void Start() { Input.multiTouchEnabled = true; ggm = GlobalGameManager.instance; lc = GameObject.Find("LevelController").GetComponent <LevelController>(); staff = ggm.GetStaff(); Instantiate(staff, handRight.transform); PopulateSkins(); maxVelocity = ggm.GetMaxVelocity(); minVelocity = ggm.GetMinVelocity(); acceleration = ggm.GetAcceleration(); gravity = ggm.GetGravity(); jumpHeight = ggm.GetJumpHeight(); freeMovement = ggm.GetFreeMovement(); lowJumpMult = ggm.GetLowJumpMult(); fallMult = ggm.GetFallMult(); anim = this.transform.GetChild(0).GetComponent <Animator>(); Physics.gravity = new Vector3(0.0f, ggm.GetGravity(), 0.0f); // May need to turn into switch if (!freeMovement) { playerRB.constraints = RigidbodyConstraints.FreezePositionX; } // Part of PopulateSkins, have to turn off and turn on to reset the animator controller with the skins. wizardModel.SetActive(true); }
// Update is called once per frame void Update() { if (deadPlayers >= GlobalGameManager.NumberOfPlayers()) { deadPlayers = 0; Application.LoadLevel(2); } if (bossNumbers <= 0) { timer += Time.deltaTime; if (timer >= endSceneDelay) { Application.LoadLevel(3); } } if (Input.GetKey(KeyCode.Escape)) { Application.Quit(); } if (powerupTimer >= 30 * GlobalGameManager.NumberOfPlayers()) { SpawnPowerup(); powerupTimer = 0; } else { powerupTimer += Time.deltaTime; } }
void Start() { _Instance = GlobalGameManager.Instance; InputManager.Instance.BindAxis("DEDH_FMotion" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickY); InputManager.Instance.BindAxis("DEDH_RMotion" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickX); gameObject.GetComponent <Renderer>().material.SetColor("_Color", (Color)_Instance.GetPlayerColor(_PlayerID)); }
private void Start() { ggm = GlobalGameManager.instance; levelLength = ggm.GetLevelLength(); enemyFrequency = ggm.GetEnemyFrequency(); enemyPrefabs = ggm.GetEnemyPrefabs(); enemySpawnOrder = ggm.GetEnemySpawnOrder(); renderDistance = ggm.GetRenderDistance(); seed = ggm.GetSeed(); enemySpawnPositions = ggm.GetSpecialObjectLocations(); enemySpecificPrefabs = ggm.GetEnemySpecificPrefabs(); enemyPointer = 0; playerTransform = GameObject.Find("Player").transform; pseudoRandom = new System.Random(seed.GetHashCode()); // TODO: Adjust count for obstacle & obstacle difficulty int count = 3; if (enemyPrefabs.Count > 0) { PopulatePool(enemyPrefabs, enemyPrefabPool, count); } PopulateRandomLocations(); PopulateSpawnOrder(); if (enemySpecificPrefabs.Count > 0) { PopulateLocatedObjects(terrainParent, enemySpecificPrefabs, enemySpawnPositions); } }
public void Respawn(int losePlayer) { if (losePlayer <= 0) { lastPosition = transform.position; lastVelocity = startForce; timeSinceLast = 0; GetComponent <Renderer>().material.color = GlobalGameManager.GetColor(lastPlayerID); Quaternion rotation = PongGameManager.CalculateCircleRotation(0, 0, PhotonNetwork.CurrentRoom.PlayerCount); photonView.RPC("AddForce", RpcTarget.All, lastPosition, rotation * startForce, losePlayer, true); return; } for (int i = 0; i < PhotonNetwork.CurrentRoom.PlayerCount; i++) { if (PhotonNetwork.PlayerList[i].ActorNumber == losePlayer) { float radius = 15f / Mathf.Tan(Mathf.PI / PhotonNetwork.CurrentRoom.PlayerCount); Quaternion rotation = PongGameManager.CalculateCircleRotation(0, i, PhotonNetwork.CurrentRoom.PlayerCount); Vector3 position = PongGameManager.CalculateCirclePosition(0, radius - 3, i, PhotonNetwork.CurrentRoom.PlayerCount); position += Vector3.up; photonView.RPC("AddForce", RpcTarget.All, position, rotation * startForce, losePlayer, true); break; } } }
void Start() { _Instance = GlobalGameManager.Instance; InputManager.Instance.BindAxis("DEDH_FMotion" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickY); InputManager.Instance.BindAxis("DEDH_RMotion" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickX); gameObject.GetComponent<Renderer>().material.SetColor("_Color", (Color)_Instance.GetPlayerColor(_PlayerID)); }
// Update is called once per frame public override void OnUpdate() { if (!GlobalGameManager.bossAnim) { if (fireCooldown >= fireSpeed) { if (constant) { Instantiate(bullet, transform.position, transform.rotation); fireCooldown = 0; } else { float inputX2 = InputManager.GetRightX(GlobalGameManager.GetPlayerGamepad(player.player)); float inputY2 = InputManager.GetRightY(GlobalGameManager.GetPlayerGamepad(player.player)); if (inputX2 > 0.5f || inputX2 < -0.5f || inputY2 > 0.5f || inputY2 < -0.5f) { Instantiate(bullet, transform.position, transform.rotation); fireCooldown = 0; } } } else { fireCooldown += Time.deltaTime; } } }
void UpdateVisuals(int gamepad) { int pnumber = GlobalGameManager.GetPlayerNumber(gamepad); SelectScreenPlayer p = GetPlayerDisplay(pnumber); if (p != null) { if (gamepad == 1) { p.UpdateVisual(pnumber, p1joined, p1Ready); } if (gamepad == 2) { p.UpdateVisual(pnumber, p2joined, p2Ready); } if (gamepad == 3) { p.UpdateVisual(pnumber, p3joined, p3Ready); } if (gamepad == 4) { p.UpdateVisual(pnumber, p4joined, p4Ready); } } }
void Start() { if (CurrentGameMode == GameType.GameMode.PVP) { #region Timer Paused = false; // Game Should Not be puased at the start of the scene Clock = gameObject.GetComponent <TimerBehaviour>(); // Assigning TimerBehaviour Clock.TimerObject.Wait = true; // Secondary Timer is used first so Wait has to be enabled Clock.TimerObject.MainTime = Clock.TimerObject.MainTimeMax; // Setting Main Time Clock.TimerObject.SecondaryTime = Clock.TimerObject.SecondaryTimeMax; // Setting Secondary Time Clock.TimerObject.TimeReset = 0; // Reseting Total time removed Time.timeScale = 1.0f; // To make sure the scale for time is running at it's standard rate #endregion } Results.SetActive(false); GGM = ScriptableObject.CreateInstance <GlobalGameManager>(); // New Global Game Manager for scene transition PlayerCharacter.character.StartingPos = PlayerCharacter.transform.position; // Position Player started in OpponentCharacter.character.StartingPos = OpponentCharacter.transform.position; // Position Opponnent started in if (CurrentGameMode == GameType.GameMode.PVP) { PreRoundTimerObject.SetActive(true); // Timer and Health UI } else { PreRoundTimerObject.SetActive(false); // Timer and Health UI } }
IEnumerator reloadLevel() { yield return(new WaitForSeconds(2f)); GlobalGameManager.UpdatePlayCount(win); UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("Title"); }
private void Awake() { //Get the instance of the GlobalGameMananger. instance = GlobalGameManager.Instance; //Get the teamID for each player. for (int i = 0; i < m_Players.Length; i++) { m_Players[i] = instance.GetPlayerTeamID(i, MinigameMode.MODE_2V2); if (m_Players[i] == 0) { m_TeamOne.Add(i); } else { m_TeamTwo.Add(i); } } //Set lists for team winning. m_TeamOneWon.Add(m_Players[0]); m_TeamOneWon.Add(m_Players[1]); m_TeamOneWon.Add(m_Players[2]); m_TeamOneWon.Add(m_Players[3]); m_TeamTwoWon = SetWinningTeam(m_TeamOneWon); }
private void Awake() { if (!Instance) { Instance = this; } }
// Use this for initialization void Start() { instance = this; bossHealthBar.SetActive(false); int tw = (int)Camera.main.pixelWidth; float bw = Camera.main.pixelWidth * 0.25f; tw -= (int)(bw * GlobalGameManager.NumberOfPlayers()); tw = (int)(tw * 0.5f); bars.padding = new RectOffset(tw, tw, bars.padding.top, bars.padding.bottom); skull.SetActive(false); goldenSkull.SetActive(false); if ((GlobalGameManager.stage - 1) > 0) { int sw = (int)skull.transform.parent.GetComponent <RectTransform>().rect.height; int cw = (int)skull.transform.parent.GetComponent <RectTransform>().rect.width; cw -= (int)(sw * (GlobalGameManager.stage)); cw = (int)(cw * 0.5f); skull.transform.parent.GetComponent <HorizontalLayoutGroup>().padding = new RectOffset(cw, cw, 0, 0); for (int i = 0; i < (GlobalGameManager.stage - 1); i++) { GameObject g = (GameObject)Instantiate((i + 1) % 5 == 0?goldenSkull:skull); g.transform.SetParent(skull.transform.parent); g.SetActive(true); } } }
// Use this for initialization void Start() { int playerCount = GlobalGameManager.NumberOfPlayers(); Vector3 cp = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, 10)); Vector3 div = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, 10)); float w = Vector3.Distance(cp, div) / (playerCount + 1); transform.position = new Vector3(cp.x, transform.position.y, transform.position.z); if (playerCount >= 1) { p1.localPosition = new Vector3(w * 1, 0, 0); } if (playerCount >= 2) { p2.localPosition = new Vector3(w * 2, 0, 0); } if (playerCount >= 3) { p3.localPosition = new Vector3(w * 3, 0, 0); } if (playerCount >= 4) { p4.localPosition = new Vector3(w * 4, 0, 0); } }
// Start is called before the first frame update void Start() { // init a lot of things // Init scenario GameObject gm = GameObject.Find(Constants.GameSystem.GMObjectName); if (gm == null) { Debug.Log($"BM Start: No GM object found, stop initializing."); return; } gameManager = GameObject.Find("Global Manager GO").GetComponent <GlobalGameManager>(); Type t = Constants.GameSystem.boss2meta[SupportedBoss.ShivaUnreal].scenarioType; var methods = typeof(GameObject).GetMethods().Where(m => m.Name == "AddComponent"); foreach (MethodInfo methodInfo in methods) { if (methodInfo.IsGenericMethod) { MethodInfo method = methodInfo; MethodInfo generic = method.MakeGenericMethod(t); generic.Invoke(gameObject, null); break; } } scenario = GetComponent <Scenario>(); scenario.Init(); // generate players/enemies, set up animation // TODO Init animation // correctly link objects to animation. // Only StartPhase When in Battle // scenario.StartPhase(gameManager.phase); StartCoroutine("RegisterStatusEffect"); RegisterEntities(); }
void Start() { if (GlobalGameManager.GetPlayerGamepad(player) == -1) { if (playerGui != null) { Destroy(playerGui.gameObject); } Destroy(gameObject); } currentHealth = maxHealth; boost = maxBoost; Destroy(Visual); Visual = (GameObject)Instantiate(ShipManager.instance.ships[GlobalGameManager.GetPlayerShip(player)]); Visual.transform.parent = transform; Visual.transform.localPosition = Vector3.zero; Visual.transform.localScale = Vector3.one; Visual.GetComponent <ShipVisuals>().UpdateVisuals(ShipManager.instance.GetColor(player)); ShieldObject.GetComponentInChildren <ParticleSystem>().startColor = ShipManager.instance.GetColor(player); if (playerGui != null) { playerGui.SetupBars(maxHealth, maxBoost, ShipManager.instance.GetColor(player)); playerGui.UpdateBars(currentHealth, boost); } }
/* * private int MineValudation( int f){//értékvisszaadós * if (f < minimumNumberOfMines) { * f=minimumNumberOfMines; * } * return f; * }*/ public void Play_Button() { FixPlayerMistakes(); Game game = new Game("Custom Game", mapSize, numberOfMines, GameMode.CUSTOM, false); GlobalGameManager.StartCustom(game); }
void CheckPlayerLeave() { if (InputManager.Player1.BPress) { if (p1Ready) { p1Ready = false; UpdateVisuals(1); } else { p1joined = false; UpdateVisuals(1); GlobalGameManager.RemovePlayer(1); } } if (InputManager.Player2.BPress) { if (p2Ready) { p2Ready = false; UpdateVisuals(2); } else { p2joined = false; UpdateVisuals(2); GlobalGameManager.RemovePlayer(2); } } if (InputManager.Player3.BPress) { if (p3Ready) { p3Ready = false; UpdateVisuals(3); } else { p3joined = false; UpdateVisuals(3); GlobalGameManager.RemovePlayer(3); } } if (InputManager.Player4.BPress) { if (p4Ready) { p4Ready = false; UpdateVisuals(4); } else { p4joined = false; UpdateVisuals(4); GlobalGameManager.RemovePlayer(4); } } }
private void Awake() { _slider = GameObject.Find("SpeedSlider"); _hoursDisplay = GameObject.Find("HoursDisplay").GetComponent <Text>(); _speedDisplay = GameObject.Find("speeddisplay").GetComponent <Text>(); _audacityDisplay = GameObject.Find("audacitydisplay").GetComponent <Text>(); var menuColl = GameObject.Find("menushape").GetComponent <BoxCollider2D>(); if (Instance == null) { Instance = this; } AddCameraCollider(); validMapNodes = new List <Vector2>(); //create nav nodes map int rowCount = 0; for (float y = edge.points[0].y; y < edge.points[1].y; y += NavGridInterval) { for (float a = edge.points[1].x; a < edge.points[2].x; a += NavGridInterval) { GameObject node; if (rowCount % 2 != 0) { node = Instantiate(gridNodePrefab, new Vector3((float)a + (NavGridInterval / 2), y, 20), Quaternion.identity);//slight offset on odd line numbers (1,3,5, etc) } else { node = Instantiate(gridNodePrefab, new Vector3((float)a, y, 20), Quaternion.identity); } //test raycasthit of current node RaycastHit2D hit = Physics2D.Raycast(node.transform.position, Vector2.zero); if (hit.collider != null) { //if the nod collide it is invalid node.GetComponent <SpriteRenderer>().color = Color.red; } else { validMapNodes.Add(new Vector2(a, y)); } } rowCount++; } //instantiate entities var offsetLeft = Math.Abs(menuColl.transform.position.x + menuColl.size.x * menuColl.transform.localScale.x); for (int i = 0; i < EntityCount; i++) { Instantiate(entityPrefab, new Vector3((float)Random.Range(edge.points[0].x + offsetLeft, edge.points[3].x), Random.Range(edge.points[1].y, edge.points[3].y), 0), Quaternion.identity); } }
void Start() { InputManager.Instance.BindAxis("DEDH_MarkerUpDown" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickY); InputManager.Instance.BindAxis("DEDH_MarkerLeftRight" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickX); InputManager.Instance.BindButton("DEDH_Shoot" + _PlayerID, _PlayerID, ControllerButtonCode.A, ButtonState.OnPress); _Instance = GlobalGameManager.Instance; gameObject.GetComponent<Renderer>().material.SetColor("_Color", (Color)_Instance.GetPlayerColor(_PlayerID)); }
private void Start() { if (!globalManager) { globalManager = GetComponent <GlobalGameManager>(); } food.SetFoodManager(this); }
void Start() { InputManager.Instance.BindAxis("DEDH_MarkerUpDown" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickY); InputManager.Instance.BindAxis("DEDH_MarkerLeftRight" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickX); InputManager.Instance.BindButton("DEDH_Shoot" + _PlayerID, _PlayerID, ControllerButtonCode.A, ButtonState.OnPress); _Instance = GlobalGameManager.Instance; gameObject.GetComponent <Renderer>().material.SetColor("_Color", (Color)_Instance.GetPlayerColor(_PlayerID)); }
void Start() { ggm = GlobalGameManager.instance; if (!ggm.mobileBuild) { this.gameObject.SetActive(false); } }
private static void CreateGlobalManager() { GameObject newGameState = new GameObject(); newGameState.name = "GlobalStateManager"; newGameState.AddComponent <GlobalGameManager>(); sTheGameState = newGameState.GetComponent <GlobalGameManager>(); }
// Use this for initialization void Start() { // Set initial win condition GlobalGameManager.gameWon = true; GlobalGameManager.ActivateSelectedScene(); // Grab audiosource audi = GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { photonView = GetComponent <PhotonView>(); lastPosition = transform.position; lastVelocity = startForce; timeSinceLast = 0; GetComponent <Renderer>().material.color = GlobalGameManager.GetColor(lastPlayerID); }
private void InitializePawns() { if (_pawns != null) { ClearPawns(); } else { _pawns = new List <Pawn>(); } GlobalGameManager gameManager = GlobalGameManager.Instance; int playerCount = gameManager.PlayerCount; if (playerCount <= 0) { return; } for (int i = 0; i < playerCount; ++i) { GameObject go = GameObject.Instantiate(_pawnPrefab) as GameObject; Pawn pawn = go.GetComponent <Pawn>(); if (pawn != null) { _pawns.Add(pawn); Node currentNode = _boardManager.GetNode(gameManager.GetCurrentPawnPosition(i)); //Determine offset Vector2 offset = _offset; if (i % 2 == 0) { offset.x *= -1.0f; } if (playerCount <= 2) { offset.y = 0.0f; } else if (i >= 2) { offset.y *= -1.0f; } pawn.SetOffset(offset); pawn.SetColor(gameManager.GetPlayerColor(i)); pawn.SetOrderInLayer(-playerCount + i); pawn.SetCurrentNode(currentNode); } else { Debug.LogWarning("The pawn prefab doesn't contain the pawn script!"); return; } } }
public IEnumerator Freezed() { freezed = true; SetColor(GlobalGameManager.GetColor(playerID) + Color.gray); yield return(new WaitForSeconds(5.0f)); SetColor(GlobalGameManager.GetColor(playerID)); freezed = false; }
void Awake() { if (control == null) { DontDestroyOnLoad (gameObject); control = this; } else if (control != this) { Destroy(gameObject); } }
private static void CreateGlobalManager() { GameObject newGameState = new GameObject(); newGameState.name = "GlobalStateManager"; newGameState.AddComponent <GlobalGameManager>(); globalGameManager = newGameState.GetComponent <GlobalGameManager>(); globalGameManager.SetCurrentLevel("MainMenu"); }
// Start is called before the first frame update void Start() { photonView = GetComponent <PhotonView>(); playerID = photonView.Owner.ActorNumber; SetColor(GlobalGameManager.GetColor(playerID)); startOrientation = transform.right; startPosition = transform.position; standardScale = transform.localScale; }
private void Awake() { if (_instance != null && _instance != this) { Debug.LogError("Error: two GlobalGameManager instances."); DestroyImmediate(gameObject); return; } _instance = this; }
private void OnPlayerNumberingChanged() { foreach (Player player in PhotonNetwork.PlayerList) { if (player.ActorNumber == ownerId) { playerColorImage.color = GlobalGameManager.GetColor(player.ActorNumber); } } }
//public List<int> completetlevels; //Singleton check public void Awake() { if (GGM == null) { DontDestroyOnLoad(gameObject); GGM = this; } else if (GGM != this) { Destroy(gameObject); } }
private void Start() { m_GlobalGameManager = GlobalGameManager.Instance; if (m_GlobalGameManager == null) { Debug.LogError("UIManager doesn't have a gamemanager reference!"); return; } m_GlobalGameManager.GameStartEvent += OnGameStart; m_GlobalGameManager.GameCompleteEvent += OnGameComplete; m_GlobalGameManager.GameOverEvent += OnGameOver; ShowMainMenu(); }
private void Start() { instance = GlobalGameManager.Instance; m_Controller = GameObject.Find("CombiDriveGameController").GetComponent<GameController>(); }
void Start() { InputManager.Instance.BindButton("DEDH_SubmitScore", 0, ControllerButtonCode.A, ButtonState.OnPress); _GameManager = GlobalGameManager.Instance; _GameResults = new List<int>(); }
void Awake() { m_GlobalGameManager = GlobalGameManager.Instance; m_SoundController = GetComponent<SoundController>(); RegisterInput(); //if (m_Team1 == null) m_Team1 = GameObject.Find("Team1").GetComponent<TeamController>(); //if (m_Team2 == null) m_Team2 = GameObject.Find("Team2").GetComponent<TeamController>(); }
void Awake() { m_GlobalGameManager = GlobalGameManager.Instance; m_GameController = FindObjectOfType<GameController>(); m_SoundController = GetComponent<SoundController>(); m_TeamController = transform.parent.GetComponent<TeamController>(); }
void Start() { instance = GlobalGameManager.Instance; switch (m_CurrentTeam) { case e_Team.TeamOne: m_TeamMembers = m_Controller.PlayerTeam(0); break; case e_Team.TeamTwo: m_TeamMembers = m_Controller.PlayerTeam(1); break; default: m_TeamMembers = m_Controller.PlayerTeam(0); break; } //Set Colours player1 and number. m_Player1.GetComponent<Renderer>().material.SetColor("_EmissionColor", (Color)instance.GetPlayerColor(m_TeamMembers[0])); m_Player1.GetComponent<Renderer>().material.SetColor("_Color", (Color)instance.GetPlayerColor(m_TeamMembers[0])); m_FlagPlayer1.GetComponent<Renderer>().material.SetColor("_EmissionColor", (Color)instance.GetPlayerColor(m_TeamMembers[0])); m_FlagPlayer1.GetComponent<Renderer>().material.SetColor("_Color", (Color)instance.GetPlayerColor(m_TeamMembers[0])); m_NumberPlayer1.GetComponent<Text>().text = (1 + m_TeamMembers[0]).ToString(); //Set colours player2 and number. m_Player2.GetComponent<Renderer>().material.SetColor("_EmissionColor", (Color)instance.GetPlayerColor(m_TeamMembers[1])); m_Player2.GetComponent<Renderer>().material.SetColor("_Color", (Color)instance.GetPlayerColor(m_TeamMembers[1])); m_FlagPlayer2.GetComponent<Renderer>().material.SetColor("_EmissionColor", (Color)instance.GetPlayerColor(m_TeamMembers[1])); m_FlagPlayer2.GetComponent<Renderer>().material.SetColor("_Color", (Color)instance.GetPlayerColor(m_TeamMembers[1])); m_NumberPlayer2.GetComponent<Text>().text = (1 + m_TeamMembers[1]).ToString(); }
void Start() { _Instance = GlobalGameManager.Instance; gameObject.GetComponent<Image>().color = _Instance.GetPlayerColor(_PlayerID); }