void Start() { mainCube = GameObject.FindGameObjectWithTag("CubeMain").GetComponent <CubeMovement>(); speed = mainCube.speed + 3; tailTargetObj = mainCube.tailObjects[mainCube.tailObjects.Count - 2]; index = mainCube.tailObjects.IndexOf(gameObject); }
private IEnumerator MovePuzzleCubes() { movementFinished = false; foreach (GameObject cube in activePuzzleBlocks) { CubeMovement cubeMovement = cube.GetComponent <CubeMovement>(); cubeMovement.MoveCube(timeToMovePos); } //while the blocks are moving wait while (activePuzzleBlocks[0].GetComponent <CubeMovement>().isMoving) { //Only stay in the while loop aslong as there is atleast 1 active block if (activePuzzleBlocks.Count <= 0) { break; } yield return(null); } //Once the blocks have stopped moving wait x seconds before allowing the blocks to move again float counter = 0; float pauseTimer = pauseTimeBetweenRoll; while (counter < pauseTimer) { counter += Time.deltaTime; //Allow for time to be added to the pause for when a block is activated pauseTimer += addedPauseTime; addedPauseTime = 0; yield return(null); } movementFinished = true; }
void KnifeStuff() { bool swap = Input.GetKeyDown(KeyCode.Z); if (!swap) { return; } if (touchedKnife != null && myKnife == null) { KnifeScript kniS = touchedKnife.GetComponent <KnifeScript>(); if (!kniS.onGround) { return; } kniS.onGround = false; Destroy(touchedKnife.GetComponent <Collider>()); myKnife = touchedKnife; touchedKnife = null; SetKnifePosition(); } else if (touchedCube != null) { CubeMovement mov = touchedCube.GetComponent <CubeMovement>(); if (myKnife != null || mov.HasKnife()) { myKnife = mov.SwapKnives(myKnife); if (myKnife != null) { SetKnifePosition(); } } } }
void Start() { Destroy(gameObject, 25.0f); if (isClient) { GameObject[] gObjs = GameObject.FindGameObjectsWithTag("Player"); float min = 99999.0f; foreach (GameObject g in gObjs) { float dist = Vector3.Distance(transform.position, g.transform.position); if (dist < min) { min = dist; owner = g.GetComponent <CubeMovement>(); } } } ///if (!isServer) return; target = owner.gameObject.transform; }
private void OnTriggerEnter(Collider other) { StartCoroutine(activePortal()); CubeMovement cube = other.GetComponent <CubeMovement>(); cube.Teleport(outputPortal.transform.position); }
public void Stop() { moveSpeed = 0.0f; float hangover = GetHangover(); float max = MoveDirection == MoveDirection.Z ? LastCube.transform.localScale.z : LastCube.transform.localScale.x; if (Mathf.Abs(hangover) >= max) { LastCube = null; CurrentCube = null; UnityEngine.SceneManagement.SceneManager.LoadScene(0); } float direction = hangover > 0 ? 1.0f : -1.0f; if (MoveDirection == MoveDirection.Z) { SplitCubeOnZ(hangover, direction); } else { SplitCubeOnX(hangover, direction); } LastCube = this; }
void FixedUpdate() { if (playerScript == null) { playerScript = CubeMovement.player.GetComponent <CubeMovement>(); } }
public override void OnLobbyServerSceneLoadedForPlayer(NetworkManager manager, GameObject lobbyPlayer, GameObject gamePlayer) { LobbyPlayer lobby = lobbyPlayer.GetComponent <LobbyPlayer>(); CubeMovement cube = gamePlayer.GetComponent <CubeMovement>(); cube.playerName = lobby.playerName; cube.color = lobby.playerColor; }
private void OnTriggerExit(Collider other) { CubeMovement cubeLeft = other.GetComponent <CubeMovement>(); if (cubeLeft != null) { exitCube = true; } }
private void OnTriggerEnter(Collider other) { CubeMovement cube = other.GetComponent <CubeMovement>(); if (cube != null) { cube.Die(); } }
private void OnTriggerEnter(Collider other) { CubeMovement cube = other.GetComponent <CubeMovement>(); if (cube != null) { cube.MoveFromTeleport(finalPoint.transform.position, moveTime, teleportHeight); } }
private void CheckPlayer() { LayerMask layerMask = LayerMask.GetMask("Player"); if (Physics.Raycast(transform.position, Vector3.up, 5f, layerMask)) { CubeMovement cube = FindObjectOfType <CubeMovement>(); cube.SetKinemtaic(); } }
private void OnTriggerEnter(Collider other) { CubeMovement cube = other.GetComponent <CubeMovement>(); cube.enabled = false; Instantiate(finishFX, transform.position, Quaternion.identity); Destroy(gameObject); ScenesLoader.Instance.LoadNextLevel(2f); }
private void Awake() { if (Instance != null) { Destroy(gameObject); } else { Instance = this; } }
private void OnTriggerEnter(Collider other) { cube = other.GetComponent <CubeMovement>(); if (cube != null) { exitCube = false; Fall(); } //cube.Die(); }
private void OnEnable() { if (LastCube == null) { LastCube = GameObject.Find("Home").GetComponent <CubeMovement>(); } CurrentCube = this; GetComponent <Renderer>().material.color = GetColor(); transform.localScale = new Vector3(LastCube.transform.localScale.x, transform.localScale.y, LastCube.transform.localScale.z); }
void Start() { _cube = FindObjectOfType <CubeMovement>(); _sequence = DOTween.Sequence(); _sequence.Append(transform.DORotate(moveToOnePoint, moveTime).SetEase(movementEase1)); _sequence.AppendInterval(waitTimeUp); _sequence.Append(transform.DORotate(moveToCenter, moveTime).SetEase(movementEase2)); _sequence.Append(transform.DORotate(moveToAnotherPoint, moveTime).SetEase(movementEase1)); _sequence.AppendInterval(waitTimeUp); _sequence.Append(transform.DORotate(moveToCenter, moveTime).SetEase(movementEase2)); _sequence.SetLoops(-1, LoopType.Restart); }
void LoopOverCubes() { for (int i = 0; i < AllMovingCubes.Count; i++) { CubeMovement cubeMovement = AllMovingCubes[i]; cubeMovement.Amplitude = MasterAmplitude; cubeMovement.Speed = MasterSpeed; cubeMovement.VerticalShift = MasterVerticalShift; cubeMovement.PhaseShift = MasterPhaseShift; cubeMovement.MovementDelay = GetAppropriateMovementDelay(cubeMovement.Index.x, cubeMovement.Index.y); } }
private void Start() { target = GameObject.FindGameObjectWithTag("CubeMain").GetComponent<CubeMovement>(); difficulty = PlayerPrefs.GetInt("Diff"); if (difficulty == 0) { speed = 2f; seeDistance = 5f; } else if (difficulty == 1) { speed = 3f; seeDistance = 6f; } else if (difficulty == 2) { speed = 4f; seeDistance = 7f; } }
void setOwnerOnClient() { if (isClient) { GameObject[] gObjs = GameObject.FindGameObjectsWithTag("Player"); float min = 99999.0f; foreach (GameObject g in gObjs) { float dist = Vector3.Distance(transform.position, g.transform.position); if (dist < min) { min = dist; owner = g.GetComponent <CubeMovement>(); } } } }
void Start() { for (int x = 0; x < NumberOfCubesAlongXAxis; x++) { for (int z = 0; z < NumberOfCubesAlongZAxis; z++) { GameObject cubeObject = Instantiate(CubePrefab); cubeObject.transform.position = new Vector3(x, 0, z); CubeMovement cubeMovement = cubeObject.GetComponent <CubeMovement>(); cubeMovement.MovementDelay = GetAppropriateMovementDelay(x, z); cubeMovement.Index = new Vector2Int(x, z); AllMovingCubes.Add(cubeMovement); } } LoopOverCubes(); }
public void TakeDamage(float amount, CubeMovement owner) { if (!isServer) { return; } if (hasArmor) { currentArmor -= amount; } else { currentHealth -= amount; if (amount > 0.9f) { owner.score += (int)amount; } } if (currentHealth <= 0) { if (destroyOnDeath) { Destroy(gameObject); } else { currentHealth = maxHealth; RpcShowKill(owner.playerName, this.gameObject.GetComponent <CubeMovement>().playerName, owner.color, color, 0); RpcRespawn(color); this.gameObject.GetComponent <CubeMovement>().deaths += 1; owner.kills += 1; owner.score += 50; } } }
void Start() { if (isClient) { GameObject[] gObjs = GameObject.FindGameObjectsWithTag("Player"); float min = 99999.0f; foreach (GameObject g in gObjs) { float dist = Vector3.Distance(transform.position, g.transform.position); if (dist < min) { min = dist; owner = g.GetComponent <CubeMovement>(); } } } target = owner.gameObject.transform; StartCoroutine(explosionCountdown()); }
void Update() { if (hasCooldown) { float maxCooldown = 5.0f; if (cubeScript == null) { cubeScript = CubeMovement.player.GetComponent <CubeMovement>(); } maxCooldown = cubeScript.rushCooldown; cooldown += Time.deltaTime; rush.fillAmount = cooldown / maxCooldown; if (cooldown > maxCooldown - 0.01f) { hasCooldown = false; rush.fillAmount = 1.0f; } } }
void FixedUpdate() { if (playerScript == null) { playerScript = CubeMovement.player.GetComponent <CubeMovement>(); } if (playerScript != null) { time = playerScript.getTimeWithoutMovement(); if (time > 0.5) { cg.alpha = 1.0f; changeSpecialIcon(playerScript.roll()); } else if (time < 0.5) { cg.alpha = 0f; } loadingCircle.fillAmount = time / 3.5f; } }
private void Start() { _cube = FindObjectOfType <CubeMovement>(); }
void Start() { mainCube = GameObject.FindGameObjectWithTag("CubeMain").GetComponent <CubeMovement>(); }
/// <summary> /// Spawns a player /// </summary> public void SpawnPlayer(int playerIndex, Color playerColor, CubeMovement.InputStruct keys) { if(GameStarted)return; GameObject spawnedPlayer = (GameObject) GameObject.Instantiate(PlayerPrefab, Vector3.zero, Quaternion.identity); players[playerIndex] = spawnedPlayer; CubeMovement cMove = spawnedPlayer.GetComponent<CubeMovement>(); cMove.EntityColor = playerColor; cMove.PlayerNumber = playerIndex; cMove.InputKeys = keys; cMove.UpdateColor(); cMove.setStartPosition(this); }
private void Awake() { _rigidbody = GetComponent <Rigidbody>(); cube = FindObjectOfType <CubeMovement>(); }
// Use this for initialization void Start() { cubeMovement = GetComponent <CubeMovement>(); cubeCombat = GetComponent <CubeCombat>(); }
void Start() { IsPause = GameObject.FindGameObjectWithTag("CubeMain").GetComponent <CubeMovement>(); IsContinue = Cont.GetComponent <Continue>(); }
/// <summary> /// Force an update on the player color /// </summary> public void UpdatePlayer(int playerIndex, Color playerColor, CubeMovement.InputStruct keys) { if(GameStarted)return; CubeMovement cMove = players[playerIndex].GetComponent<CubeMovement>(); cMove.EntityColor = playerColor; cMove.InputKeys = keys; cMove.GetComponent<CubeMovement>().UpdateColor(); }