public float particleAttractionSpeed; // Used for particle movement smoothing // Use this for initialization void Start () { flower = GameObject.FindWithTag("Flower").transform; saturationPoints = maxSaturationPoints; foreach (Transform child in transform) { if (child.tag == "ParticleSystem") { particleSystem = child.GetComponent<ParticleSystem>(); break; } } particleSystem.simulationSpace = ParticleSystemSimulationSpace.World; // Make the particles play in world space. flowerScript = flower.GetComponent<FlowerScript>(); renderer = GetComponent<Renderer>(); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "TiltedEarth" && seedCount > 0) { TiltedGroundScript script = collision.GetComponent <TiltedGroundScript> (); // only plant in unplanted tilted earth if (script.GetIsPlanted() == false) { collision.GetComponent <TiltedGroundScript> ().PlantSeed(); ScoreTrack.scoreNum += 20; seedCount--; ScoreTrack.seedNum = seedCount; // play particle effect ParticleSystem clone = particle; Vector3 location = collision.transform.position; location.z = -4f; Instantiate(clone, location, collision.transform.rotation); avatarAnimator.SetFloat("planted", 3.0f); avatarAnimator.SetTrigger("avatar_happy"); } } else if (collision.gameObject.tag == "Flower") { FlowerScript script = collision.GetComponent <FlowerScript> (); // flower can only hurt the player once if (script.getHurtPlayer() == false) { script.toggleHurtPlayer(); Color semiTransparent = collision.GetComponent <SpriteRenderer> ().color; semiTransparent.a = 0.5f; collision.GetComponent <SpriteRenderer> ().color = semiTransparent; health--; avatarAnimator.SetFloat("stunned", 3.0f); // if player runs out of health reset seen if (health <= 0) { RespawnPlayer(); } } } }
void Start() { FS = GameObject.FindObjectOfType <FlowerScript>(); this.player = GameObject.FindWithTag("Player").transform; if (player) { Cursor.lockState = CursorLockMode.Locked; } else { Cursor.lockState = CursorLockMode.None; } }
private bool isInvulnerable = false; // Player is invulnerable for a period after hit void Start () { // Get the player's rigidbody2D component for movement uses. rigidbody2D = GetComponent<Rigidbody2D>(); foreach (Transform child in transform) { if (child.tag == "GroundCollider") { groundCheckRadius = child.GetComponent<CircleCollider2D>().radius; break; } } foreach (Transform child in transform) { if (child.tag == "Flower") { flower = child.transform; flowerScript = flower.GetComponent<FlowerScript>(); break; } } //print(groundCheckerRadius); }
// Use this for initialization protected void Start () { rigidbody2D = GetComponent<Rigidbody2D>(); player = GameObject.FindWithTag("Player").transform; flowerScript = GameObject.FindWithTag("Flower").GetComponent<FlowerScript>(); }
// Use this for initialization protected override void Start() { base.Start(); flowerScript = GameObject.FindGameObjectWithTag("Flower").GetComponent<FlowerScript>(); failureText = failureText.Replace("\\n", "\n"); }
public void AddShakeListener(GameObject flower) { FlowerScript flower_script = flower.GetComponent <FlowerScript>(); shakeEvent.AddListener(flower_script.FillUpPollen); }
public void SpawnFlowerField() { //Delete all remaining flowers foreach (GameObject flower in GameObject.FindGameObjectsWithTag("Flower")) { GameObject.Destroy(flower); } foreach (GameObject vine in GameObject.FindGameObjectsWithTag("Vine")) { GameObject.Destroy(vine); } flowerNumberList.Clear(); flowerList.Clear(); //Add hive and lake to collider list Collider hive = GameObject.FindGameObjectWithTag("Hive").GetComponent <Collider>(); Collider lake = GameObject.FindGameObjectWithTag("Lake").GetComponent <Collider>(); flowerList.Add(hive); flowerList.Add(lake); //Initialize int flower_int = 0; flowerNumberList.Add(flowerNumberVine); flowerNumberList.Add(flowerNumberWhite); flowerNumberList.Add(flowerNumberBlue); flowerNumberList.Add(flowerNumberPink); foreach (int flowerNumber in flowerNumberList) { int temp_flowerNumber = flowerNumber; for (int i = 0; i < temp_flowerNumber; i++) { if (temp_flowerNumber > flowerNumber * 5) { break; } ; float r = planet.transform.localScale.x / 2; Vector3 point = ((Random.onUnitSphere * r) + planet.transform.position); // put the ray randomly around the transform if (flower_int == 0) { // Instantiation mesh instantiated_flower = Instantiate(vine_prefab, point, Quaternion.identity); //Orient mesh instantiated_flower.transform.LookAt(planet.transform); instantiated_flower.transform.Rotate(-90, 0, 0); } else { // Instantiation mesh instantiated_flower = Instantiate(prefab, point, Quaternion.identity); //Orient mesh instantiated_flower.transform.LookAt(planet.transform); instantiated_flower.transform.Rotate(-90, 0, 0); //Set flower type FlowerScript flower_script = instantiated_flower.GetComponent <FlowerScript>(); flower_script.flowerType = (FlowerScript.Flower)flower_int - 1; flower_script.UpdateFlower(); } //if intersecting with another flower, replace bool isIntersecting = false; Collider flowerCollider = instantiated_flower.GetComponent <Collider>(); foreach (Collider col in flowerList) { if (flowerCollider.bounds.Intersects(col.bounds)) { GameObject.Destroy(instantiated_flower); temp_flowerNumber += 1; isIntersecting = true; break; } } // Add to list if (!isIntersecting) { flowerList.Add(flowerCollider); } } flower_int += 1; } }