// Use this for initialization void Start () { //selectieScript.lastGameObjectHit = null; lastHooveredGameObject = null; //Set ref script raycastscript = gameObject.GetComponent("RayCastScript") as RayCastScript; rotateScript = gameObject.GetComponent("RotateScript") as RotateScript; scaleScript = gameObject.GetComponent("ScaleScript") as ScaleScript; stackScript = gameObject.GetComponent("StackScript") as StackScript; moveScript = gameObject.GetComponent("MoveScript") as MoveScript; smoothCameraScript = gameObject.GetComponent("SmoothCameraScript") as SmoothCameraScript; verwijderScript = gameObject.GetComponent("VerwijderScript") as VerwijderScript; selectieScript = gameObject.GetComponent("SelectieScript") as SelectieScript; selectieScript.setSelectionmodeOn(); selectieScript.playerCam = playerCam; //Turn off mouse pointer and set the cursorImage screenpointer = (GUITexture)Instantiate(baseGuiTexture); Screen.showCursor = false; screenpointer.texture = cursorImage; screenpointer.color = Color.red; screenpointer.pixelInset = new Rect(-5, -5,10,10); screenpointer.transform.localScale -= new Vector3(1, 1, 0); modus = Modi.NAV_SEL; }
private void Start() { Screen.orientation = ScreenOrientation.Portrait; swipeInput = GetComponent <SwipeControl>(); anim = cubeMesh.GetComponent <AnimationScript>(); animEdgeFlag = false; isMoving = false; rightRay = Right.GetComponent <RayCastScript>(); leftRay = Left.GetComponent <RayCastScript>(); forwardRay = Forward.GetComponent <RayCastScript>(); backRay = Back.GetComponent <RayCastScript>(); downRay = Down.GetComponent <RayCastScript>(); RightRotation = Vector3.back; LeftRotation = Vector3.forward; ForwardRotation = Vector3.right; BackRotation = Vector3.left; trigFlag = false; rotateFlag = false; atEdge = false; destinationFlag = true; destination = transform.localPosition; MazeOffset = MazeSize / 2; DownStep = MazeOffset / 4; mazeRotation = MazeBody.GetComponent <MazeBodyRotation>(); Load(); }
void Start() { //Init scripts guiscript = gameObject.GetComponent("SelectionGuiScript") as SelectionGuiScript; raycastscript = gameObject.GetComponent("RayCastScript") as RayCastScript; lineRenderObject = playerCam.GetComponent("LineRenderer") as LineRenderer; }
// Use this for initialization void Start() { //Init controllers wiimote_start(); //Turn off mouse pointer and set the cursorImage screenpointer = (GUITexture)Instantiate(baseGuiTexture); Screen.showCursor = false; screenpointer.texture = cursorImage; screenpointer.color = Color.red; screenpointer.pixelInset = new Rect(10, 10, 10, 10); screenpointer.transform.localScale -= new Vector3(1, 1, 0); //Set ref scripts raycastscript = gameObject.GetComponent("RayCastScript") as RayCastScript; rotateScript = gameObject.GetComponent("RotateScript") as RotateScript; scaleScript = gameObject.GetComponent("ScaleScript") as ScaleScript; stackScript = gameObject.GetComponent("StackScript") as StackScript; moveScript = gameObject.GetComponent("MoveScript") as MoveScript; smoothCameraScript = gameObject.GetComponent("SmoothCameraScript") as SmoothCameraScript; verwijderScript = gameObject.GetComponent("VerwijderScript") as VerwijderScript; selectieScript = gameObject.GetComponent("SelectieScript") as SelectieScript; //Set initial values selectieScript.setSelectionmodeOn(); selectieScript.playerCam = playerCam; modus = Modi.NAV_SEL; }
public static void ChangeHudText() { playerStats = GameObject.Find("SavePlayerStats").GetComponent <SavePlayerStats> (); player = GameObject.FindWithTag("Player").GetComponent <RayCastScript>(); //get player main script //change hud text with the info on the current RANGED weapon // player.rangedWeaponText.text = playerStats.rangedWeaponName + "\n" + "Damage: " + playerStats.rangedDamage + "\n" + "Reload Time: " + playerStats.rangedAttackSpeed + "\n" // + "Range: " + playerStats.rangedWeaponRange + "\n" + "Weapon Power: " + playerStats.rangedImpulse + "\n" + "Ammo Consume: " + playerStats.ammoConsume; //change hud text with the info on the current MELEE weapon // player.meleeWeaponText.text = "'" + playerStats.weaponName + "'" + "\n" + " Damage: " + playerStats.weaponDamage + "\n" + " AttackSpeed: " + playerStats.weaponAttackSpeed + // "\n" + "Weapon Power: " + playerStats.weaponImpulse; }
void Start() { groundScript = GameObject.Find("GroundTriggerCollider").GetComponent <GroundScript> (); scoreText = GameObject.Find("score").GetComponent <ScoreTextScript> (); spawnObject = GameObject.Find("Spawner").GetComponent <SpawnerScript> (); rayCasterScript = gameObject.GetComponent <RayCastScript> (); gameManager = GameObject.Find("GameManager").GetComponent <GameManagerScript> (); scoreManager = GameObject.Find("ScoreManager").GetComponent <ScoreManager> (); cam1 = GameObject.Find("MainCamera").GetComponent <Camera>(); cam2 = GameObject.Find("SecondCamera").GetComponent <Camera>(); // leaderBoardScript = GameObject.Find ("LeaderBoard").GetComponent<LeaderBoardScript> (); }
// Use this for initialization void Start () { //Set ref script raycastscript = gameObject.GetComponent("RayCastScript") as RayCastScript; rotateScript = gameObject.GetComponent("RotateScript") as RotateScript; scaleScript = gameObject.GetComponent("ScaleScript") as ScaleScript; stackScript = gameObject.GetComponent("StackScript") as StackScript; moveScript = gameObject.GetComponent("MoveScript") as MoveScript; //Turn off mouse pointer and set the cursorImage screenpointer = (GUITexture)Instantiate(baseGuiTexture); Screen.showCursor = false; screenpointer.texture = cursorImage; screenpointer.color = Color.red; screenpointer.pixelInset = new Rect(10,10,10,10); screenpointer.transform.localScale -= new Vector3(1, 1, 0); }
// Use this for initialization void Start() { //Set ref script raycastscript = gameObject.GetComponent("RayCastScript") as RayCastScript; rotateScript = gameObject.GetComponent("RotateScript") as RotateScript; scaleScript = gameObject.GetComponent("ScaleScript") as ScaleScript; stackScript = gameObject.GetComponent("StackScript") as StackScript; moveScript = gameObject.GetComponent("MoveScript") as MoveScript; //Turn off mouse pointer and set the cursorImage screenpointer = (GUITexture)Instantiate(baseGuiTexture); Screen.showCursor = false; screenpointer.texture = cursorImage; screenpointer.color = Color.red; screenpointer.pixelInset = new Rect(10, 10, 10, 10); screenpointer.transform.localScale -= new Vector3(1, 1, 0); }
private void Awake() { Spikes.EditorMode = false; Screen.orientation = ScreenOrientation.Portrait; swipeInput = GetComponent <SwipeControl>(); anim = cubeMesh.GetComponent <AnimationScript>(); rightRay = Right.GetComponent <RayCastScript>(); leftRay = Left.GetComponent <RayCastScript>(); forwardRay = Forward.GetComponent <RayCastScript>(); backRay = Back.GetComponent <RayCastScript>(); downRay = Down.GetComponent <RayCastScript>(); RightRotation = Vector3.back; LeftRotation = Vector3.forward; ForwardRotation = Vector3.right; BackRotation = Vector3.left; //destination = transform.localPosition; mazeRotation = MazeBody.GetComponent <MazeBodyRotation>(); }
private void Start() { isMoving = false; rightRay = Right.GetComponent <RayCastScript>(); leftRay = Left.GetComponent <RayCastScript>(); forwardRay = Forward.GetComponent <RayCastScript>(); backRay = Back.GetComponent <RayCastScript>(); RightRotation = Vector3.back; LeftRotation = Vector3.forward; ForwardRotation = Vector3.right; BackRotation = Vector3.left; trigFlag = false; rotateFlag = false; atEdge = false; destinationFlag = true; destination = transform.localPosition; MazeOffset = MazeSize / 2; DownStep = MazeOffset / 4; mazeRotation = MazeBody.GetComponent <MazeBodyRotation>(); }
void Start(){ //Init scripts guiscript = gameObject.GetComponent("SelectionGuiScript") as SelectionGuiScript; raycastscript = gameObject.GetComponent("RayCastScript") as RayCastScript; lineRenderObject = playerCam.GetComponent("LineRenderer") as LineRenderer; }
// Use this for initialization void Start() { //Init controllers wiimote_start(); //Turn off mouse pointer and set the cursorImage screenpointer = (GUITexture)Instantiate(baseGuiTexture); Cursor.visible = false; screenpointer.texture = cursorImage; screenpointer.color = Color.red; screenpointer.pixelInset = new Rect(10,10,10,10); screenpointer.transform.localScale -= new Vector3(1,1,0); //Set ref scripts raycastscript = gameObject.GetComponent("RayCastScript") as RayCastScript; rotateScript = gameObject.GetComponent("RotateScript") as RotateScript; scaleScript = gameObject.GetComponent("ScaleScript") as ScaleScript; stackScript = gameObject.GetComponent("StackScript") as StackScript; moveScript = gameObject.GetComponent("MoveScript") as MoveScript; smoothCameraScript = gameObject.GetComponent("SmoothCameraScript") as SmoothCameraScript; verwijderScript = gameObject.GetComponent("VerwijderScript") as VerwijderScript; selectieScript = gameObject.GetComponent("SelectieScript") as SelectieScript; //Set initial values selectieScript.setSelectionmodeOn(); selectieScript.playerCam = playerCam; modus = Modi.NAV_SEL; }