// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); Fs = GetComponent <FireSystem>(); Hs = GetComponent <PlayerResorSystem>(); CurrentSpeed = StarSpeed; Cursor.lockState = CursorLockMode.Locked; }
private void SetupFireSystem(FireSystem fs, Material mat) { FlammableMaterial fm = GetMaterialProperties(mat); if (fm != null) { fs.igniteTime = fm.fireSettingNoise ? fm.igniteTime + Random.Range(-1f, 1f) : fm.igniteTime; fs.lifeSpanSeconds = fm.fireSettingNoise ? fm.lifeSpanSeconds + Random.Range(-1f, 1f) : fm.lifeSpanSeconds; fs.maxFireSizeMultiplier = fm.fireSettingNoise ? fm.maxFireSizeMultiplier + Random.Range(-1f, 1) : fm.maxFireSizeMultiplier; fs.windDirection = windDirection; fs.breaksOnExtinguish = fm.breaksOnExtinguish; } }
private void InitializeLevel(Scene arg0, LoadSceneMode arg1) { Debug.Log("initializing level"); _gameMaster = FindObjectOfType <GameMaster>(); _gameMaster.RegisterLevel(this); GameMaster.LoadFireSystem(FireSystem, () => { _timeLeft = FireSystem.LevelTime; _startTime = Time.time; FireSystem.Initialize(); }); GameMaster.LoadPlayer(Player, () => { Player.Initialize(); }); //start the timer }
public void RemoveFireSystem(FireSystem fs) { fireSystems.Remove(fs); }
// Start is called before the first frame update void Start() { Fs = GetComponent <FireSystem>(); }
public void BurnOther(FireSystem other) { other.SetBeingIgnited(); }
private void Awake() { singleton = this; //fireAudio= }
public void OnFireSystemSwordAttack(FireSystem fs, GameObject target, object info){ GameObject v = GetViewObjectBySeqId( fs.GetComponent<TagObject>().SeqID ); if( v != null ) v.GetComponent<Player> ().SetState ("SwordAttack"); }
public override void onRemovedFromEntity() { FireSystem.Remove(this); }
public override void onAddedToEntity() { FireSystem.Add(this); }
void Start() { Enemies++; life = GetComponent <UnitLife>(); target = PlayerController.player; fireSystem = GetComponent <FireSystem>(); float maxPowerLevel = RandomEnemies.maxDifficulty; float powerLevel = maxPowerLevel; if (Random.value < RandomEnemies.BossChance) { powerLevel *= 10f; RandomEnemies.BossChance = 0; isBoss = true; //AudioManager.playOnce(AudioManager.instance.bossIsCommingClip); AudioManager.playRepeatedEffect(AudioManager.instance.bossIsCommingClip, 6, 2, 1); } else { powerLevel = maxPowerLevel * (Random.value + 2) * 0.05f; float reducePower = maxPowerLevel * (Random.value + 2) * 0.05f; if (powerLevel > reducePower) { powerLevel = reducePower; } } repositionChance = Random.value * 0.1f; camRatio = Random.value * 0.5f; fireSystem.camRatio = camRatio; difficulty = fireSystem.RandomValues(powerLevel); float vv = (difficulty / RandomEnemies.maxDifficulty); float Rv = 0.75f + .15f * vv; life.life = (difficulty * 2) + 35; life.life = Mathf.Clamp(life.life, RandomEnemies.maxDifficulty + 35, RandomEnemies.maxDifficulty * 20); maxLife = life.life; float scale = Rv < 2.5f ? Rv : 2.5f; transform.localScale = scale * Vector3.one; goldDrop = difficulty * 3 + 5; if (goldDrop > RandomEnemies.maxDifficulty * 10) { goldDrop *= 0.25f + Random.value * 0.75f; } rotationSpeed = 2; behaviorType = 1; Range = 0; fleeRange = 0; speed = Random.value * 4f + 1; if (vv < 1 || Random.value > 0.85) { if (Random.value > 0.7) { behaviorType = 0; Range = Random.Range(6f, 12f); AdRange = Range * .05f + 1f; shootRange = Random.Range(Range * 1.5f, Range * 2.5f); fleeRange = Range * 0.5f * Random.value; } else { suicider = Random.value > vv * 4f ? true : false; if (suicider) { if (Random.value > .5f) { difficulty *= .5f; Range = 0; speed = 3.25f / Rv; speed = Mathf.Clamp(speed, 2.5f, 5f); StartCoroutine(DestroySelf(7.5f)); rotationSpeed = 6f; life.life *= 0.75f; camRatio = 0; } } } } StartCoroutine(damageColliding()); stayPos = CameraFlow.randomScreenPos(); RandomEnemies.liveDifficulty += difficulty; StartCoroutine(CheckDestroy()); life.onGetHitCallback += onGethit; }
protected override void DidMove() { ItemPickupSystem.ModifierChange(); FireSystem.Age(); }