void Awake() { gameData = GameObject.FindGameObjectWithTag("GameController"); agent = GetComponent<NavMeshAgent>(); data = gameData.GetComponent<GameData>(); hash = gameData.GetComponent<HashIDs>(); lightLevels = GameObject.FindGameObjectWithTag("LightLevels").GetComponent<LightLevels>(); }
public void SendRoomDescription(Room room, bool brief = false) { var message = new RoomDescriptionMessage() { IsCurrentRoom = room == this.Room }; var illumination = room.Illumination + Illumination; message.LightLevel = LightLevels.Get(illumination); if (LightLevels.IsTooDarkToSee(message.LightLevel)) { // Too dark to see. Send the light information and that's it. message.CannotSee = true; SendMessage(message); return; } //TODO: Check to see if the user is blind? Somehow. I have no idea yet. if (!brief) { message.Description = room.TextBlock.Text; } message.Name = room.Name; message.RoomId = room.Id; var exits = room.GetExits(); message.Exits = exits.Select(x => new ExitDescription(x, room)).ToArray(); message.Actors = room.VisibleActors(this).Select(x => new ActorDescription(x)).ToArray(); message.VisibleItems = room.Items.Where(x => x.HiddenTime == null).OrderBy(x => x.Name).Select(x => new ItemDescription(x)).ToArray(); message.VisibleCash = Game.Data.AllCurrencies.Select(x => new CurrencyDescription(x, room.GetCash(x))).Where(x => x.Amount != 0).ToArray(); message.FoundItems = room.Items.Where(x => x.HiddenTime != null && x.UsersWhoFoundMe.Contains(this)).OrderBy(x => x.Name).Select(x => new ItemDescription(x)).ToArray(); message.FoundCash = room.GetTotalCashUserCanSee(this).Where(x => x.KnownHidden > 0).Select(x => new CurrencyDescription(x.Currency, x.KnownHidden)).ToArray(); SendMessage(message); }
void Awake() { lightLevels = GameObject.FindGameObjectWithTag("LightLevels").GetComponent<LightLevels>(); }
protected override void Parse(BigEndianReader reader) { reader.ReadByte(); // ID _LightLevel = (LightLevels)reader.ReadByte(); }
void Awake() { blinker = transform.FindChild ("Flash"); if(blinker == null) Debug.LogError ("EnemyFlash Projector Not Found!"); rigidbody = GetComponent<Rigidbody> (); globalData = GameObject.FindGameObjectWithTag("GameController"); damageCalculator = globalData.GetComponent<DamageCalculator>(); animator = GetComponent<Animator>(); hash = globalData.GetComponent<HashIDs>(); gameData = globalData.GetComponent<GameData>(); agent = GetComponent<NavMeshAgent>(); blinkShader = Shader.Find("Reflective/Bumped Diffuse"); lightLevels = GameObject.FindGameObjectWithTag("LightLevels").GetComponent<LightLevels>(); audio = GetComponent<AudioSource>(); lifeBar = GameObject.Find ("EnemyLife").GetComponent<Slider>(); //GET PLAYER playerObject = GameObject.FindWithTag("Player"); //Get player container if(playerObject != null) { player = playerObject.transform; playerAnimator = player.GetComponent<Animator>(); } col = GetComponent<SphereCollider>(); if (body != null) { materials = body.GetComponent<SkinnedMeshRenderer>().materials; colors = new Color[materials.Length]; storeColors(); regularShader = materials[0].shader; } if(selfWeaponData == null && changesElementWithWeather) Debug.LogError("WeaponData on enemy body not referenced!"); originalElement = element; if(changesElementWithWeather) swapElement(); }
// Use this for initialization void Awake() { audio = GetComponent<AudioSource> (); text = GetComponent<Text>(); lightLevels = GameObject.FindGameObjectWithTag("LightLevels").GetComponent<LightLevels>(); }
// Update is called once per frame void Awake() { light = GetComponent<SpriteRenderer>().material; lightLevels = GameObject.FindGameObjectWithTag ("LightLevels").GetComponent<LightLevels>(); w = GameObject.FindGameObjectWithTag ("Weather").GetComponent<WeatherSync>(); }
void Awake() { //ACCESS TO HASHES, ANIMATOR AND GLOBAL DATA audio = GetComponent<AudioSource> (); globalData = GameObject.FindGameObjectWithTag("GameController"); looker = GameObject.FindGameObjectWithTag("CamFollow").GetComponent<CamLooker>(); follow = GameObject.FindWithTag("CamFollow").transform; hash = globalData.GetComponent<HashIDs>(); gameData = globalData.GetComponent<GameData>(); controller = GetComponent<CharacterController>(); animator = GetComponent<Animator>(); lightLevels = GameObject.FindGameObjectWithTag("LightLevels").GetComponent<LightLevels>(); damageCalculator = globalData.GetComponent<DamageCalculator>(); agent = GetComponent<NavMeshAgent> (); blinker = transform.FindChild ("Flash"); swapper = GameObject.FindWithTag("PlayerSwapper").transform; Vector3 startingPos = new Vector3(transform.position.x, 0, transform.position.z); transform.position = startingPos; voice = transform.FindChild ("Voice").GetComponent<AudioSource>(); originalVolume = voice.volume; originalPitch = voice.pitch; if(body!=null) { mesh = body.GetComponent<SkinnedMeshRenderer>(); toggleBlendShape(0); } meshObjects = transform.FindChild ("Body").gameObject; if(weaponObject!=null) weaponMeshRenderer = weaponObject.GetComponent<MeshRenderer>(); }
protected override void Parse( BigEndianReader reader ) { reader.ReadByte(); // ID _LightLevel = (LightLevels) reader.ReadByte(); }