public void PassDependencies(IRunnerFactory RunnerFactory, LightScript TestFixture, CommandRunningCallback Callback, ValueWrapper <bool> ShouldCancelRun) { // if ShouldCancelRun is set to true, the test run will stop // RunnerFactory is useful if command is nested and need to get other runners // TestFixture can be used to get nested commands m_Callback = Callback; }
public static Script FromLightScript(LightScript lightScript) { return(new Script(lightScript) { Name = lightScript.Name, Guid = lightScript.Guid }); }
public TestData(IRunnerFactory RunnerFactory, LightScript TestFixture, CommandRunningCallback Callback, bool ShouldCancelRun, bool ShouldFailTest) { this.RunnerFactory = RunnerFactory; this.TestFixture = TestFixture; this.CommandRunningCallback = Callback; this.ShouldCancelRun = ShouldCancelRun; this.ShouldFailTest = ShouldFailTest; }
void Awake() { _rect = GetComponent <RectTransform>() ?? throw new Exception(); _image = GetComponent <Image>() ?? throw new Exception(); _playerLight = GameObject.Find("Player/Light").GetComponent <LightScript>() ?? throw new Exception(); _fullMask = transform.Find("FullMask").GetComponent <RectTransform>() ?? throw new Exception(); _full = transform.Find("Full") ?? throw new Exception(); _disabledBattery = transform.Find("Disabled") ?? throw new Exception(); _full.transform.SetParent(_fullMask.transform, true); }
//Turns all lights off public void Blackout() { for (int i = 0; i < AllLights.Count; i++) { //AllLights[i].gameObject.SetActive(false); LightScript l = AllLights[i].GetComponent <LightScript>(); l.SetIntensity(0); } }
public void updateTransperencyByLight(LightScript light, float transperency) { if (lights.ContainsKey(light)) { lights[light] = transperency; } else { lights.Add(light, transperency); } }
public static LightScript Deserialize(TreeNode<YamlObject> tree) { var commandRoot = new TreeNode<Command>(); foreach (var yamlCommandNode in tree) DeserializeCommandsRecursively(commandRoot, yamlCommandNode); var lightScript = new LightScript(commandRoot); YamlSerializer.DeserializeSimpleProperties(lightScript, tree); return lightScript; }
public static TreeNode<YamlObject> Serialize(LightScript script, int level = 0) { var scriptObject = new YamlObject(level, script.GetType().Name, ""); var tree = new TreeNode<YamlObject>(scriptObject); foreach (var n in YamlSerializer.SerializeSimpleProperties(script, level + 1)) tree.AddChild(n); foreach (var node in script.Commands) SerializeCommandsRecursively(tree, node, level + 1); return tree; }
public Script(LightScript lightScript) { Commands = lightScript.Commands; m_Name = lightScript.Name; Guid = lightScript.Guid; foreach (var node in Commands.GetAllNodes(false)) { m_CommandGuidMap.AddGuidToMapAndGenerateUniqueIfNeeded(node.value); } CheckCommandGuidConsistency(); }
void SpawnLights() { timeSinceLastSpawn = 0.0f; // float is used for precision timeToSpawn = Random.Range(0.0f, 1.5f); // random time generated to spawn light foreach (Transform b in lights) { LightScript ls = b.GetComponent <LightScript>(); // getComponent is to retrieve the script for lights if (ls && !ls.isActive) { // if ls is true and is not active, we will activate the light object ls.Activate(); break; } } }
void Awake() { // Light gameObject.AddComponent<LightScript>(); gameObject.AddComponent<Light>(); ls = GetComponent<LightScript>(); lightSource = GetComponent<Light>(); ls.enabled = false; lightSource.enabled = false; // Sound audioController = GameObject.FindGameObjectWithTag("AudioController"); if (!audioController) { Debug.LogWarning("No audio Controller found. Creating one"); audioController = new GameObject(); audioController.name = "AudioController"; audioController.tag = "AudioController"; } bondAudio = audioController.AddComponent<AudioSource>(); bondAudio.clip = bondclip; }
public void FindScript() { Component tempScript = currentObjects[globalIndex].GetComponent(typeof(MonoBehaviour)); if (tempScript.GetType().Equals(typeof(TerroristScript))) { TerroristScript tempTerrorist = (TerroristScript)currentObjects[globalIndex].GetComponent(typeof(TerroristScript)); tempTerrorist.KillToDeath(); } if (tempScript.GetType().Equals(typeof(JungleCommandoScript))) { JungleCommandoScript tempJungle = (JungleCommandoScript)currentObjects[globalIndex].GetComponent(typeof(JungleCommandoScript)); tempJungle.KillToDeath(); } if (tempScript.GetType().Equals(typeof(ZombieScript))) { ZombieScript tempZombie = (ZombieScript)currentObjects[globalIndex].GetComponent(typeof(ZombieScript)); tempZombie.KillToDeath(); } if (tempScript.GetType().Equals(typeof(LightScript))) { LightScript tempLight = (LightScript)currentObjects[globalIndex].GetComponent(typeof(LightScript)); tempLight.KillToDeath(); } if (tempScript.GetType().Equals(typeof(ArmyScript))) { ArmyScript tempArmy = (ArmyScript)currentObjects[globalIndex].GetComponent(typeof(ArmyScript)); tempArmy.KillToDeath(); } if (tempScript.GetType().Equals(typeof(MissileScript))) { MissileScript tempMissile = (MissileScript)currentObjects[globalIndex].GetComponent(typeof(MissileScript)); tempMissile.KillToDeath(); } Killed(currentObjects[globalIndex]); }
private void Awake() { player = new Controller(); //Assign light variables to proper objects in scene lightSwitch = GameObject.FindGameObjectWithTag("Lights"); worldLighting = GameObject.FindGameObjectWithTag("EnvironmentLights"); backUpLighting = GameObject.FindGameObjectWithTag("BackUpLights"); lightScript = lightSwitch.GetComponent <LightScript>(); //lightCooldown = 10f; lightEnable = true; //Assign gramophone variables to proper objects in scene gramophone = GameObject.FindGameObjectWithTag("Gramophone"); worldMusic = GameObject.FindGameObjectWithTag("WorldMusic"); musicScript = gramophone.GetComponent <GramophoneScript>(); //musicCooldown = 10f; musicEnable = true; //Assign painting variables to proper objects in scene painting = GameObject.FindGameObjectWithTag("Painting"); paintScript = painting.GetComponent <PaintingScript>(); //paintCooldown = 15f; paintEnable = true; prop = GameObject.FindGameObjectWithTag("Prop"); propScript = prop.GetComponent <PropScript>(); //Assign player numbers and colors playernum = numplayers; numplayers++; //Add by Guanchen Liu //Assign nathan Nathan = GameObject.Find("Nathan"); humanScript = Nathan.GetComponent <HumanBehavior>(); currentItem = selectedItem.None; currentCond = ghostCond.None; mainCamera = GameObject.Find("MainCamera"); sc = mainCamera.GetComponent <CameraControl>(); UI = UIManager.instance.gameObject; var UICoolDown = UI.transform.Find("CoolDown").gameObject; // lightImage = UICoolDown.transform.GetChild(0).GetComponent<Image>(); // musicImage = UICoolDown.transform.GetChild(1).GetComponent<Image>(); // paintImage = UICoolDown.transform.GetChild(2).GetComponent<Image>(); player.Gameplay.Grabbing.canceled += context => ReleaseObject(); if (playernum == 0) { GameObject temp = GameObject.Find("Ghost_1"); transform.position = temp.transform.position; Destroy(temp); mesh.material = color1; gameObject.name = "Ghost_1"; } if (playernum == 1) { GameObject temp = GameObject.Find("Ghost_2"); transform.position = temp.transform.position; Destroy(temp); mesh.material = color2; gameObject.name = "Ghost_2"; backUpLighting.gameObject.SetActive(false); var UIScript = UI.GetComponent <UIManager>(); Time.timeScale = 1.0f; UIScript.playStartImage(); } var allGhost = GameObject.FindGameObjectsWithTag("Ghost"); choreManger = GameObject.Find("ChoreManger").GetComponent <ChoreManger>(); }
private void Start() { mesh = gameObject.GetComponent <MeshRenderer>(); lux = GetComponentInChildren <LightScript>(); }
public static void RunScript(LightScript script) { // Check if lights are already running if (ScriptControl.CurrentLightStatus != LightStatus.IDLE) { Logger.Log("Unable to run script, sequence active."); return; } ResetStopLightState(); switch (script) { case LightScript.BREAK1: Scripts.BREAK1 break1 = new Scripts.BREAK1(); Thread break1Thread = new Thread(break1.StartSequence); break1Thread.Start(); break; case LightScript.BREAK2: Scripts.BREAK2 break2 = new Scripts.BREAK2(); Thread break2Thread = new Thread(break2.StartSequence); break2Thread.Start(); break; case LightScript.BREAK3: SoundManager.StartSound(SoundManager.AudioFile.BREAK3); Scripts.BREAK3 break3 = new Scripts.BREAK3(); Thread break3Thread = new Thread(break3.StartSequence); break3Thread.Start(); break; case LightScript.FINAL1: Scripts.FINAL1 final1 = new Scripts.FINAL1(); Thread final1Thread = new Thread(final1.StartSequence); final1Thread.Start(); break; case LightScript.FINAL2: Scripts.FINAL2 final2 = new Scripts.FINAL2(); Thread final2Thread = new Thread(final2.StartSequence); final2Thread.Start(); break; case LightScript.FINAL3: Scripts.FINAL3 final3 = new Scripts.FINAL3(); Thread final3Thread = new Thread(final3.StartSequence); final3Thread.Start(); break; case LightScript.TRIPLE: SoundManager.StartSound(SoundManager.AudioFile.TRIPLE); Scripts.TRIPLE triple = new Scripts.TRIPLE(); Thread tripleThread = new Thread(triple.StartSequence); tripleThread.Start(); break; case LightScript.MILLIONARE: SoundManager.StartSound(SoundManager.AudioFile.MILLIONAIRE); Scripts.MILLIONARE millionare = new Scripts.MILLIONARE(); Thread millionareThread = new Thread(millionare.StartSequence); millionareThread.Start(); break; case LightScript.XFILES: SoundManager.StartSound(SoundManager.AudioFile.XFILES); Scripts.XFILES xfiles = new Scripts.XFILES(); Thread xfilesThread = new Thread(xfiles.StartSequence); xfilesThread.Start(); break; case LightScript.TRANCE: SoundManager.StartSound(SoundManager.AudioFile.TRANCE); Scripts.TRANCE trance = new Scripts.TRANCE(); Thread tranceThread = new Thread(trance.StartSequence); tranceThread.Start(); break; case LightScript.YOUSUCK: SoundManager.StartSound(SoundManager.AudioFile.SUCK); Scripts.YOUSUCK yousuck = new Scripts.YOUSUCK(); Thread yousuckThread = new Thread(yousuck.StartSequence); yousuckThread.Start(); break; case LightScript.SCRATCH: SoundManager.StartSound(SoundManager.AudioFile.SCRATCH); Scripts.SCRATCH scratch = new Scripts.SCRATCH(); Thread scratchThread = new Thread(scratch.StartSequence); scratchThread.Start(); break; case LightScript.FRONTR: Scripts.FRONTR frontr = new Scripts.FRONTR(); Thread frontrThread = new Thread(frontr.StartSequence); frontrThread.Start(); break; case LightScript.FRONTL: Scripts.FRONTL frontl = new Scripts.FRONTL(); Thread frontlThread = new Thread(frontl.StartSequence); frontlThread.Start(); break; case LightScript.MIDDLER: Scripts.MIDDLER middler = new Scripts.MIDDLER(); Thread middlerThread = new Thread(middler.StartSequence); middlerThread.Start(); break; case LightScript.MIDDLEL: Scripts.MIDDLEL middlel = new Scripts.MIDDLEL(); Thread middlelThread = new Thread(middlel.StartSequence); middlelThread.Start(); break; case LightScript.BACKR: Scripts.BACKR backr = new Scripts.BACKR(); Thread backrThread = new Thread(backr.StartSequence); backrThread.Start(); break; case LightScript.BACKL: Scripts.BACKL backl = new Scripts.BACKL(); Thread backlThread = new Thread(backl.StartSequence); backlThread.Start(); break; case LightScript.AIRHORN: SoundManager.StartSound(SoundManager.AudioFile.AIRHORN); Scripts.AIRHORN airhorn = new Scripts.AIRHORN(); Thread airhornThread = new Thread(airhorn.StartSequence); airhornThread.Start(); break; case LightScript.SUSPENSE: SoundManager.StartSound(SoundManager.AudioFile.SUSPENSE); Scripts.SUSPENSE suspense = new Scripts.SUSPENSE(); Thread suspenseThread = new Thread(suspense.StartSequence); suspenseThread.Start(); break; case LightScript.USA: SoundManager.StartSound(SoundManager.AudioFile.USA); Scripts.USA usa = new Scripts.USA(); Thread usaThread = new Thread(usa.StartSequence); usaThread.Start(); break; default: Logger.Log("Requested script not mapped: " + script.ToString()); break; } }
public void removeLight(LightScript light) { lights.Remove(light); }
// Use this for initialization void Start() { instance = this; init(); }
public GameAnalytics() { _player = GameObject.Find("Player").GetComponent <PlayerMovement>() ?? throw new Exception(); _light = _player.transform.Find("Light").GetComponent <LightScript>() ?? throw new Exception(); }
public void Add(LightScript _Lights) { //Adds Light to LightScript List Lights.Add(_Lights); }
void Awake() { Instance = this; mainLight = GetComponent<Light>(); }
private void Start() { LS = GetComponent <LightScript>(); avatarLight = GetComponent <Light>(); }
// Start is called before the first frame update void Start() { parentmesh = GetComponentInParent <LightScript>(); }
void OnEnable() { _target = (LightScript) target; _target.Start(); }