void Start() { projectile = GetComponent<ProjectileManager>(); weapon = GetComponentInChildren<Weapon>(); target = GameObject.Find(PLAYER).transform; attackInterval = Rand.Range(1.5f, 2.5f); }
// Use this for initialization void Start() { m_playerManager = GetComponent<PlayerManager>(); m_projectileManager = GetComponent<ProjectileManager>(); m_shipManager = GetComponent<ShipManager>(); m_spawner = GetComponent<Spawner>(); kills = 0; timeGameEnded = 0.0f; }
// Use this for initialization public void Start() { m_projectileManager = GetComponentInParent<ProjectileManager> (); m_spawnedShips = new GameObject (); m_spawnedShips.name = "SpawnedShips"; m_playerManager = GetComponent<PlayerManager>(); m_Game = GetComponent<Game>(); }
// called my manager public void initialize(ProjectileManager manager, PType type) { mesh = transform.Find("Model").gameObject; col = GetComponent<Collider>(); rb = GetComponent<Rigidbody>(); psem = transform.Find("Particles").GetComponent<ParticleSystem>().emission; lightComp = GetComponent<Light>(); this.manager = manager; this.type = type; freeze = false; reset(); }
void Awake() { _instance = this; // Keep object alive between scenes. //DontDestroyOnLoad (gameObject); // If there is more than 1 of this object, destroy the second instance. if (!firstInstance && FindObjectsOfType (typeof(GameData)).Length > 1) { DestroyImmediate (gameObject); } else { firstInstance = true; } }
// Use this for initialization void Start() { ui = GameObject.Find("StatUI").GetComponent<StatUI>(); spawner = GameObject.Find("SpawnManager").GetComponent<SpawnManager>(); shooter = GameObject.Find("ProjectileManager").GetComponent<ProjectileManager>(); player = GameObject.Find("Player").GetComponent<Player>(); frontInd = transform.Find("LevelIndicator").GetComponent<Text>(); backInd = transform.Find("LevelIndicatorBack").GetComponent<Text>(); overlay = transform.Find("Overlay").gameObject; fadeImage = overlay.GetComponent<RawImage>(); player.reset(); StartCoroutine(startSequence()); }
public World(Game1 containingGame, int w, int h) { game = containingGame; Player1 = new Player(this); random = new Random(); Projectiles = new ProjectileManager(this); WorldWidth = w; WorldHeight = h; explosions = new List<Animation>(); enemies = new List<Enemy>(); previousSpawnTime = TimeSpan.Zero; enemySpawnTime = TimeSpan.FromSeconds(1.0f); projectile = false; powerUps = new List<PowerUp>(); bossActive = false; }
protected override void Initialize() { theFileManager = FileManager.Get(this); theInputManager = InputManager.Get(this); theUtilityManager = UtilityManager.Get(this); theTileManager = TileManager.Get(this); theButtonManager = ButtonManager.Get(this); thePlayerManager = PlayerManager.Get(this); theScreenManager = ScreenManager.Get(this); theCameraManager = CameraManager.Get(this); theEnemyManager = EnemyManager.Get(this); theProjectileManager = ProjectileManager.Get(this); theCollisionManager = CollisionManager.Get(this); theScreenManager.WorldScreen = new MainMenu(); Player.CreatePlayer("test", new Vector2(mScreenDimensions.X / 2.0f, mScreenDimensions.Y / 2.0f), Vector2.Zero); TileButton.Create(new FloorCopper(), Keys.E); TileButton.Create(new FloorMetal(), Keys.R); TileButton.Create(new HardWallCopper(), Keys.T); TileButton.Create(new HardWallMetal(), Keys.Y); TileButton.Create(new WallMetal(), Keys.Q); TileButton.Create(new CopperWall(), Keys.W); EnemyButton.Create(new EnemyTurret(), Keys.F); // EnemyButton.Create("Turret_Gun", Keys.F); theTileManager.Load("Level_1.xml"); base.Initialize(); }
public void init() { // deprecated variables warnings: if (jumpForce != 0 && jumpHeight == 0) { Debug.LogError("PlayerController.jumpForce is deprecated. Use jumpHeight instead."); jumpHeight = jumpForce; } if (jumpDownwardForce != 0 && gravity == 0) { Debug.LogError("PlayerController.jumpDownwardForce is deprecated. Use gravity instead."); gravity = jumpDownwardForce; } // rigidbody should no longer use gravity, be kinematic, and freeze all constraints if (rigidbody != null) { if (rigidbody.useGravity) { Debug.LogError("The rigidbody no longer needs to use gravity. Disabling."); rigidbody.useGravity = false; } if (!rigidbody.isKinematic) { Debug.LogError("The rigidbody should be kinematic. Enabling."); rigidbody.isKinematic = true; } if (rigidbody.constraints != RigidbodyConstraints.FreezeAll) { Debug.LogError("The rigidbody should freeze all constraints. The PlayerController will take care of the physics."); rigidbody.constraints = RigidbodyConstraints.FreezeAll; } } cameraController = CameraController.instance; infiniteObjectGenerator = InfiniteObjectGenerator.instance; powerUpManager = PowerUpManager.instance; gameManager = GameManager.instance; if (attackType == AttackType.Projectile) { projectileManager = GetComponent<ProjectileManager>(); } platformLayer = 1 << LayerMask.NameToLayer("Platform"); floorLayer = 1 << LayerMask.NameToLayer("Floor"); wallLayer = LayerMask.NameToLayer("Wall"); obstacleLayer = LayerMask.NameToLayer("Obstacle"); thisTransform = transform; capsuleCollider = GetComponent<CapsuleCollider>(); playerAnimation = GetComponent<PlayerAnimation>(); playerAnimation.init(); startPosition = thisTransform.position; startRotation = thisTransform.rotation; slideData = new CoroutineData(); stumbleData = new CoroutineData(); forwardSpeeds.init(); // determine the fastest and the slowest forward speeds forwardSpeeds.getMinMaxValue(out minForwardSpeed, out maxForwardSpeed); forwardSpeedDelta = maxForwardSpeed - minForwardSpeed; if (forwardSpeedDelta == 0) { playerAnimation.setRunSpeed(1, 1); } // make sure the coin magnet trigger is deactivated activatePowerUp(PowerUpTypes.CoinMagnet, false); reset(); enabled = false; }
void Awake() { main = this; }
public void Awake() { instance = this; totalProjectileCount = 0; projectileObjManager = new ProjectileObjManager(); }
// Use this for initialization public override void Start() { Instance = this; base.Start(); }
new void Start() { _projectileManager = GameObject.Find("ProjectileManager").GetComponent<ProjectileManager>(); base.Start(); }
// Use this for initialization void Start() { player = GameObject.Find("Player").transform; projMan = GameObject.Find("ProjectileManager").GetComponent <ProjectileManager>(); ebs = GetComponent <EnemyBasicScript>(); }
void Start() { _projectileManager = GameObject.Find("ProjectileManager").GetComponent <ProjectileManager>(); _healthBar.maxValue = _maxHealth; _healthBar.value = _maxHealth; }
/// <summary> /// Initialize any components required by this state. /// </summary> public override void Initialize() { ServiceManager.Game.FormManager.ClearWindow(); Options options = ServiceManager.Game.Options; RendererAssetPool.DrawShadows = GraphicOptions.ShadowMaps; mouseCursor = new MouseCursor(options.KeySettings.Pointer); mouseCursor.EnableCustomCursor(); renderer = ServiceManager.Game.Renderer; fps = new FrameCounter(); Chat = new ChatArea(); Projectiles = new ProjectileManager(); Tiles = new TexturedTileGroupManager(); Utilities = new UtilityManager(); cd = new Countdown(); Lazers = new LazerBeamManager(this); Scene.Add(Lazers, 0); Players = new PlayerManager(); currentGameMode = ServiceManager.Theater.GetCurrentGameMode(); Flags = new FlagManager(); Bases = new BaseManager(); EnvironmentEffects = new EnvironmentEffectManager(); buffbar = new BuffBar(); Scores = new ScoreBoard(currentGameMode, Players); input = new ChatInput(new Vector2(5, ServiceManager.Game.GraphicsDevice.Viewport.Height), 300);//300 is a magic number...Create a chat width variable. input.Visible = false; hud = HUD.GetHudForPlayer(Players.GetLocalPlayer()); localPlayer = Players.GetLocalPlayer(); Scene.MainEntity = localPlayer; sky = ServiceManager.Resources.GetTexture2D("textures\\misc\\background\\sky"); tips = new GameTips(new GameContext(CurrentGameMode, localPlayer)); helpOverlay = new HelpOverlay(); }
// Use this for initialization void Start() { player = GameObject.Find("Player").transform; projMan = GameObject.Find("ProjectileManager").GetComponent<ProjectileManager>(); ebs = GetComponent<EnemyBasicScript>(); }
/*** Script Methods ***/ // Use this for initialization void Start() { /*** Init. Game System ***/ // Default camera zoom Camera.main.orthographicSize = Globals.MinCameraSize + (Globals.MaxCameraSize - Globals.MinCameraSize) / 2.0f; // Instantiate all game-level objects SManager = gameObject.AddComponent(typeof(SpriteManager)) as SpriteManager; ProjManager = gameObject.AddComponent(typeof(ProjectileManager)) as ProjectileManager; ShipManager = gameObject.AddComponent(typeof(ShipsManager)) as ShipsManager; SceneManager = gameObject.AddComponent(typeof(SceneryManager)) as SceneryManager; ResManager = gameObject.AddComponent(typeof(ResourceManager)) as ResourceManager; BuildingManager = gameObject.AddComponent(typeof(BuildingManager)) as BuildingManager; AManager = gameObject.AddComponent(typeof(AudioManager)) as AudioManager; SongManager = gameObject.AddComponent(typeof(AudioSystem)) as AudioSystem; OverlayView = gameObject.AddComponent(typeof(GameOverlay)) as GameOverlay; ContextMenuView = gameObject.AddComponent(typeof(GameContextMenu)) as GameContextMenu; /*** Background System ***/ // Allocate the background sprites BackgroundSprites = new Sprite[BackgroundLayerCount]; for(int i = 0; i < BackgroundLayerCount; i++) { // Alloc and retain Sprite Background = new Sprite("Textures/BGLayer" + i); BackgroundSprites[i] = Background; // Make the sprite geometry as big as the max camera, and center it on the camera BackgroundSprites[i].SetGeometrySize(new Vector2(Globals.MaxCameraSize, Globals.MaxCameraSize) * 2.5f * Camera.main.aspect); BackgroundSprites[i].SetPosition(-BackgroundSprites[i].GetGeometrySize() / 2.0f); BackgroundSprites[i].SetDepth(Globals.BackgroundDepth - i); // Each layet is closer to the camera // Register sprite SManager.AddSprite(Background); } /*** Add Scene Elements & Load Enemey Spawn List ***/ // Load the level gen. (note that we finish loading in the "OnLevelWasLoaded" because // of a Unity3D-specific design issue LevelLoaded = false; LevelGen = new LevelManager(TargetLevel); /*** TESTING: Add temp ships ***/ // Create a few ships destroyers bottom right for(int i = 0; i < 6; i++) { int x = UnityEngine.Random.Range(-500, 500); int y = UnityEngine.Random.Range(-500, 500); BaseShip Friendly = null; if(i == 0) Friendly = new CarrierShip(); else if(i == 1) Friendly = new DestroyerShip(); else Friendly = new FighterShip(); Friendly.SetPos(new Vector2(x, y)); ShipManager.ShipsList.Add(Friendly); } }
private void Awake() { m_Character = GetComponent<PlatformerCharacter2D>(); m_ProjectileM = GetComponent<ProjectileManager>(); }
void Awake () { projectileManager = GetComponent<ProjectileManager>(); }
// Use this for initialization void Start() { Lifes = new int[5]; speed = 2f; Man = GameObject.Find("Manager").GetComponent<ProjectileManager>(); PMan = GameObject.Find("Manager").GetComponent<PlayerManager>(); Lifes = PMan.lifeCheck(); bool[] pCheck = new bool[PMan.maxPCount]; pCheck = PMan.playerCheck (); UporDown = Man.checkView(); if(pCheck[0] == true && Lifes[0] < 3) PM = GameObject.Find("P1").GetComponent<PlayerMovement>(); if(pCheck[1] == true && Lifes[1] < 3) PM2 = GameObject.Find("P2").GetComponent<PlayerMovement2>(); if(pCheck[2] == true && Lifes[2] < 3) PM3 = GameObject.Find("P3").GetComponent<PlayerMovement3>(); if(pCheck[3] == true && Lifes[3] < 3) PM4 = GameObject.Find("P4").GetComponent<PlayerMovement4>(); }
void Start() { melee = transform.parent.GetComponent<MeleeManager>(); projectile = transform.parent.GetComponent<ProjectileManager>(); }
void Awake () { manager = transform.parent.gameObject.GetComponent<ProjectileManager>(); }
void Awake() { // build lookup table from stats Shuffle(); for (int i = 0; i < stats.Length; i++) { lookup.Add(stats[i].name, i); } projectileManager = GameObject.Find("ProjectileManager").GetComponent<ProjectileManager>(); }
void Start() { arm = GetComponentInChildren<ArmAnimation>(); projectile = transform.parent.GetComponent<ProjectileManager>(); melee = transform.parent.GetComponent<MeleeManager>(); }
private void Awake() { instance = this; }
private void Start() { mProjectileManager = GameObject.Find("Main Camera").GetComponent<ProjectileManager>(); mOriginalPosition = gameObject.transform.position; }
public void Initialize(Player player, PlayerController playerController, ProjectileManager projectileManager) { this.Owner = player; this.playerController = playerController; this.projectileManager = projectileManager; }