void Awake() { options = new Options(); screenshake = new Screenshake(); particles = new particleManager(); level = "doi"; }
void Start() { wait = new WaitForSeconds(fdelay); holdOn = new WaitForSeconds(fdelay * 5); _Screenshake = cam.GetComponent <Screenshake>(); BatteryGO = _levelGenerator.BatteryGameOject; _Battery = BatteryGO.GetComponentInChildren <Battery>(); }
void Start() { ui = FindObjectOfType <UiManager>(); ballVis = FindObjectOfType <BallVisuals>(); screenshake = FindObjectOfType <Screenshake>(); player = GameObject.FindGameObjectWithTag("Player"); resetLevel(); }
// Use this for initialization void Start() { lives = 5; points = 0; messagePoints = 0; //Camera.main.aspect = (Screen.currentResolution.width / Screen.currentResolution.height); //so this would stretch the game scene in order to adjust it to the Device's screen screenshake = GetComponent <Screenshake>(); head = GameObject.Find("Head").GetComponent <SpriteRenderer>(); }
void Awake() { fixedRot = transform.rotation; rb = GetComponent <Rigidbody2D>(); hitStop = FindObjectOfType <HitStop>(); movement = GetComponent <BallMovement>(); screenshake = FindObjectOfType <Screenshake>(); trail = GetComponentInChildren <TrailRenderer>(); sprite = visualBall.GetComponent <SpriteRenderer>(); }
// Start is called before the first frame update void Start() { target = Component.FindObjectOfType <Player>(); body = GetComponent <Rigidbody2D>(); aiPath = GetComponent <AIPath>(); GetComponent <AIDestinationSetter>().target = target.transform; if (camera == null) { camera = FindObjectOfType <Screenshake>(); } }
void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
public static void Shake(this Camera cam) { Screenshake shake = cam.transform.GetComponent <Screenshake>(); if (shake != null) { shake.Shake(); } else { Debug.Log("Camera doesn't have Screenshake component, adding one!"); cam.transform.gameObject.AddComponent <Screenshake>().Shake(); //add and shake } }
void Start() { //almostdead = true; rb = GetComponent <Rigidbody2D>(); box = GetComponent <BoxCollider2D>(); almostDeadCircle = GetComponentInChildren <CircleCollider2D>(); screenshake = Camera.main.GetComponent <Screenshake>(); defSprScale = sprite.localScale; defaultScale = pivot.transform.localScale; ammoText = GetComponentInChildren <TextMesh>(); camera = Camera.main.gameObject; reticleScale = reticle.GetComponent <Animation>(); // Debug.Log(InputManager.Devices); //player1 = InputManager.Devices[playerId]; foreach (GameObject g in GameObject.FindGameObjectsWithTag("Player")) { PlayerMovementController p = g.GetComponent <PlayerMovementController>(); // Debug.Log(p.playerId); if (p.playerId != this.playerId) { otherPlayer = p; } } player = ReInput.players.GetPlayer(playerId); PlayerTuning tuning = Resources.Load <PlayerTuning>("MyTune"); runAccel = tuning.runAccel; runMaxSpeed = tuning.runMaxSpeed; groundDrag = tuning.groundDrag; airAccel = tuning.airAccel; airMaxSpeed = tuning.airMaxSpeed; jumpSpd = tuning.jumpSpd; gravity = tuning.gravity; bonusGravity = tuning.bonusGravity; jumpChargeTimer = tuning.jumpChargeTimer; jumpChargeMax = tuning.jumpChargeMax; kick = tuning.kick; wallFriction = tuning.wallFriction; maxMana = tuning.maxMana; timeManaDrain = tuning.timeManaDrain; manaGain = tuning.manaGain; bulletCooldown = tuning.bulletCooldown; invulnMaxFrames = tuning.invulnMaxFrames; health = tuning.health; GameMaster.me.updateUI(); }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } m_virtualCamera = FindObjectOfType <Cinemachine.CinemachineVirtualCamera>(); m_perlin = FindObjectOfType <Cinemachine.CinemachineBasicMultiChannelPerlin>(); ResetCamera(); }
void Start() { instance = this; }
void Awake() { screenshake = FindObjectOfType <Screenshake>(); carController = FindObjectOfType <CarController>(); }
//---------------------------------------------------------------------------- // Game States //---------------------------------------------------------------------------- // Called by SceneManager.LoadSceneAsync when the scene is loaded (but not active yet). void OnGameSceneLoaded(Scene scene, LoadSceneMode mode) { SceneManager.sceneLoaded -= OnGameSceneLoaded; Screenshake.FrameShake(Vector2.left); StartCoroutine(OnGameSceneActive()); }
private void Awake() { Instance = this; vcam = GetComponent <CinemachineVirtualCamera>(); }
private void Awake() { instance = this; }
void Awake() { current = this; basePosition = transform.position; }
void Awake() { cam = Camera.main; player = FindObjectOfType <BallMovement>(); uiManager = FindObjectOfType <UiManager>(); screenShake = FindObjectOfType <Screenshake>(); // Get curr lvl var sceneName = SceneManager.GetActiveScene().name; var lvlString = sceneName.Substring(sceneName.Length - 2); lvl = int.Parse(lvlString); uiManager.updateLevelDisplay(lvlString, maxLvl); if (lvl == 0) { uiManager.playtutorialAnimation(); } else if (PlayerPrefs.GetInt("sceneSelectToggled") == 1) { player.notInTut(); } // If go back to first scene, don't show tutorial again, but still be able to move if (lvl == 0 && PlayerPrefs.HasKey("sceneSelectToggled") && PlayerPrefs.GetInt("sceneSelectToggled") == 1) { player.notInTut(); } // Do a camera animation if changed level from last load if (lvl != 0 && lvl != maxLvl) { var lastLvl = PlayerPrefs.GetInt("lastLvl"); if (lastLvl > lvl) { cam.transform.position = new Vector3(17, 0, -10); } else { cam.transform.position = new Vector3(-17, 0, -10); } screenShake.setInTransition(true); Sequence seq = DOTween.Sequence().SetUpdate(true); cam.transform.DOMoveX(0, levelCameraTrans).SetEase(Ease.OutCubic).SetUpdate(true); seq.AppendCallback(() => screenShake.setInTransition(false)); } // Progressed one level normally if (lvl != 0 && (PlayerPrefs.HasKey("lastLvl") && PlayerPrefs.GetInt("lastLvl") != lvl && PlayerPrefs.GetInt("sceneSelectToggled") == 0)) { Vector2 playerPos = GameObject.FindGameObjectWithTag("Player").transform.position; var portal = Instantiate(portalSpawnPrefab, playerPos + portalSpawnOffset, Quaternion.identity); portal.GetComponent <Portal>().spawnAnim(); } PlayerPrefs.SetInt("lastLvl", lvl); }
void Awake() { Instance = this; zero = transform.localPosition; t = 0f; }
private void Awake() { INSTANCE = this; }