private void onHorizontalMovement(float val) { if (val < 0f && currentOrientation == FollowCamera.TargetOrientation.RIGHT) { currentOrientation = FollowCamera.TargetOrientation.LEFT; FollowCamera.ChangeDirection(currentOrientation); transform.rotation = Quaternion.LookRotation(Vector3.back, Vector3.up); if (OnDirectionChanged != null) { OnDirectionChanged.Invoke(val); } } else if (0f < val && currentOrientation == FollowCamera.TargetOrientation.LEFT) { currentOrientation = FollowCamera.TargetOrientation.RIGHT; FollowCamera.ChangeDirection(currentOrientation); transform.rotation = Quaternion.LookRotation(Vector3.forward, Vector3.up); if (OnDirectionChanged != null) { OnDirectionChanged.Invoke(val); } } }
public IEnumerator DrawCard(Player forPlayer) { if (m_CardsQueue.Count == 0) { yield break; } FollowCamera.Push(transform); yield return(new WaitForCamera()); var definition = PeekCard(); var card = SpawnCard(definition); var cardIdx = m_CardsQueue[0]; m_CardsQueue.RemoveAt(0); m_CardsQueue.Add(cardIdx); yield return(card.Show()); yield return(definition.Activate(card, forPlayer)); Destroy(card.gameObject); FollowCamera.Pop(); }
//Unity Callbacks void Start() { m_Player = gameObject.GetComponent<Actor>(); m_PlayerRigidBody = GetComponent<Rigidbody>(); m_Camera = m_Player.m_Camera; }
protected void Awake() { if(sInstance != null) { Destroy(gameObject); return; } sInstance = this; if (mDungeon == null) { mDungeon = FindObjectOfType<Dungeon>(); } if (mFollowCamera == null) { mFollowCamera = FindObjectOfType<FollowCamera>(); } if(mFader == null) { mFader = FindObjectOfType<Fader>(); } GameObject goalObj = SpawnPrefab(mGoalPrefab); mGoal = goalObj.GetComponent<Goal>(); GameObject playerObj = SpawnPrefab(GlobalData.sSelectedCharacter == SelectedCharacter.Rose ? mPlayerRosePrefab : mPlayerVuPrefab); mPlayer1 = playerObj.GetComponent<PlayerController>(); mFollowCamera.Init(mPlayer1.transform); }
IEnumerator Loading() { AsyncOperation cLoadLevelAsync = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("1.GameScene"); yield return(cLoadLevelAsync); UIManager.Instance.OpenUI <UI_DressRoom>(eUIType.DressRoom); ///게임시스템 생성 CreateGameSystem(); /// 캐릭터 생성 CreateCharacter(); ///맵 생성 CreateMap(); ///몬스터 생성 CreateMonster(); m_camera = GameObject.FindObjectOfType <FollowCamera>(); m_camera.m_target = IngameManager.Instance.m_myCharacter.thisTransform; IngameManager.Instance.m_myCharacter.AISystem.AIOn(); }
// private FollowCamera playerCam; // [SerializeField] // private Transform hmdPositionOffset; // [SerializeField] // private Transform hmdRotationOffset; public static CockpitView Create(CockpitView prefab, FollowCamera playerCam) { var cockpit = Instantiate(prefab, Vector3.zero, Quaternion.identity); //cockpit.playerCam = playerCam; return cockpit; }
public void StopEvent(bool interupted = false) { //Debug.Log("Stop Cinematic"); DialogueEvent trigger = current_event; current_event = null; current_message = null; talk_bubble_inst.SetActive(false); DialoguePanel.Get().Hide(); DialogueZoomPanel.Get().Hide(); if (trigger != null && trigger.camera_lock_on != null) { FollowCamera pcam = FollowCamera.Get(); pcam.UnlockCamera(); } if (trigger != null && trigger.zoomed_in) { //TheGame.Instance.UnlockGameplay(); } if (!interupted && trigger != null) { trigger.TriggerEffects(); if (OnDialogueEnd != null) { OnDialogueEnd.Invoke(trigger); } if (trigger.OnEnd != null) { trigger.OnEnd.Invoke(); } } }
void Start() { //魔法管理 magicMaster = FindObjectOfType <MagicMaster>(); targetCursor = FindObjectOfType <TargetCursor>(); camera = FindObjectOfType <FollowCamera>(); }
/** * @brief 게임에 접속한 모든 클라이언트에 플레이어를 생성합니다. */ private void CreatePlayer() { if (startingList.Count <= 0) { Debug.LogError("No start position information"); } // 진영 정보로 스폰 위치를 받음 Vector3 _starting = startingList[(int)teamInfo].position; // 플레이어 캐릭터 생성 GameObject playerObject = PhotonNetwork.Instantiate(GameManager._instance.GetPlayerAssetName(), _starting, Quaternion.identity, 0); // 카메라를 모두 가져옴 (main Camera 및 UI Camera) int length = Camera.allCamerasCount; Camera[] cameras = Camera.allCameras; // 카메라에 타겟을 지정해줌 for (int i = 0; i < length; i++) { FollowCamera _followCamera = cameras[i].GetComponent <FollowCamera>(); _followCamera.SetTarget(playerObject, teamInfo); } // blue 팀일 경우 if (teamInfo == ETeamInfo._Blue) { // 캐릭터의 방향을 반전 시킴 (위쪽에서 아래 방향으로 내려 와야 하기 때문) Vector3 direction = startingList[(int)teamInfo].forward; playerObject.transform.forward = direction; } }
public override void Enter() { SceneManager.LoadScene("scene1"); fleetManager = owner.GetComponent <FleetManager>(); // Get VideoManager videoManager = GameObject.Find("VideoManager").GetComponent <VideoManager>(); // Set the first 3 ships to attack for (int i = 0; i < fleetManager.ships.Count && i < 3; i++) { Boid ship = fleetManager.ships[i]; ship.GetComponent <StateMachine>().ChangeState(new AttackState(fleetManager.borg)); ship.maxSpeed = Random.Range(20.0f, 30.0f); ship.StartCoroutine(ship.ChangeSpeed()); } // Change Camera Target FollowCamera mainCamera = Camera.main.GetComponent <FollowCamera>(); mainCamera.target = fleetManager.GetComponent <GameObject>(); videoPlayed = false; fleetManager.audioSource.Stop(); fleetManager.audioSource.clip = fleetManager.battleMusic; fleetManager.audioSource.loop = true; fleetManager.audioSource.Play(); //foreach (Ship ship in fleetManager.shipComp) { // ship.audioSource.loop = true; // ship.audioSource.clip = fleetManager.flybySound; // ship.audioSource.Play(); //} }
protected void Awake() { if (sInstance != null) { Destroy(gameObject); return; } sInstance = this; if (mDungeon == null) { mDungeon = FindObjectOfType <Dungeon>(); } if (mFollowCamera == null) { mFollowCamera = FindObjectOfType <FollowCamera>(); } if (mFader == null) { mFader = FindObjectOfType <Fader>(); } GameObject goalObj = SpawnPrefab(mGoalPrefab); mGoal = goalObj.GetComponent <Goal>(); GameObject playerObj = SpawnPrefab(GlobalData.sSelectedCharacter == SelectedCharacter.Rose ? mPlayerRosePrefab : mPlayerVuPrefab); mPlayer1 = playerObj.GetComponent <PlayerController>(); mFollowCamera.Init(mPlayer1.transform); }
public MyGame(string[] tmxFileNames, int levelIndex) : base(SCREEN_WIDTH, SCREEN_HEIGHT, FULLSCREEN) // Create a window that's 800x600 and NOT fullscreen { GL.ClearColor(1f, 1f, 1f, 1f); ThisInstance = this; _levelFiles = tmxFileNames; if (_levelFiles.Length == 0) { throw new ApplicationException( $"_levelFiles.Length == 0, no tmx files found in {AppDomain.CurrentDomain.DynamicDirectory}"); } LoadScoreBoardData(); _mapData = TiledMapParserExtended.MapParser.ReadMap(_levelFiles[levelIndex]); _map = new MapGameObject(_mapData); _camera = new FollowCamera(0, 0, width, height); _canvasDebugger = new CanvasDebugger2(width, height); AddChild(SoundManager.Instance); var hudScreenFader = new HudScreenFader(); StartScreen(); //var startScreen = new StartScreen(); //AddChild(startScreen); }
// Start is called before the first frame update new void Start() { StatusLoad(); base.Start(); _type = CharacterType.Player; _id = 0; _name = "<color=#ffff00>プレイヤー</color>"; _itemList = new List <Item>(); _skillAttackSlot = new SkillAttackType[4]; UIManager.instance.GetSkillMenu().SetSkill(0, (int)SkillAttackType.ThrustAttack); UIManager.instance.GetSkillMenu().SetSkill(1, (int)SkillAttackType.RotaryAttack); UIManager.instance.GetSkillMenu().SetSkill(2, (int)SkillAttackType.HeavyAttack); UIManager.instance.GetSkillMenu().SetSkill(3, (int)SkillAttackType.MowDownAttack); _skillAttackSlot[0] = SkillAttackType.ThrustAttack; _skillAttackSlot[1] = SkillAttackType.RotaryAttack; _skillAttackSlot[2] = SkillAttackType.HeavyAttack; _skillAttackSlot[3] = SkillAttackType.MowDownAttack; _visibleRect = new Rect(2, 2, 2, 2); _camera = Camera.main.GetComponent <FollowCamera>(); }
private void Start() { // Setup player = Player.instance.targeting; followCam = FollowCamera.instance; meshRenderer = GetComponent <MeshRenderer>(); }
void Start() { follow = gameObject.GetComponent <FollowCamera>(); follow.SetTarget(point0); isLoad = false; isChoosingHero = false; }
public override void Start() { base.Start(); Anim = GetComponentInChildren <Animator>(); layerMask = 1 << LayerMask.NameToLayer("Kart"); layerMask = ~layerMask; if (KartCamPrefab != null) { GameObject camObj = Instantiate(KartCamPrefab) as GameObject; if (camObj != null) { FollowCam = camObj.GetComponent <FollowCamera>(); FollowCam.Target = transform; if (isLocalPlayer) { Camera cam = FollowCam.GetComponent <Camera>(); cam.enabled = true; if (UI != null) { UI.gameObject.SetActive(true); } } } } if (isLocalPlayer) { NI = GetComponent <NetworkIdentity>(); } initGUIControls(); }
private void CreateTank() { Vector3 pos; Quaternion quo; if (PhotonNetwork.isMasterClient) { pos = new Vector3(90, 1, 0); quo = Quaternion.AngleAxis(-90, new Vector3(0, 1, 0)); } else { pos = new Vector3(-90, 1, 0); quo = Quaternion.AngleAxis(90, new Vector3(0, 1, 0)); } GameObject go = PhotonNetwork.Instantiate("Tank", pos, quo, 0); Tank t = go.GetComponent <Tank> (); FollowCamera c = go.AddComponent <FollowCamera> (); c.camera = Camera.main; if (PhotonNetwork.isMasterClient) { c.OffsetPosition = new Vector3(4, 3, 0); } else { c.OffsetPosition = new Vector3(-4, 3, 0); } c.OffsetAngle = Quaternion.AngleAxis(0, Vector3.up); }
void Start() { GameObject target = Instantiate(MenuManager.SelectedCharacter, Vector3.zero, Quaternion.identity); followC = camera.GetComponent <FollowCamera>(); followC.target = target; }
// Use this for initialization void Start() { leaderCam = GetComponent <LeaderCamera>(); followCam = GetComponent <FollowCamera>(); leaderCam.enabled = true; followCam.enabled = false; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); this.Services.AddService(typeof(SpriteBatch), spriteBatch); DiagnosticsManager.Initialize(this); SpriteBatchHelpers.Initialize(GraphicsDevice); Primitives.Initialize(GraphicsDevice); Billboard.Initialize(GraphicsDevice, Content.Load <Effect>("Shaders/Billboarding")); // TODO: use this.Content to load your game content here CreateSpheres(); ship = new Ship(this); followCam = new FollowCamera(camera, ship); lightningTexture = new LightningTexture(GraphicsDevice, 50, 100); #region Particles pSet = new ParticleSettings() { BlendState = BlendState.Additive, MaxParticles = 10, Duration = TimeSpan.FromSeconds(0.5), DurationRandomness = 0.1f, EmitterVelocitySensitivity = 0, MinVelocity = 1f, MaxVelocity = 2f, Gravity = Vector3.Zero, EndVelocity = 0, MinColor = Color.White, MaxColor = Color.White, MinRotateSpeed = -0.1f, MaxRotateSpeed = 0.1f, MinStartSize = 0.25f, MaxStartSize = 0.35f, MinEndSize = 0.5f, MaxEndSize = 0.6f }; var pTex = new Texture2D(GraphicsDevice, 5, 5); pTex.SetData(Enumerable.Repeat(Color.FromNonPremultiplied(0, 0, 255, 125), 25).ToArray()); var pEff = Content.Load <Effect>("Shaders/Particles"); pSys = new ParticleSystem(this, pSet, pTex, pEff, camera); pEmi = new ParticleEmitter(pSys) { Position = Vector3.UnitX, ParticlesPerSecond = 10 }; pEmi2 = new ParticleEmitter(pSys) { Position = -Vector3.UnitX, ParticlesPerSecond = 10 }; //pEmi = new ParticleEmitter(pSys) { Position = Vector3.UnitY, ParticlesPerSecond = 10 }; //pEmi = new ParticleEmitter(pSys) { Position = new Vector3(Vector2.One, 0), ParticlesPerSecond = 10 }; #endregion base.LoadContent(); }
// Use this for initialization void Start() { playerMove = FindObjectOfType <PlayerMove>(); playerAttack = FindObjectOfType <PlayerAttack>(); inputAttackCheacck = FindObjectOfType <InputAttack.InputAttackCheacck>(); followCamera = FindObjectOfType <FollowCamera>(); }
public FloatEvent OnDirectionChanged; // Acceleration direction changes private void Start() { currentOrientation = InitialDirection; FollowCamera.CameraTargetChanged(this); PlayerInputSender.RegisterInputAction(PInput.HORIZONTAL, PInputType.FOCUS, onHorizontalMovement); }
internal void AddUnit(MsgAddUnit_S2C config) { GameObject go = new GameObject("unit_" + config.id.ToString()); go.transform.position = new Vector3(config.posx, 0, config.posy); if (config.isController == 1) { FollowCamera camera = Camera.main.GetComponent <FollowCamera>(); if (camera == null) { camera = Camera.main.gameObject.AddComponent <FollowCamera>(); } camera.m_target = go.transform; go.AddComponent <Controller>(); } Unit unit = go.AddComponent <Unit>(); m_units.Add(config.id, unit); unit.ID = config.id; unit.camp = config.camp; unit.isController = config.isController == 1; unit.transform.position = new Vector3(config.posx, 0, config.posy); CapsuleCollider collider = unit.gameObject.AddComponent <CapsuleCollider>(); collider.radius = 3; collider.height = 2; collider.center = new Vector3(0, 1, 0); unit.fsm.blackboard.unit = unit; unit.fsm.AttachFactory(m_unitFsmStateFactory); unit.fsm.Transition((int)UnitFSM.State.ID.Idle); unit.ChangeModel(config.look); }
public override IEnumerator PlayInternal(CinematicDirector player) { float seconds = 0f; FollowCamera cameraController = Camera.main.GetComponent <FollowCamera>(); while (seconds < mSeconds) { Vector3 offset = cameraController.animationOffset; offset.x = Mathf.Sin(seconds * mSpeed * 2f * 3.1415f) * mIntensity; offset.y = Mathf.Sin(seconds * mSpeed * 2f * 3.1415f * 0.25f) * mIntensity; cameraController.animationOffset = offset; seconds += Time.deltaTime; yield return(null); } while (cameraController.animationOffset.magnitude > 0.1f) { cameraController.animationOffset *= 0.5f; yield return(null); } cameraController.animationOffset = Vector3.zero; yield break; }
void Awake() { PAS = GetComponent <playerAudioScr>(); followCam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <FollowCamera>(); rb = GetComponent <Rigidbody2D>(); jumpVec = new Vector2(0, jumpForce); }
//Unity Callbacks void Start() { m_Player = gameObject.GetComponent <Actor>(); m_PlayerRigidBody = GetComponent <Rigidbody>(); m_Camera = m_Player.m_Camera; }
void Start() { _instance = this; TheCamera.transform.localPosition = new Vector3(0, 0, -FloorDistance); transform.rotation = Quaternion.Euler(FloorRotation); }
void OnDeath() { if (transform.position.y < -5) { //fell out of world } else { FollowCamera camera = RoadTileManager.checkpoint.FollowCamera; if (Vector3.Distance(transform.position, camera.target.transform.position) > camera.CullDistance) { // Culled } else if (RoadTileManager.bMainMenu) { // Main Menu screen } else { Killcount.AddKill(); if (Killcount.GetKills() % 10 == 0) { Currency.AddCurrency(); } } } }
private void Start() { _followCamera = FindObjectOfType <FollowCamera>(); _animator = GetComponent <Animator>(); _random = new Random(); _random.InitState(); }
private void Start() { _boxCollider2D = GetComponent <BoxCollider2D>(); _boxCollider2D.enabled = false; _followCamera = FindObjectOfType <FollowCamera>(); _animator = GetComponent <Animator>(); }
public void StartEvent(DialogueEvent dialogue_event) { if (current_event != dialogue_event) { StopEvent(true); //Debug.Log("Start Cinematic: " + cinematic_trigger.gameObject.name); current_event = dialogue_event; current_message = null; dialogue_index = -1; cinematic_timer = 0f; dialogue_timer = 0f; interact_timer = 0f; if (current_event.camera_lock_on != null) { FollowCamera pcam = FollowCamera.Get(); pcam.LockCameraOn(current_event.camera_lock_on); } if (OnDialogueStart != null) { OnDialogueStart.Invoke(dialogue_event); } if (dialogue_event.OnStart != null) { dialogue_event.OnStart.Invoke(); } } }
public void AssignCamera(GameObject target) { Debug.Log("Targeting " + target.ToString() + " with main camera"); FollowCamera camera = GameObject.FindGameObjectWithTag(Tags.MainCamera).GetComponent <FollowCamera>(); camera.target = target; }
private IEnumerator TurnRountine() { FollowCamera.Push(currentPlayer.gameObject.transform); yield return(currentPlayer.BeginTurn()); FollowCamera.Pop(); }
public override void EnterState(FSMTransition transition) { base.EnterState(transition); _followCam = Camera.main.GetComponent<FollowCamera>(); _originalDistance = _followCam.Distance; _light = (Light)GameObject.Find("Directional Light").GetComponent<Light>(); _originalLightIntensity = _light.intensity; SilenceMonks(); SilenceMusic(); }
private void CheckSpaceClicks(FollowCamera spaceCam) { /* GUI blocks clicking on empty space - including brackets, which are * buttons */ if (EventSystem.current.IsPointerOverGameObject()) { return; } if (Input.GetButtonDown("turn")) { clickOffTargetTime = Time.time; } else if (Input.GetButtonUp("turn")) { var player = PlayerShip.LocalPlayer; if (player && Time.time - clickOffTargetTime < FollowCamera.UI_DRAG_DELAY) { /* the select button was un-pressed, but no bracket was under the cursor (they block raycasts). do a world raycast to see if we hit any 3d objects*/ var mousePos = Input.mousePosition; var mouseRay = spaceCam.Camera.ScreenPointToRay(new Vector3(mousePos.x, mousePos.y, 0)); RaycastHit mouseHit; if (Physics.Raycast(mouseRay, out mouseHit)) { for (int bracket = 0; bracket < brackets.Count; ++bracket) { if (brackets[bracket].Target.transform == mouseHit.transform) { brackets[bracket].SetPlayerTarget(); break; } } } else { player.Ship.Target = null; } } } }
public void Start() { _RTSCamera = this.GetComponentInChildren<RTSCamera>(); activeCamera = _RTSCamera.camera; _followCamera = this.GetComponentInChildren<FollowCamera>(); _followCamera.gameObject.SetActive(false); _player = this.GetComponent<Player>(); }
void Awake() { cameraControl = Camera.main.GetComponent<CameraControl>(); followCamera = Camera.main.GetComponent<FollowCamera>(); instance = this; if (currentLevelIndex != -1) { LoadLevel(currentLevelIndex); } View(); }
public CockpitView CreateCockpit(FollowCamera playerCam) { return CockpitView.Create(cockpitPrefab, playerCam); }
public void Start() { this.enabled = false; _followCamera = this.GetComponentInChildren<FollowCamera>(); }
// If player is walking... void Walking() { if (followcamera == null) { followcamera = FindObjectOfType<FollowCamera>(); } Vector3 joyStick = Vector3.zero; joyStick.x = Input.GetAxisRaw("Horizontal") * joystickSpeed; joyStick.z = Input.GetAxisRaw("Vertical") * joystickSpeed; if (joyStick.magnitude > 0) { Debug.Log ("joystick Hori=" + joyStick.x + " Ver=" + joyStick.z); // カメラの向きに合わせて移動方向を回転 if (followcamera != null) { joyStick = Quaternion.Euler(0, followcamera.horizontalAngle, 0) * joyStick; } Vector3 position = transform.position; position.x += joyStick.x; position.z += joyStick.z; SendMessage("SetDestination", position); //targetCursor.SetPosition(position); } if (Input.GetKeyDown("space")) { ChangePlayerState(PlayerState.PlayerAttacking); } if (inputManager.Clicked()) { Vector2 clickPos = inputManager.GetCursorPosition(); Ray ray = Camera.main.ScreenPointToRay(clickPos); RaycastHit hitInfo; // Using Raycast if( Physics.Raycast( ray,out hitInfo,RayCastMaxDistance, ( 1 << LayerMask.NameToLayer("Ground") ) | ( 1 << LayerMask.NameToLayer("EnemyHit") ))) { if( hitInfo.collider.gameObject.layer == LayerMask.NameToLayer("Ground") ) { SendMessage("SetDestination",hitInfo.point); } if( hitInfo.collider.gameObject.layer == LayerMask.NameToLayer("EnemyHit") ) { Vector3 hitPoint = hitInfo.point; hitPoint.y = transform.position.y; float distance = Vector3.Distance( hitPoint, transform.position ); // Check the distance to Enemy from Player. if( distance < attackRange ) { this.attackTarget = hitInfo.collider.transform; this.ChangePlayerState(PlayerState.PlayerAttacking); } } } } }
void Awake() { instance = this; }
void Awake () { S = this; camZ = this.transform.position.z; }
void InitBattleManager() { armiesList.Clear (); enemiesList.Clear (); followCamera = Camera.main.GetComponent<FollowCamera>(); BattleUIManager.GetInstance().InitTransforms(); service.LoadData(); Transform enemiesParent = this.transform.root.FindChild ("Enemies"); foreach(Transform child in enemiesParent) { enemiesList.Add (child.GetComponent<EnemyBaseController> ()); } InitArmies(); InitEnemies(); Invoke("BattleStart",0.5f); }
private void UpdateModuleAimPoints(FollowCamera cam) { var loadout = ship.ModuleLoadout; for (int moduleIndex = 0; moduleIndex < loadout.SlotCount; ++moduleIndex) { if (loadout.IsFreeSlot(moduleIndex)) { continue; } var module = loadout.GetSlot(moduleIndex); var hardpoint = ship.GetHardpointAt(moduleIndex); var aimOrigin = hardpoint.transform.position; var aimPoint = cam.GetWorldAimPoint(aimOrigin); if (aimPoint.HasValue) { module.Aim = AutoaimSnapToPredictor(aimPoint.Value, moduleIndex); } else { module.Aim = ship.transform.position + ship.transform.forward * 1000; } } }
void Start() { if (GetComponent<Camera> () == null) throw new UnityException ("This script must be inside a camera gameobject"); cameraControll = transform.parent.GetComponent<FollowCamera> (); if (cameraControll == null) throw new UnityException ("The GO hirarquy must fallow: Camera3DGO -> MainCamera."); originalDist = Vector3.Distance (cameraControll.transform.position, transform.position); }