public void OnTriggerEnter2D(Collider2D other) { print(other.tag); if (other.CompareTag("Explosion")) { killPlayer(); } else if (other.CompareTag("PowerUp")) { PowerupController puc = other.GetComponent <PowerupController> (); switch (puc.powerType) { case PowerupController.PowerType.BOMB: bombNbr++; break; case PowerupController.PowerType.POWER: power++; break; case PowerupController.PowerType.SPEED: speed += 1.0f; break; } puc.DestroyGo(); } }
public static void Create(GameObject prefab, Vector3 position, PowerType powerType) { GameObject powerup = Instantiate(prefab, position, Quaternion.identity); PowerupController controller = powerup.GetComponent <PowerupController> (); controller.powerType = powerType; }
// Update is called once per frame void Update() { //Get normalized direction vector and move the player direction = new Vector3(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"), 0f); direction.Normalize(); transform.position += direction * moveSpeed * Time.deltaTime; if (Input.GetButtonDown("Fire1")) { gameObject.GetComponent <Weapon>().Fire(); } if (Input.GetButtonDown("Fire2")) { enemy.SetActive(true); enemy.transform.position = new Vector3(0, 5, 0); } if (Input.GetButtonDown("Jump")) { var powerup = PowerupController.GetAvailble(); powerup.gameObject.SetActive(true); powerup.transform.position = new Vector3(Random.Range(-10, 10), 10, 0); } }
public void OnTriggerEnter(Collider other) { //variable to store other object's PowerupController - if it has one PowerupController powCon = other.gameObject.GetComponent <PowerupController>(); //If the other object has a PowerupController if (powCon != null) { //Add the powerup powCon.Add(powerup); //Play feedback(if it is set) if (feedback != null) { if (!PlayerPrefs.HasKey(soundEffectsVolumeKey)) { PlayerPrefs.SetFloat(soundEffectsVolumeKey, defaultSoundEffectsVolume); } float volume = Mathf.Clamp(PlayerPrefs.GetFloat(soundEffectsVolumeKey), 0.0f, 1.0f); AudioSource.PlayClipAtPoint(feedback, tf.position, volume); } //Destroy this pickup Destroy(gameObject); } }
void SpawnPowerup(PowerupController powerup, Vector3 worldPosition) { var obj = powerupPool.GetObject(powerup); obj.transform.position = worldPosition; obj.Activate(); }
// Update is called once per frame void LateUpdate() { powerupController = player.pawn.powerupController; currentHealth = player.pawn.currentHealth; maxHealth = player.pawn.maxHealth; healthBar.fillAmount = (float)currentHealth / (float)maxHealth; //Prevent errors if there is no powerup controller if (powerupController == null) { Debug.LogWarning("Missing PowerupController!"); return; } if (powerupController.activePowerups[PickupType.Shield] != null) { if (powerupController.shieldPowerup.currentHealth <= 0 || powerupController.shieldPowerup.duration <= 0) { shieldHealthBarBackground.gameObject.SetActive(false); } else { shieldHealthBar.fillAmount = (float)powerupController.shieldPowerup.currentHealth / (float)powerupController.shieldPowerup.maxHealth; shieldHealthBarBackground.gameObject.SetActive(true); } } else { shieldHealthBarBackground.gameObject.SetActive(false); } }
// Use this for initialization void Start() { if (powCon == null) { powCon = gameObject.GetComponent <PowerupController>(); } }
void Start() { player = FindObjectOfType <PlayerController> (); powerups = FindObjectOfType <PowerupController> (); string loadString = null; loadString = PlayerPrefs.GetString("SaveString"); if (loadString == null || loadString == "") { print("No existing save"); SaveStats(); } else { string[] saveArray = loadString.Split(','); if (saveArray.Length != 8) { print("Save in incorrect format"); SaveStats(); return; } print(loadString); totalCoins = System.Int32.Parse(saveArray [0]); highScore = System.Int32.Parse(saveArray [1]); adsDisabled = bool.Parse(saveArray [2]); powerups.magnetAmount = System.Int32.Parse(saveArray [3]); powerups.magnetUpgradeLevel = System.Int32.Parse(saveArray [4]); powerups.ghostAmount = System.Int32.Parse(saveArray [5]); powerups.ghostUpgradeLevel = System.Int32.Parse(saveArray [6]); SaveStats(); } }
void Start() { controller = GetComponent <Controller2D>(); powerupController = GetComponent <PowerupController>(); ball = GameObject.FindGameObjectWithTag("Ball").GetComponent <Rigidbody2D>(); raycastOrigins = new RaycastOrigins(); seeker = GetComponent <Seeker>(); }
// Use this for initialization void Start() { controller = GetComponent <Controller2D>(); powerupController = GetComponent <PowerupController>(); horizontal += player.ToString(); vertical += player.ToString(); driveOne += player.ToString(); driveTwo += player.ToString(); }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Powerup") { powerupControllerScr = other.gameObject.GetComponent <PowerupController>(); powerupControllerScr.PowerupVisuals(powerupTime); PowerupCheck(); } }
// On collision with a powerup, add it void OnTriggerEnter(Collider other) { PowerupController powerup = other.gameObject.GetComponent <PowerupController>(); if (powerup != null) { ActivatePowerup(powerup.type); powerup.Pickup(gameObject); } }
private IEnumerator SpawnPowerUp() { while (true) { int index = UnityEngine.Random.Range(0, powerUpPrefabs.Length); Vector2 spawnPosition = ScreenBounds.RandomTopPosition(); PowerupController powerUp = Instantiate(powerUpPrefabs[index], spawnPosition, Quaternion.identity); yield return(new WaitForSeconds(UnityEngine.Random.Range(currentLevel.powerUpMinimumWait, currentLevel.powerUpMaximumWait))); } }
//initialise scripts into variables void Start() { dead = false; playerController = GameObject.FindObjectOfType <PlayerController>(); powerupController = GameObject.FindObjectOfType <PowerupController> (); enemyController = gameObject.GetComponent <EnemyController> (); sideEnemyController = gameObject.GetComponent <SideEnemyController> (); particleEnemyController = gameObject.GetComponent <ParticleEnemyController> (); missileSeek = gameObject.GetComponent <MissileSeek> (); }
private void OnCollisionEnter2D(Collision2D collision) { PowerupController powerupController = collision.gameObject.GetComponent <PowerupController>(); if (powerupController != null) { powerupController.Apply(m_CurrentEffect); Expire(); } }
private void OnParticleCollision(GameObject other) { PowerupController powerupController = other.GetComponentInParent <PowerupController>(); if (powerupController != null) { powerupController.Apply(m_ShootEffect); Expire(); } }
void OnTriggerEnter(Collider other) { PowerupController powCon = other.GetComponent <PowerupController>(); // if the other object has a PowerupController if (powCon != null) { HasSpawned = false; } }
private void Awake() { instance = this; player = GameObject.Find("Player"); // Hiding Powerup Progress Icons // Vacuum coinMagnetCollider = PowerupVacuumCollider.GetComponent <ColliderTrigger>(); coinMagnetCollider.OnEnter = new ColliderTrigger.OnEnterDelegate(this.onCoinEnter); // Setup Powerups if (powerUps.Count <= 0) { // Letter PowerUp letter = new PowerUp(); letter.powerUpType = powerUpTypes.Letter; letter.minSpawn = 0; letter.maxSpawn = 3; letter.spawnAt = UnityEngine.Random.Range(letter.minSpawn, letter.maxSpawn); powerUps.Add(letter); // Fruit PowerUp fruit = new PowerUp(); fruit.powerUpType = powerUpTypes.Fruit; fruit.minSpawn = 0; fruit.maxSpawn = 3; fruit.spawnAt = UnityEngine.Random.Range(fruit.minSpawn, fruit.maxSpawn); powerUps.Add(fruit); // Vacuum PowerUp vacuum = new PowerUp(); vacuum.powerUpType = powerUpTypes.Vacuum; vacuum.duration = 10; vacuum.minSpawn = 0; vacuum.maxSpawn = 5; vacuum.spawnAt = UnityEngine.Random.Range(vacuum.minSpawn, vacuum.maxSpawn); powerUps.Add(vacuum); // Bomb PowerUp bomb = new PowerUp(); bomb.powerUpType = powerUpTypes.Bomb; bomb.duration = 10; bomb.minSpawn = 0; bomb.maxSpawn = 1; bomb.spawnAt = UnityEngine.Random.Range(bomb.minSpawn, bomb.maxSpawn); powerUps.Add(bomb); } initWords(); }
// Start is called before the first frame update void Start() { obj = this.transform; controller = GameObject.FindWithTag("powerupcontroller"); power = controller.GetComponent <PowerupController>(); if (Random.value < /*0.01*/ 0.1)//Chance of powerup spawning { power.SpawnPowerup(power.powerups[Random.Range(0, 3)], obj.position); } }
void StartDestruction() { planet.Asteroids--; GetComponent <Collider2D>().enabled = false; GetComponent <Animator>().SetTrigger("Explode"); if (Powerups != null && Powerups.Count > 0) { PowerupController prefab = Powerups[Random.Range(0, Powerups.Count)]; GameObject o = (GameObject)GameObject.Instantiate(prefab.gameObject); o.transform.position = transform.position; } }
private void Awake() { rb = GetComponent <Rigidbody>(); stats = GetComponent <EntityStats>(); powerupController = GetComponent <PowerupController>(); RaceManager.Instance.OnRaceStart += StartRace; MaxRbSpeed = maxSpeedMagnitude * 40; CreateMovementVector(); }
/// <summary> /// Returns true if the powerup is beyond DESPAWN_DISTANCE_MAX in any direction. /// </summary> private bool PowerupIsTooFar(PowerupController powerup) { var relativeDistanceToPlayer = GameManager.Instance.PlayerShip.GetRelativeDistance( powerup.transform.position, true ); return( relativeDistanceToPlayer.x >= DESPAWN_DISTANCE_MAX || relativeDistanceToPlayer.y >= DESPAWN_DISTANCE_MAX || relativeDistanceToPlayer.z >= DESPAWN_DISTANCE_MAX ); }
// Collide with powerup void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Powerup") { // Apply Powerup PowerupController pc = other.gameObject.GetComponent <PowerupController>(); powerup = (Powerup)pc.powerup; StartCoroutine("Cooldown"); // Destroy the powerup Destroy(other.gameObject); } }
private void Awake() { agent = GetComponent <NavMeshAgent>(); stats = GetComponent <EntityStats>(); powerupController = GetComponent <PowerupController>(); normalSpeed = agent.speed; boostedSpeed = agent.speed * boostMultiplier; GetCheckpoints(); RaceManager.Instance.OnRaceStart += MatchStart; }
private void OnTriggerEnter(Collider other) { PowerupController pc = other.gameObject.GetComponent <PowerupController>(); if (pc == null) { return; } pc.RandomizePowerup(); StartCoroutine(RespawnCoroutine()); DeactivateObject(); }
void Start() { GameObject powerupControllerObject = GameObject.FindGameObjectWithTag("PowerUpController"); if (powerupControllerObject != null) { powerupController = powerupControllerObject.GetComponent <PowerupController>(); } if (powerupController == null) { Debug.Log("Cannot find 'PowerupController' script"); } }
public void OnTriggerEnter(Collider other) { PowerupController powerupController = other.GetComponentInParent <PowerupController>(); if (powerupController == null) { return; } Transform tf = other.GetComponent <Transform>(); //Transform tf = other.gameObject.GetComponentInParent<Transform>() == null ? other.gameObject.GetComponent<Transform>() : other.gameObject.GetComponentInParent<Transform>(); switch (pickupType) { case PickupType.Speed: if (speedPowerup.audio != null) { AudioSource.PlayClipAtPoint(speedPowerup.audio, tf.position, PlayerPrefs.GetFloat("SFXVolume", 1)); } powerupController.Add(speedPowerup); break; case PickupType.FireRate: if (fireRatePowerup.audio != null) { AudioSource.PlayClipAtPoint(fireRatePowerup.audio, tf.position, PlayerPrefs.GetFloat("SFXVolume", 1)); } powerupController.Add(fireRatePowerup); break; case PickupType.Health: if (healPowerup.audio != null) { AudioSource.PlayClipAtPoint(healPowerup.audio, tf.position, PlayerPrefs.GetFloat("SFXVolume", 1)); } powerupController.Add(healPowerup); break; case PickupType.Shield: if (shieldPowerup.audio != null) { AudioSource.PlayClipAtPoint(shieldPowerup.audio, tf.position, PlayerPrefs.GetFloat("SFXVolume", 1)); } powerupController.Add(shieldPowerup); break; } Destroy(gameObject); }
public void OnTriggerEnter(Collider other) { PowerupController powCon = other.GetComponent <PowerupController>(); if (powCon != null) { powCon.Add(powerup); if (feedback != null) { AudioSource.PlayClipAtPoint(feedback, tf.position, 1.0f); } Destroy(gameObject); } }
private void Awake() { // Singleton instance = this; // Begin Application.targetFrameRate = 60; highScorePanel.SetActive(false); // First Start Defaulu Settings if (PlayerPrefs.GetInt("firstStart", 0) == 0) { PlayerPrefs.SetInt("firstStart", 1); PlayerPrefs.SetInt("rate_complete", 0); PlayerPrefs.SetInt("rate_peak", 16); PlayerPrefs.SetInt("audio", 1); PlayerPrefs.SetInt("highscore", 0); PlayerPrefs.SetInt("ads_unitypeak", 5); PlayerPrefs.SetInt("ads_chartboostpeak", 0); } // Assing Bending Values Shader.SetGlobalFloat("_V_CW_X_Bend_Size", bendingX); Shader.SetGlobalFloat("_V_CW_Y_Bend_Size", bendingY); Shader.SetGlobalFloat("_V_CW_Z_Bend_Size", 0); Shader.SetGlobalFloat("_V_CW_Z_Bend_Bias", 0); Shader.SetGlobalFloat("_V_CW_Camera_Bend_Offset", 0); player = GameObject.Find("Player"); playerController = GameObject.Find("playerController"); controller = GetComponent <Controller>(); audioController = GetComponent <AudioController>(); mainCamera = GameObject.Find("Main Camera").GetComponent <Camera>(); cameraFovEffetc = GameObject.Find("Main Camera").GetComponent <TweenFOV>(); cameraController = GetComponent <CameraController>(); trackGenerator = GetComponent <TrackGenerator>(); achievements = GetComponent <Achievements>(); powerupController = GetComponent <PowerupController>(); touchController = GetComponent <TouchController>(); }
void OnTriggerEnter(Collider c) { PowerupController pc = c.gameObject.GetComponent <PowerupController> (); if (pc != null) { switch (pc.powerupType) { case PowerupController.PowerupType.ExtraLife: Debug.Log("You Powered up!!!!!!!!!!!!!!!!!!"); GameManager.instance.lives++; Destroy(pc.gameObject); sound.clip = extraCheeseSFX; sound.Play(); break; case PowerupController.PowerupType.SpeedBall: Debug.Log("SPEEEEEEED"); PaddleController.instance.speed = 15; Destroy(pc.gameObject); sound.clip = peppersSFX; sound.Play(); break; case PowerupController.PowerupType.SlowBall: Debug.Log("SLOOOOOOOOW"); PaddleController.instance.speed = 5; Destroy(pc.gameObject); sound.clip = anchoviesSFX; sound.Play(); break; case PowerupController.PowerupType.BigPaddle: //PaddleController.instance.transform.localScale = new Vector3 (3.0f, 1.0f, 1.0f); paddleSize.localScale = new Vector3(10.0f, 1.0f, 1.0f); sound.clip = extraLargeSFX; sound.Play(); Destroy(pc.gameObject); StartCoroutine(ResetPaddleSize()); break; default: Debug.LogWarning("DEFAULT"); GameManager.instance.lives++; Destroy(pc.gameObject); break; } } }
public override void LoadContent() { ContentManager content = ScreenManager.Game.Content; map = content.Load<Map>("map"); MapGeneration.Generate(map); camera = new Camera(ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight, map); //camera.Zoom = 0.5f; text = content.Load<Texture2D>("titles"); hud = new HUD(content.Load<Texture2D>("hud")); waterLevel = ScreenManager.Game.RenderHeight; waterParallax = new Parallax(content.Load<Texture2D>("abovewater-parallax"), 12, 0.5f, waterLevel, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, true); underwaterBGParallax = new Parallax(content.Load<Texture2D>("underwater-bg"), 4, 1f, waterLevel + 20, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), true, false); skyBGParallax = new Parallax(content.Load<Texture2D>("sky-bg"), 72, 1f, 70, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, false); rocksParallax = new Parallax(content.Load<Texture2D>("seabed-rocks"), 16, 0.35f, (map.TileHeight*map.Height) -15, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, false); cloudsParallax = new Parallax(content.Load<Texture2D>("clouds"), 16, 0.35f, 25, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, false, true); playerShip = new Ship(content.Load<Texture2D>("playership"), new Rectangle(0,0,10,10), null, Vector2.Zero); playerShip.Position = new Vector2(64, 190); particleController.LoadContent(content); projectileController = new ProjectileController(1000, sheet => new Projectile(sheet, new Rectangle(0, 0, 4, 4), null, new Vector2(0, 0)) , content.Load<Texture2D>("projectiles")); enemyController = new EnemyController(content.Load<Texture2D>("enemies"), content.Load<Texture2D>("boss")); powerupController = new PowerupController(1000,sheet => new Powerup(sheet, new Rectangle(0, 0, 6, 6), null, Vector2.Zero),content.Load<Texture2D>("powerup")); powerupController.BoxCollidesWith.Add(playerShip); projectileController.BoxCollidesWith.Add(playerShip); projectileController.BoxCollidesWith.Add(enemyController); projectileController.BoxCollidesWith.Add(projectileController); enemyController.BoxCollidesWith.Add(playerShip); enemyController.BoxCollidesWith.Add(projectileController); GameController.Reset(); //enemyController.SpawnInitial(GameController.Wave, map); base.LoadContent(); }