public void apply() { GameObject effectBomb = (GameObject)Instantiate(Resources.Load("PickupBomb"), transform.position, Quaternion.identity); ColorLerp bombColor = effectBomb.transform.GetChild(0).gameObject.GetComponent <ColorLerp>(); bombColor.startColor = effectColor; bombColor.endColor = new Color(effectColor.r, effectColor.g, effectColor.b, 0); if (ctrl.bombs < MAX_BOMBS) { ctrl.bombs += bombAdd; } else if (ctrl.bombs >= MAX_BOMBS && bombAdd > 0) { ctrl.changeMultiplier(3); //increment multiplier by 1 } if (ctrl.getHealth() < MAX_HEALTH) { ctrl.setHealth(ctrl.getHealth() + healthAdd); } else if (ctrl.getHealth() >= MAX_HEALTH && healthAdd > 0) { ctrl.changeMultiplier(3); //increment mulitiplier by 1 } HelperFunctions.playSound(ref _audioSource, pickUpSound); foreach (GameObject g in HelperFunctions.getChildren(gameObject.transform)) { if (g.GetComponent <SpriteRenderer>() != null) { g.GetComponent <SpriteRenderer>().color = Color.clear; } } pickedUp = true; Destroy(gameObject, 0); }
void Start() { state = GetComponent <State>(); col = GetComponent <BoxCollider2D>(); colorLerp = GetComponent <ColorLerp>(); anim = GetComponent <Animator>(); source = GetComponent <AudioSource>(); }
public void Pulse() { GameObject pulse = (GameObject)Instantiate(Resources.Load("PulseBomb"), transform.position, Quaternion.identity); ColorLerp bombColor = pulse.transform.GetChild(0).gameObject.GetComponent <ColorLerp>(); bombColor.startColor = effectColor; bombColor.endColor = new Color(effectColor.r, effectColor.g, effectColor.b, 0); }
private IEnumerator TransitionAndLoad(string sceneName) { ColorLerp c = GameObject.FindGameObjectWithTag("Transition").GetComponent <ColorLerp>(); c.SetActivated(true); yield return(new WaitForSeconds(c.ChangeDuration)); SceneManager.LoadScene(sceneName); }
public static IEnumerator TransitionAndLoad(string sceneName) { ColorLerp c = GameObject.FindGameObjectWithTag("Transition").GetComponent <ColorLerp>(); c.SetActivated(true); GameObject.Find("EventSystem").GetComponent <EventSystem>().enabled = false; yield return(new WaitForSeconds(c.ChangeDuration)); SceneManager.LoadScene(sceneName); }
void Awake() { player = GameObject.FindGameObjectWithTag("Player"); col = GetComponent <BoxCollider2D>(); colorLerp = GetComponent <ColorLerp>(); oscillator = GetComponent <SpriteColorOscillation>(); spriteRenderer = GetComponent <SpriteRenderer>(); colorA = colorLerp.startColor; colorB = colorLerp.endColor; }
public virtual void die(Color deathColor, bool byBomb) { if (!isDead) { if (!byBomb) // Die not by bomb { if (controller.survival) // Add points and drop item { controller.addPoints((int)(points * ctrl.multiplier)); GameObject p = Instantiate(pointsText, canvas.transform); p.GetComponent <RectTransform>().localPosition = HelperFunctions.objectCameraConvert(transform.position, canvas, cam); p.GetComponent <Text>().text = ((int)(points * ctrl.multiplier)).ToString(); if (ctrl.willDrop()) { dropItem(); } } _particleSystem.Play(); } _audioSource.pitch = Random.Range(.5f, 1.5f); HelperFunctions.playSound(ref _audioSource, deathSound); //i think popping sound because the enemy dies before sound finishes isDead = true; invincible = true; if (GetComponent <Simple_Movement>() != null) { GetComponent <Simple_Movement>().stopMovement(); } foreach (GameObject spriteObject in spriteObjects) { if (spriteObject.GetComponent <ConstantRotation>() != null) { spriteObject.GetComponent <ConstantRotation>().setSpeed(0); } if (spriteObject.GetComponent <ColorLerp>() != null) { ColorLerp colorLerp = spriteObject.GetComponent <ColorLerp>(); // Fade to transparent colorLerp.startColor = deathColor; colorLerp.endColor = new Color(deathColor.r, deathColor.g, deathColor.b, 0); colorLerp.startColorChange(); } if (spriteObject.GetComponent <ColorOscillationWithSprites>() != null) { spriteObject.GetComponent <ColorOscillationWithSprites>().stopColorChange(); } } Destroy(gameObject, 1); } }
public static IEnumerator TransitionThenLoad(string nextScene) { AllowUIInput = false; ColorLerp transition = GameObject.FindGameObjectWithTag("Transition").GetComponentInChildren <ColorLerp>(); transition.Activated = true; yield return(new WaitForSeconds(transition.ChangeDuration)); AllowUIInput = true; SceneManager.LoadScene(nextScene); }
void Start() { if (target == null) { target = gameObject.GetComponent <ColorLerp>(); } onEvent = gameObject.GetComponent <OnEvent>(); onEvent.enter += setHoverColor; onEvent.exit += stopHoverColor; }
// Use this for initialization void Start() { m_Laser = Instantiate(m_LaserPrefab, Vector3.zero, transform.rotation) as GameObject; m_Laser.transform.parent = transform.GetChild(0); m_Laser.transform.localPosition = new Vector3(0, 0, -1.0f); m_Laser.name = "EyeLaser"; eyeClosed = this.transform.Find("EyeClosed").gameObject; colorLerp = this.GetComponent <ColorLerp>(); attackPattern = this.GetComponent <EnragedAttackPattern> (); attackPattern.enabled = false; }
void Awake() { laserSprite = laser.GetComponent <SpriteRenderer>(); laserColor = laser.GetComponent <ColorLerp>(); ctrl = GameObject.Find("GameController").GetComponent <gameController>(); try { _audioSource = GetComponents <AudioSource>()[0]; _multiplierSource = GetComponents <AudioSource>()[1]; } catch { } }
void ClickEnemy() { if (enemyCurrent != null) { // todo: have a subsystem drive the click damage variable float damageClick = 2.0f; // apply damage enemyCurrent.Damage(damageClick); // if the enemy is dead, destroy it and spawn a new enemy if (enemyCurrent.healthCurrent <= 0.0f) { DestroyEnemy(); SpawnEnemy(); } // play the sound fx if (enemyCurrent.onClickedAudioClip != null) { AudioSource audioSource = enemyCurrent.GetComponent <AudioSource>(); UnityEngine.Assertions.Assert.IsNotNull(audioSource); audioSource.PlayOneShot(enemyCurrent.onClickedAudioClip); } // Add the color lerp. var renderer = enemyCurrent.GetComponent <Renderer>(); UnityEngine.Assertions.Assert.IsNotNull(renderer); ColorLerp colorLerp = enemyCurrent.GetComponent <ColorLerp>(); if (colorLerp != null) { Destroy(colorLerp); } enemyCurrent.gameObject.AddComponent <ColorLerp>(); } }
private IEnumerator EnableDelay() { yield return(new WaitForEndOfFrame()); //_eventSystem.enabled = false; if (SceneManager.GetActiveScene().name == "openpacks") { _packReceiver = GameObject.Find("PackReceiver").transform; _colorLerp = _packReceiver.GetComponent <ColorLerp>(); _dragParticles = GameObject.Find("FlowContainer").GetComponentsInChildren <ParticleSystemRenderer>(); _eventSystem = GameObject.Find("EventSystem"); _dragParticles = GameObject.Find("FlowContainer").GetComponentsInChildren <ParticleSystemRenderer>(); _eventSystem = GameObject.Find("EventSystem"); _backButton = GameObject.FindWithTag(Tags.SINGLETONTAG).GetComponent <BackButton>(); _backButton.enabled = false; _packTrail = GameObject.Find("PackTrail").GetComponent <PackTrail>(); } _packExpansion = _onDragBeginPack._packExpansion; ChangeFlowVisibility(1); _colorLerp.ControlLerp(true); _packTrail.packToFollow = transform; _packTrail.GetComponent <ParticleSystem>().Play(); }
void Start() { state = GetComponent <State>(); col = GetComponent <BoxCollider2D>(); colorLerp = GetComponent <ColorLerp>(); }
void Start() { timer = 0; spriteRenderer = GetComponent <SpriteRenderer>(); colorLerp = GetComponent <ColorLerp>(); }
private void Start() { _colorLerpPresets = _colorPresetsGameObject.GetComponents <ColorLerpPreset>(); _colorLerp = GetComponent <ColorLerp>(); }
// Use this for initialization void Start() { m_Laser = Instantiate(m_LaserPrefab, Vector3.zero, transform.rotation) as GameObject; m_Laser.transform.parent = transform.GetChild(0); m_Laser.transform.localPosition = new Vector3(0, 0, -1.0f); m_Laser.name = "EyeLaser"; eyeClosed = this.transform.Find("EyeClosed").gameObject; colorLerp = this.GetComponent<ColorLerp>(); attackPattern = this.GetComponent<EnragedAttackPattern> (); attackPattern.enabled = false; }