerFactor * cornerFactor * cornerFactor));
        }

        if (corner > 9 && speedFactor > 0.3f)
        {
            brake = Mathf.Lerp(0.4f, 1 + (speedFactor * speedFactor) * (brakingSensitivity * 5), (2 * cornerFactor * cornerFactor * cornerFactor));
        }

        if (corner > 12 && speedFactor > 0.3f)
        {
            brake = Mathf.Lerp(0.6f, 1 + (speedFactor * speedFactor) * (brakingSensitivity * brakingSensitivity * 5), 1 - (2 * cornerFactor * cornerFactor * cornerFactor));
        }

        if (corner > 15 && speedFactor > 0.3f)
        {
            brake = Mathf.Lerp(0.7f, 1 + (speedFactor * speedFactor) * (brakingSensitivity * brakingSensitivity * 5), 1 - (2 * cornerFactor * cornerFactor));
        }

        // tight cornering
        if (cornerFactor == 1 && speedFactor > 0.1f)
        {
            brake = 1f;
            accel = 0.1f;
        }

        float prevTorque = ds.torque;

        // uphill helper
        if (speedFactor < 0.3f && ds.rb.gameObject.transform.forward.y > 0.1f)
        {
            ds.torque *= 3.0f;
            accel      = 1f;
            brake      = 0f;
        }

        // downhill AI
        if (speedFactor < 0.3f && ds.rb.gameObject.transform.forward.y < -0.35f || target.y < -0.35f)
        {
            accel = 0.2f;
            brake = 0.9f;
        }

        if (gameObject.name == "GoldJeep")
        {
            Debug.Log(gameObject.name + " corner factor = " + cornerFactor);
            //Debug.LogWarning("brake " + brake + " SF " + speedFactor * brakingSensitivity);
        }

        //Debug.LogWarning(gameObject.name + " brake: " + brake + " accel: " + accel);



        ds.Go(accel, steer, brake);

        ds.CheckForSkid();
        ds.CalculateEngineSound();

        ds.torque = prevTorque;
    }
Exemple #31
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    // Update is called once per frame
    void Update()
    {
        if (!RaceMonitor.racing)
        {
            lastTimeMoving = Time.time;
            return;
        }

        if (cpm == null)
        {
            cpm = ds.rb.GetComponent <CheckpointManager>();
        }

        if (cpm.lap == RaceMonitor.totalLaps + 1)
        {
            ds.highAccel.Stop();
            ds.Go(0, finishSteer, 0);
            return;
        }

        ProgressTracker();
        Vector3 localTarget;
        float   targetAngle;

        if (ds.rb.velocity.magnitude > 1)
        {
            lastTimeMoving = Time.time;
        }

        if (Time.time > lastTimeMoving + 4 || ds.rb.gameObject.transform.position.y < -5 || ds.rb.gameObject.transform.position.y > 10)
        {
            ds.rb.gameObject.transform.position = cpm.lastCP.transform.position;
            ds.rb.gameObject.transform.rotation = cpm.lastCP.transform.rotation;
            tracker.transform.position          = cpm.lastCP.transform.position;
            ds.rb.gameObject.layer = 8;
            this.GetComponent <Ghost>().enabled = true;
            Invoke("ResetLayer", 3);
        }

        if (Time.time < ds.rb.GetComponent <AvoidDetector>().avoidTime)
        {
            localTarget = tracker.transform.right * ds.rb.GetComponent <AvoidDetector>().avoidPath;
        }
        else
        {
            localTarget = ds.rb.gameObject.transform.InverseTransformPoint(tracker.transform.position);
        }
        targetAngle = Mathf.Atan2(localTarget.x, localTarget.z) * Mathf.Rad2Deg;

        float steer = Mathf.Clamp(targetAngle * steeringSensitivity, -1, 1) * Mathf.Sign(ds.CurrentSpeed);

        float speedFactor = ds.CurrentSpeed / ds.maxSpeed;

        float corner       = Mathf.Clamp(Mathf.Abs(targetAngle), 0, 90);
        float cornerFactor = corner / 90.0f;

        float brake = 0;

        if (corner > 10 && speedFactor > 0.1f)
        {
            brake = Mathf.Lerp(0, 1 + speedFactor * brakingSensitivity, cornerFactor);
        }

        float accel = 1f;

        if (corner > 20 && speedFactor > 0.2f)
        {
            accel = Mathf.Lerp(0, 1 * accellerationSensitivity, 1 - cornerFactor);
        }

        float prevTorque = ds.torque;

        if (speedFactor < 0.3f && ds.rb.gameObject.transform.forward.y > 0.1f)
        {
            ds.torque *= 3.0f;
            accel      = 1f;
            brake      = 0;
        }

        ds.Go(accel, steer, brake);

        ds.CheckForSkid();
        ds.CalculateEngineSound();

        ds.torque = prevTorque;
    }
Exemple #32
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 // Use this for initialization
 void Start()
 {
     cMan = FindObjectOfType <CheckpointManager>();
     NPC  = GetComponent <Collider2D>();
 }
Exemple #33
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 private void Start()
 {
     _CM = GameObject.FindGameObjectWithTag("CM").GetComponent <CheckpointManager>();
     _AS = GetComponent <AudioSource>();
 }
Exemple #34
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 void Awake()
 {
     checkpointManager = GameObject.Find ("Game Manager").GetComponent<CheckpointManager>();
 }
Exemple #35
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 private void CheckRef()
 {
     ChkRef = FindObjectOfType <CheckpointManager>();
 }
 void Start()
 {
     instance         = this;
     startingPosition = transform.position;
 }
 void Start()
 {
     self = this;
     this.getCheckpoint(0).activate();
 }
 private void resetPositionToLastCheckpoint()
 {
     character.transform.position = CheckpointManager.getInstance().lastCheckpoint().position;
 }
    // ==========================================
    // == Start
    // ==========================================
    void Start()
    {
        explosion = Resources.Load ("Fireworks") as GameObject;

        // Le CheckpointManager :
        GameObject game_manager = GameObject.Find ("Game Manager") as GameObject;
        this.cp_manager = game_manager.GetComponent<CheckpointManager> ();

        // Joueurs ignorés par fusée bleue :
        joueursIgnores = new List<string> (new string[]{"Joueur 1", "Joueur 2"});

        // Materials des murs et obstacles :
        wall_materials = new Material[] {
            Resources.Load ("Wall_1") as Material,
            Resources.Load ("Wall_2") as Material,
            Resources.Load ("Wall_3") as Material
        };
    }
Exemple #40
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 private void Start()
 {
     _manager = CheckpointManager.instance;
 }
 public CheckpointManager()
 {
     instance = this;
 }
 private void Awake()
 {
     singleton = this;
 }