void Start()
 {
     _sfxManager          = GameObject.FindGameObjectWithTag("SFXManager").GetComponent <SFXController> ();
     _spriteRenderer      = gameObject.transform.FindChild("Sprite").GetComponent <SpriteRenderer> ();
     GameOverText.enabled = false;
     PlayerDead           = false;
 }
Exemple #2
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 // Use this for initialization
 void Start()
 {
     PlayerCurrentHealth  = playerMaxHealth;
     playerSpriteRenderer = GetComponent <SpriteRenderer>();
     numberOfBlinks       = (int)(blinkDuration / timeBetweenEachBlink);
     sfxController        = FindObjectOfType <SFXController>();
 }
    // Attack animation variation
    //[SerializeField]
    //private int numAttackAnims = 1;

    void Start()
    {
        sfxc    = GetComponent <SFXController>();
        dropper = GetComponent <LootDropper>();
        healthBar.SetMaxHealth(maxHealth);
        currHealth = maxHealth;
    }
        protected override void OnStart()
        {
            base.OnStart();

            _sfx = _bootstrap.GetController(ControllerTypes.SoundSFX) as SFXController;
            _io  = _bootstrap.GetController(ControllerTypes.IO) as IOController;

            switch (CamResolution)
            {
            case Resolutions.FullHD:
                WebCam = new WebCamTexture(1920, 1080);
                break;

            case Resolutions.HD:
                WebCam = new WebCamTexture(1280, 720);
                break;

            case Resolutions.Vga:
                WebCam = new WebCamTexture(640, 480);
                break;
            }

            DebugDevices();

            WebCam.deviceName = WebCamTexture.devices[0].name;
        }
Exemple #5
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    public static IEnumerator TakeAITurn()
    {
        foreach (var state in TileState.AllTiles()
                 .Where(x => x.Friendliness == Friendliness.Hostile)
                 .OrderBy(x => - x.playOrder))
        {
            if (state.Friendliness == Friendliness.Hostile)
            {
                yield return(TakeTurn(state));

                if (state.unit != UnitType.Fire && state.alerted)
                {
                    yield return(new WaitForSeconds(0.6f));
                }
            }
        }
        foreach (var state in TileState.AllTiles())
        {
            if (state.fireIncoming)
            {
                state.unit    = UnitType.Fire;
                state.alerted = true;
                if (!Generator.isRunning)
                {
                    SFXController.PlayFire();
                    yield return(new WaitForSeconds(0.1f));
                }
            }
        }
        yield return(YieldFast.Get);
    }
 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
 }
    // Start is called before the first frame update
    void Start()
    {
        sentences = new Queue <string>();
        dialoguePanel.SetActive(false);

        sfx = GameObject.Find("SFX Controller").GetComponent <SFXController>();
    }
Exemple #8
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 void Awake()
 {
     base.ID     = (int)IDList.ID.Box;
     _happyStage = GameObject.FindGameObjectWithTag("HappyStage");
     _sadStage   = GameObject.FindGameObjectWithTag("SadStage");
     _sfxManager = GameObject.FindGameObjectWithTag("SFXManager").GetComponent <SFXController> ();
 }
Exemple #9
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 private void Start()
 {
     if (sfxController == null)
     {
         sfxController = GameObject.FindGameObjectWithTag("SFXController").GetComponent <SFXController>();
     }
 }
Exemple #10
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        protected override void OnStart()
        {
            base.OnStart();

            _score = _bootstrap.GetController(ControllerTypes.Score) as ScoreController;

            _questions = _bootstrap.GetModel(ModelTypes.Questions) as QuestionsData;
            _questions.OnNewQuestionReady += QuestionDone;
            _questions.OnQuestionsOver    += NoMoreQuestions;

            _timeController = _bootstrap.GetController(ControllerTypes.Time) as TimeController;
            if (_timeController != null)
            {
                _timeController.GameTimeout += TimeOut;
            }

            if (SaveToRegistry)
            {
                _registry = _bootstrap.GetController(ControllerTypes.Register) as RegisterController;
            }

            _sfx = _bootstrap.GetController(ControllerTypes.SoundSFX) as SFXController;

            _answers = new Dictionary <int, int>();
        }
Exemple #11
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    private void FixedUpdate()
    {
        bool wasGrounded = m_Grounded;

        m_Grounded = false;

        // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
        // This can be done using layers instead but Sample Assets will not overwrite your project settings.
        Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
        for (int i = 0; i < colliders.Length; i++)
        {
            if (colliders[i].gameObject != gameObject)
            {
                if (!wasGrounded)
                {
                    SFXController.PlayClip(SFXClipName.JUMP);
                }
                m_Grounded = true;
            }
        }
        m_Anim.SetBool("Ground", m_Grounded);

        // Set the vertical animation
        m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y);
    }
    // Use this for initialization
    void Start()
    {
        //instantiate private variables
        _wood        = 0;
        _power       = 0;
        _food        = 0;
        _numElectr   = 0;
        _numScav     = 0;
        _numLogger   = 0;
        _checkTime5  = 5f;
        _checkTime10 = 10f;
        _checkTime20 = 20f;
        _enemies     = new List <EnemyController>();
        _friendlies  = new List <CivilianController>();
        _locations   = new Location[5];
        CreateLocations();
        Debug.Log("Global Controller initialized.");

        //musicController = GameObject.FindWithTag("BGMController").GetComponent<BGMController>();
        voiceController = GameObject.FindWithTag("SFXController").GetComponent <SFXController>();
        voiceEffects    = voiceController.GetComponents <AudioSource>();

        radioSongSnapshots    = new AudioMixerSnapshot[7];
        radioSongSnapshots[0] = mixer.FindSnapshot("Overworld");
        radioSongSnapshots[1] = mixer.FindSnapshot("TheGoodOne");
        radioSongSnapshots[2] = mixer.FindSnapshot("Electrician");
        radioSongSnapshots[3] = mixer.FindSnapshot("Forest");
        radioSongSnapshots[4] = mixer.FindSnapshot("TheBadOne");
        radioSongSnapshots[5] = mixer.FindSnapshot("TitleScreen");
        radioSongSnapshots[6] = mixer.FindSnapshot("Battle");
    }
Exemple #13
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    public void Move(float move, bool crouch, bool jump)
    {
        if (m_Paused)
        {
            move   = 0.0f;
            crouch = false;
            jump   = false;
        }

        // If crouching, check to see if the character can stand up
        if (!crouch && m_Anim.GetBool("Crouch"))
        {
            // If the character has a ceiling preventing them from standing up, keep them crouching
            if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
            {
                crouch = true;
            }
        }

        // Set whether or not the character is crouching in the animator
        m_Anim.SetBool("Crouch", crouch);

        //only control the player if grounded or airControl is turned on
        if (m_Grounded || m_AirControl)
        {
            // Reduce the speed if crouching by the crouchSpeed multiplier
            move = (crouch ? move * m_CrouchSpeed : move);

            // The Speed animator parameter is set to the absolute value of the horizontal input.
            m_Anim.SetFloat("Speed", Mathf.Abs(move));

            // Move the character
            m_Rigidbody2D.velocity = new Vector2(move * m_MaxSpeed * speedFactor, m_Rigidbody2D.velocity.y);

            // If the input is moving the player right and the player is facing left...
            if (move > 0 && !m_FacingRight)
            {
                // ... flip the player.
                Flip();
            }
            // Otherwise if the input is moving the player left and the player is facing right...
            else if (move < 0 && m_FacingRight)
            {
                // ... flip the player.
                Flip();
            }
        }
        // If the player should jump...
        if (m_Grounded && jump && m_Anim.GetBool("Ground"))
        {
            // Add a vertical force to the player.
            m_Grounded = false;
            m_Anim.SetTrigger("Jump");
            m_Anim.SetBool("Ground", false);
            m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
            SFXController.PlayClip(SFXClipName.JUMP);
        }
        m_Walking = m_Grounded && Math.Abs(move) > 0.05f;
    }
    // Use this for initialization
    new void Start()
    {
        base.Start();

        sfxController          = FindObjectOfType <SFXController>();
        ennemyAttacksManager   = GetComponent <EnnemyAttacksManager>();
        ennemyCombatController = GetComponent <EnnemyCombatController>();
    }
Exemple #15
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 // Start is called before the first frame update
 void Start()
 {
     sfx = GameObject.FindGameObjectWithTag("SFX").GetComponent <SFXController>();
     FindFireKey();
     projectileOffsetX  = gameObject.GetComponent <MeshRenderer>().bounds.size.x / 2f;                                     // get size of paddle gun object
     projectileOffsetX *= 0.9f;                                                                                            // bring offset in from edge
     projectileOffsetZ  = ObjectPooler.SharedInstance.GetPooledObject1().GetComponent <MeshRenderer>().bounds.size.z / 2f; // set to edge of projectile
 }
Exemple #16
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 private void Awake()
 {
     // Setting up references.
     m_GroundCheck = transform.Find("GroundCheck");
     m_Rigidbody2D = GetComponent <Rigidbody2D> ();
     _playerAnim   = gameObject.transform.FindChild("Sprite").GetComponent <Animator> ();
     _sfxManager   = GameObject.FindGameObjectWithTag("SFXManager").GetComponent <SFXController> ();
 }
Exemple #17
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 // Use this for initialization
 void Start()
 {
     EnnemyCurrentHealth     = ennemyMaxHealth;
     immunityDurationCounter = immunityDuration;
     playerStats             = FindObjectOfType <PlayerStats>();
     sfxController           = FindObjectOfType <SFXController>();
     ennemyController        = GetComponent <EnnemyController>();
 }
Exemple #18
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 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     audioSource = GetComponent <AudioSource>();
 }
 private void Awake()
 {
     levelController = transform.parent.gameObject.GetComponent <LevelController>();
     playerId        = levelController.playerId;
     player          = levelController.player;
     gameManager     = levelController.gameManager;
     sfx             = GameObject.FindGameObjectWithTag("SFX").GetComponent <SFXController>();
 }
Exemple #20
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 private void OnValueChanged(bool value)
 {
     if (value)
     {
         SFXController.PlayToggle();
         PaintingRaycaster.SelectTool(ToolToUse);
     }
 }
Exemple #21
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 void OnTriggerEnter2D(Collider2D collider2D)
 {
     if (collider2D.gameObject.tag == enemyTag)
     {
         SFXController.PlayClip(SFXClipName.SPLASH);
         Creature c = collider2D.gameObject.GetComponent <Creature>();
         c.Hit(damage, force * Vector2.up);
     }
 }
    // Use this for initialization
    void Start()
    {
        _camera          = Camera.main;
        _cameraTransform = this.gameObject.transform;
        _initialSize     = _camera.orthographicSize;

        _sfxManager = GameObject.FindGameObjectWithTag("SFXManager").GetComponent <SFXController> ();
        _sfxManager.PlaySFX(StartLevelClip, StartLevelVolume);
    }
Exemple #23
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    protected static IEnumerator DoBehavior(TileState state)
    {
        Selector.SelectEnemy(state);
        int range     = GetInteractionRange(state.unit);
        var neighbors = state.position.Neighbors(maxDistance: range).Select(Board.ToState);

        state.alerted = false;
        switch (state.unit)
        {
        case UnitType.Bomb:
            yield return(DestroyController.Destroy(state));

            break;

        case UnitType.Fire:
            foreach (var neighborState in neighbors)
            {
                if (!neighborState.fireIncoming && neighborState.unit != UnitType.Fire && neighborState.unit != UnitType.Hole)
                {
                    yield return(DestroyController.Destroy(neighborState));

                    SFXController.PlayFire();
                    neighborState.fireIncoming = true;
                    if (!Generator.isRunning)
                    {
                        yield return(new WaitForSeconds(0.05f));
                    }
                }
            }
            break;

        case UnitType.Fang:
            yield return(new WaitForSeconds(0.7f));

            var enemies = neighbors.Where(x => x.Friendliness == Friendliness.Friendly)
                          .OrderBy(x => - x.moveOrder * 1000 + x.playOrder);
            if (enemies.Any())
            {
                var target = enemies.First();
                SFXController.PlayFire();
                if (target.unit != UnitType.Shield)
                {
                    yield return(DestroyController.Destroy(enemies.First()));
                }
                else
                {
                    yield return(DestroyController.Destroy(state));
                }
                // TODO: strike animation
                yield return(new WaitForSeconds(0.6f));
            }
            break;
        }
        Selector.DeselectEnemy(state);
        yield return(YieldFast.Get);
    }
    public float gravity_cutoff = -50f;                            //If the y velocity is below this value stop applying gravity


    private void Awake()
    {
        player = ReInput.players.GetPlayer(playerId);

        _rigidbody2D       = this.GetComponent <Rigidbody2D>();
        _characterCollider = this.GetComponent <BoxCollider2D>();
        _xAnimator         = this.GetComponent <XAnimator>();
        sfxPlayer          = this.GetComponent <SFXController>();
        staminaSystem      = this.GetComponent <StaminaSystem>();
    }
Exemple #25
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 void BlowUp(Vector2 position)
 {
     blownUp       = true;
     sprite.sprite = explosionSprite;
     trailSystem.Stop();
     blastSystem.Play();
     SFXController.PlayClip(SFXClipName.SHOOT);
     this.transform.position = position;
     Invoke("Kill", 0.5f);
 }
Exemple #26
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        protected override void OnStart()
        {
            _controller.OnGameStart += StartCount;

            _timeflow = UnityEngine.Time.realtimeSinceStartup;

            _sfx = _bootstrap.GetController(ControllerTypes.SoundSFX) as SFXController;

            _image.color = new Color(0, 0, 0, 0);
        }
    // Start is called before the first frame update
    void Start()
    {
        controller     = GetComponent <Controller2D> ();
        jugador        = GameObject.Find("Chawa");
        enemyTransform = GetComponent <Transform> ();

        currentHealth = maxHealth;

        sfx = GameObject.Find("SFX Controller").GetComponent <SFXController>();
    }
Exemple #28
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	// Use this for initialization
	void Start () {


		sfx = GameObject.FindGameObjectWithTag ("sfx").GetComponent<SFXController> ();
		_lars = GameObject.Instantiate (LarsNormal, posicaoLars, LarsNormal.transform.rotation) as GameObject; 
		_lars.SetActive (true);
		_larsatirando = GameObject.Instantiate (LarsAtirando, posicaoLars, LarsAtirando.transform.rotation) as GameObject;
		_larsatirando.SetActive (false);

	}
    void Start()
    {
        GameController gc = GameController.gameController;
        gc.addResourceGrowthRate (populationGrowth, materialGrowth, pollutionGrowth, foodGrowth);

        //Play the building sound effect
        GameObject musicPlayer = GameObject.FindWithTag ("SFX");
        SFX = musicPlayer.GetComponent ("SFXController") as SFXController;
        SFX.playClip (0);
    }
Exemple #30
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    // Start is called before the first frame update
    void Start()
    {
        jugador        = GameObject.Find("Chawa");
        enemyTransform = GetComponent <Transform> ();
        enemyAnimator  = GetComponent <Animator>();

        sfx = GameObject.Find("SFX Controller").GetComponent <SFXController>();

        StartCoroutine(cambiarEstado(2));
    }
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Destroy(this);
     }
 }
Exemple #32
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    void Awake()
    {
        base.ID = (int)IDList.ID.Dummy;

        _pickups     = GameObject.FindGameObjectsWithTag("Pickup");
        _interactive = GameObject.FindGameObjectsWithTag("Interactive");
        _happyStage  = GameObject.FindGameObjectWithTag("HappyStage");
        _sadStage    = GameObject.FindGameObjectWithTag("SadStage");
        _player      = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerPickup> ();
        _sfxManager  = GameObject.FindGameObjectWithTag("SFXManager").GetComponent <SFXController> ();
    }
Exemple #33
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	// Use this for initialization
	void Start () {
		enabled_shoot = true;
		//Capta o controlador de SFX - Para chamar as funcoes
		sfx = GameObject.FindGameObjectWithTag ("sfx").GetComponent<SFXController> ();

		//vikingInstanciar ();
		timeFlecha = 1.0f;
		flechaInstanciar ();
		//Inicializa a vida
		life = 3;
	}
	void Start () {
		sfxController = gameObject.GetComponent<SFXController>();
		
		hum = FMOD_StudioSystem.instance.GetEvent("event:/alpaca_hum"); 
		hum.getParameter("occlusion", out occlusion);
		hum.getParameter("distanceFromSmallRm", out distanceFromSmallRm);
		hum.getParameter("distanceFromLargeRm", out distanceFromLargeRm);
		
		distanceFromLargeRm.setValue(distLargeRm);
		distanceFromSmallRm.setValue(distSmallRm);

		// set up snap shot for displaced sound
		var system = FMOD_StudioSystem.instance.System;
		FMOD.Studio.EventDescription description;
		system.getEvent("snapshot:/displacedSound", out description);
		description.createInstance(out displacedSound);

	}
Exemple #35
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	// Use this for initialization
	void Start () {
		bool _isRight;
		
		_colidiu = false;
		//Capta o controlador de SFX - Para chamar as funcoes
		sfx = GameObject.FindGameObjectWithTag ("sfx").GetComponent<SFXController> ();
		
		_unit = GameObject.FindGameObjectWithTag ("GameMaker").GetComponent<UnitF2> ();
		_unit.procuraCasas ();
		_isRight = _unit.isRight();
		
		score = GameObject.FindGameObjectWithTag ("score").GetComponent<Score> ();
		_carregaPedra = CarregaPedra ();
		SetaPedra (_carregaPedra);
		
		
		
		
		
		if (gameObject.name == "Dragon-blue(Clone)") {
			_velocidade = _unit.velAzul ();
			danoPontuacao = 10;
			sfx.playHitBlue ();
		}
		if (gameObject.name == "dragonYellow(Clone)") {
			_velocidade = _unit.velAmarelo ();
			danoPontuacao = 20;
			sfx.playHitYel  ();
		}
		if (gameObject.name == "dragonBlack(Clone)") {
			_velocidade = _unit.velAmarelo ();
			danoPontuacao = 30;
		}
		
		if (_isRight) {
			
			GetComponent<Rigidbody2D>().velocity = new Vector2 (-_velocidade, 0);
		} else {
			transform.localScale = new Vector3 (-transform.localScale.x, transform.localScale.y, transform.localScale.z);
			GetComponent<Rigidbody2D>().velocity = new Vector2 (_velocidade, 0);
			
		}
	}
	// Use this for initialization
	void Start () {

		sfx = GameObject.FindGameObjectWithTag ("sfx").GetComponent<SFXController> ();
		//Inicializa as variaveis
		minVertical = 1.0f;
		minHorizontal = -10.56f;
		maxVertical = 2.9f;
		maxHorizontal = 10.13f;

		//Define as variaveis de velocidades Iniciais
		_veloAzul = 3;
		_veloAmarelo = 2;
		_veloPreto = 3;
		_veloVermelho = 1;

		timeInicial = 5.0f;


		incrementseedTime = 8.0f;
		Invoke ("geradorDragao", timeInicial);
		InvokeRepeating ("horda",incrementseedTime , incrementseedTime);
	
	}
Exemple #37
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	// Use this for initialization
	void Start () {
		life = 7;
		indexdano = 0;
		sfx = GameObject.FindGameObjectWithTag ("sfx").GetComponent<SFXController> ();
	
	}
	private void SetupSFX()
	{
		sfxController = gameObject.GetComponent<SFXController>();

		gunshotAudio = FMOD_StudioSystem.instance.GetEvent("event:/flute"); 
		gunshotAudio.getParameter("distanceFromLargeRm", out distanceFromLargeRm);
		gunshotAudio.getParameter("distanceFromSmallRm", out distanceFromSmallRm);

		GameObject s = GameObject.Find("Building Small/Audio Zone");
		GameObject l = GameObject.Find("Building Large/Audio Zone");

		smallRoom = s.GetComponent<Transform>();
		largeRoom = l.GetComponent<Transform>();

		InvokeRepeating("FindNearestAudioOpenings", 0, 1);
	}
Exemple #39
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	// Use this for initialization
	void Start () {

		life = 3;
		//Capta o controlador de SFX - Para chamar as funcoes
		sfx = GameObject.FindGameObjectWithTag ("sfx").GetComponent<SFXController> ();
	}