private void ObstacleExplosion() { Collider[] objectsInExpRadius = Physics.OverlapSphere(transform.position, expRadius); foreach (Collider col in objectsInExpRadius) { if (col.gameObject.tag == "Player") { ShipControls shipSC = col.GetComponent <ShipControls>(); if (shipSC != null) { shipSC.DeathFX(); } ////////////////////////////////////// Rigidbody shipRB = col.GetComponent <Rigidbody>(); if (shipRB != null) { shipRB.AddExplosionForce(explosionForce, transform.position, expRadius); } } else { Obstacle colObs = col.GetComponent <Obstacle>(); if (colObs != null) { colObs.ObstacleDestruct(); } } } }
void Start() { // Make the rigid body not change rotation if (GetComponent <Rigidbody>()) { GetComponent <Rigidbody>().freezeRotation = true; } originalRotation = transform.localRotation; Ship = GetComponent <ShipControls>(); }
void OnTriggerEnter2D(Collider2D collider) { ShipControls ship = collider.gameObject.GetComponent <ShipControls>(); if (ship != null) { ship.deactivateShip(); GameState.Instance.LastCheckPointNumber = 0; CameraFade.StartAlphaFade(Color.black, false, 1.25f, 0.4f, () => { GameState.Instance.loadNextLevel(); }); } }
// Use this for initialization void Start () { Boat = GameObject.Find("Water_Powerboat"); if (Boat) { originalPosition = Boat.transform.position; originalRotation = Boat.transform.rotation; controls = Boat.GetComponent<ShipControls>(); if (!controls) Debug.Log("BoatWatercourseCollisions: No ShipControls Reference. This is a bug."); } else { Debug.Log("BoatWatercourseCollisions: No Boat Reference. This is a bug."); } }
// Start is called before the first frame update void Start() { chromaticAberration = ScriptableObject.CreateInstance <ChromaticAberration>(); chromaticAberration.enabled.Override(true); chromaticAberration.intensity.Override(0f); // PostProcessVolume postProcessVolume = GetComponent<PostProcessVolume>(); // var postProcessProfile = postProcessVolume.profile; // postProcessProfile.AddSettings(chromaticAberration); ppv = PostProcessManager.instance.QuickVolume(gameObject.layer, 0f, chromaticAberration); shipControl = referenceShip.GetComponent <ShipControls>(); }
// Use this for initialization void Start() { Boat = GameObject.Find("Water_Powerboat"); if (Boat) { originalPosition = Boat.transform.position; originalRotation = Boat.transform.rotation; controls = Boat.GetComponent <ShipControls>(); if (!controls) { Debug.Log("BoatWatercourseCollisions: No ShipControls Reference. This is a bug."); } } else { Debug.Log("BoatWatercourseCollisions: No Boat Reference. This is a bug."); } }
void RandomHoleGenerator() { if (Random.value < 0.1) { BoxCollider2D shipCollider = transform.parent.gameObject.GetComponent <BoxCollider2D> (); float xPos = transform.position.x; float yPos = transform.position.y; float randomX = Random.Range(-xDim, xDim); float randomY = Random.Range(-yDim, yDim); /*float angle = Mathf.Deg2Rad * transform.eulerAngles.z; * float xFinal = randomX * Mathf.Cos (angle) - randomY * Mathf.Sin (angle); * float yFinal = randomY * Mathf.Cos (angle) + randomX * Mathf.Sin (angle); * * CreateHole(xFinal + xPos, yFinal + yPos);*/ Vector2 v2 = ShipControls.RotatePointAroundOrigin(transform.position, new Vector2(randomX, randomY), transform.eulerAngles.z); CreateHole(v2.x, v2.y); } }
// Update is called once per frame void Update() { shipControls = gameManager.prefabManager.currentPrefab.GetComponent <ShipControls>(); tankControls = gameManager.prefabManager.currentPrefab.GetComponent <SimpleTankController>(); //if (currentDialog == null) showDialog = false; if (Input.GetKeyDown(KeyCode.Space) && showDialog) { // nextDialog = currentDialog.nextDialog; previousDialog = currentDialog; if (currentDialog.keepParentSize) { parentRect = new Rect(currentDialog.position.x, currentDialog.position.y, currentDialog.size.x, currentDialog.size.y); } currentDialog = nextDialog; if (nextDialog == null || currentDialog == null) { showDialog = false; } } }
public LuaFunction boundMessageFunction; //Reference to bound Lua function set within Lua // Constructor public LuaAPI() { // create new instance of Lua lua = new Lua(); // Initialize array. movementQueue = new Queue(); // Get the UnityEngine reference lua.DoString("UnityEngine = luanet.UnityEngine"); // get the boat and its controls boat = GameObject.FindGameObjectWithTag("TheBoat"); shipControls = boat.GetComponent<ShipControls>(); //Tell Lua about the LuaBinding object to allow Lua to call C# functions lua["luabinding"] = this; //Run the code contained within the file lua.DoFile(Application.streamingAssetsPath + "/" + drivers); }
public LuaFunction boundMessageFunction; //Reference to bound Lua function set within Lua // Constructor public LuaAPI() { // create new instance of Lua lua = new Lua(); // Initialize array. movementQueue = new Queue(); // Get the UnityEngine reference lua.DoString("UnityEngine = luanet.UnityEngine"); // get the boat and its controls boat = GameObject.FindGameObjectWithTag("TheBoat"); shipControls = boat.GetComponent <ShipControls>(); //Tell Lua about the LuaBinding object to allow Lua to call C# functions lua["luabinding"] = this; //Run the code contained within the file lua.DoFile(Application.streamingAssetsPath + "/" + drivers); }
// Use this for initialization private void Start() { _shipControls = Ship.GetComponent <ShipControls>(); if (isLocalPlayer) { foreach (var cam in Camera.allCameras) { cam.tag = "Untagged"; cam.enabled = false; } TpsCamera.tag = "MainCamera"; TpsCamera.GetComponent <Camera>().enabled = true; CustomNetworkManager.Instance.OnStartLocalPlayer(gameObject); } else { TpsCamera.GetComponent <Camera>().enabled = false; } }
void Start() { //Initializing the power bar Image fill = GameObject.Find("Image_PowerBarForeground").GetComponent <Image>(); powerBar = new LaunchPower(ref fill); powerBar.UpdatePower(finalPower, fullWidth); //Initializing the launc arc Image arc = GameObject.Find("Image_LaunchArc").GetComponent <Image>(); arcArrow = new LaunchArc(ref arc); arcArrow.SetCamera(ref cam); //Initializing the launch arrow Image arrow = GameObject.Find("Image_LaunchArrow").GetComponent <Image>(); arcArrow.LaunchArrow(ref arrow); //Initializing ShipControl sqMag = Mathf.Infinity; control = new ShipControls(); }
// https://forum.unity.com/threads/how-do-i-calculate-accurately-time-passed-in-seconds-for-c.191434/ /* * private void Update() * { * _timer += Time.deltaTime; * if (_timer >= _duration) * { * _timer = 0f; * // Do Stuff here * } * } */ // perhaps this should be in AstronautControls.cs, or Astronaut.cs, instead, probably just Austronaut.cs, nice and general. public void FootstepsAudio() { // the player loads later, so ship controls are not available at initialization, this is an inconvenience having something load later, perhaps we should load right away these type of things, and the only things we don't load are the planets and universe generation type stuff if (shipControls == null) { shipControls = FindObjectOfType <ShipControls>(); } // check that if enough time passed, play the sound of footsteps timer += Time.deltaTime; if (timer >= timeDelay) { timer = 0f; timePassed = true; } else { timePassed = false; } if ((Input.GetKey(KeyCode.W)) && shipControls.empty == true && // check for empty ship, since astronaut will only walk when not in the (empty) ship timePassed) // we only want to play one sound per whatever { footstepsAudioSource.GetComponent <AudioSource>().Play(); // Debug.Log("test"); } }
private void Start() { AudioSource = GetComponent <AudioSource>(); ShipControls = GetComponentInParent <ShipControls>(); }
private void Start() { defaultFov = Camera.main.fieldOfView; Ship = GameObject.FindGameObjectWithTag("Player").GetComponent <ShipControls>(); }
// Use this for initialization private void Start() { _ship = GetComponent <ShipControls>(); _agent = GetComponent <NavMeshAgent>(); }
// Use this for initialization void Start() { // controlType = new ConsoleType(); if (this.tag == "Navigation") { shipControl = GetComponent<ShipControls>(); } }
// Update is called once per frame void Update() { ShipControls shipControls = prefabManager.currentPrefab.GetComponent <ShipControls>(); SimpleTankController tankController = prefabManager.currentPrefab.GetComponent <SimpleTankController>(); if (shipControls != null) { projectileData = shipControls.shipWeapon.projectile.GetComponent <Projectile>(); } if (tankController != null) { projectileData = tankController.groundWeapon.projectile.GetComponent <Projectile>(); } /*if (Input.GetKeyDown (KeyCode.Q)) { * shoot = !shoot; * GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target = null; * }*/ //if (GameObject.Find("UIManager").GetComponent<SelectionUI>().target != null) //{ //float _angle = myGetAngle (frontMount.position, GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform.position); //projectileOrigin.LookAt (GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform); //if (GameObject.Find("UIManager").GetComponent<SelectionUI>().target){ // facingFront = IsFacingObject(frontMount, GameObject.Find("UIManager").GetComponent<SelectionUI>().target.transform); // facingRear = IsFacingObject(rearMount, GameObject.Find("UIManager").GetComponent<SelectionUI>().target.transform); //bool facingLeft = IsFacingObject (leftMount, GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform); //bool facingRight = IsFacingObject (rightMount, GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform); //shoot = false; // if (facingFront) // { // projectileOrigin = frontMount; // // projectileOrigin.LookAt (GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform); // direction = projectileOrigin.forward; //facingFront = false; //shoot = true; // } // if (facingRear) // { // projectileOrigin = rearMount; // projectileOrigin.LookAt (GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform); // direction = projectileOrigin.forward; // facingRear = false; // //shoot = true; // } // } else { projectileOrigin = frontMount; //projectileOrigin.rotation = new Quaternion(0, 0, 0, 0); //facingFront = false; //facingRear = false; direction = projectileOrigin.forward; //} //if (GameObject.Find ("GameManager").GetComponent<GameManager> ().playerLocation == GameDataTypes.locationType.Air) direction = Vector3.down; //} if (Input.GetKeyDown(KeyCode.Period)) { //if (GameObject.Find("UIManager").GetComponent<SelectionUI>().target != null) //{ //Transform temp = projectileOrigin; //temp.LookAt (GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform); GameObject bullet = Instantiate(weapon.projectile.gameObject, projectileOrigin.position + direction, projectileOrigin.rotation) as GameObject; //bullet.GetComponent<Rigidbody> ().velocity = transform.TransformDirection (GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform.position) * projectileData.speed; //projectileOrigin.LookAt (GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform); bullet.GetComponent <Rigidbody>().AddForce(projectileOrigin.forward * projectileData.speed); //facingRear = false; //facingFront = false; //projectileOrigin.transform.rotation = Quaternion.identity; Destroy(bullet.gameObject, 25f); //} /* else { * projectileOrigin.LookAt (Vector3.up); * bullet.GetComponent<Rigidbody> ().AddForce (transform.forward * projectileData.speed); * }*/ } }
void Start() { ship = GetComponent <ShipControls> (); }
private void GetReferenceToPlayerDamage() { playerShip = GameObject.Find("PlayerShip"); shipControls = playerShip.GetComponent <ShipControls>(); }
public void _SpawnPlayer() { //spawnManager.refreshSpawnPoints(); spawnIndex = spawnManager.FindSpawnByName(spawnManager.spawnName); // Debug.Log("called _SpawnPlayer() method"); mainCamera = GameObject.Find("MainCamera").GetComponent <Camera> (); mapCamera = GameObject.Find("MapCamera").GetComponent <Camera> (); selectionUI = GameObject.Find("UIManager").GetComponent <SelectionUI> (); GameObject[] find = GameObject.FindGameObjectsWithTag("Player"); foreach (GameObject tmp in find) { if (tmp) { Destroy(tmp); } } selectionUI.FindSelectionObjects(); //SpawnPoints = GameObject.FindGameObjectsWithTag ("SpawnPoint"); // if (isLanding) // { spawnIndex = spawnManager.FindSpawnByName(spawnManager.spawnName); //spawnName = "none"; //camOffset = mainCamOffset; if (spawnIndex != -1) { player = GameObject.FindWithTag("Player"); if (playerLocation == locationType.Space) { // //Vector3 spawn = new Vector3() player = Instantiate(prefabManager.spacePrefab, spawnManager.SpawnPoints[spawnIndex].transform.position - (hoverPlayer * 2), spawnManager.SpawnPoints[spawnIndex].transform.rotation); //currentPrefab = Instantiate(spacePrefab, SpawnPoints[spawnIndex].transform.position, SpawnPoints[spawnIndex].transform.rotation); shipControls = player.GetComponent <ShipControls>(); //characterManager.characterData.shipControls = shipControls; shipControls.hoverHeight = hoverHeight; } if (playerLocation == locationType.Air) { player = Instantiate(prefabManager.spacePrefab, spawnManager.SpawnPoints[spawnIndex].transform.position - hoverPlayer, spawnManager.SpawnPoints[spawnIndex].transform.rotation); shipControls = player.GetComponent <ShipControls>(); //characterManager.characterData.shipControls = shipControls; shipControls.hoverHeight = airHoverHeight; //GameObject.Find(spawnName).SetActive(true); } if (playerLocation.Equals(locationType.Ground)) { landPlayerShip(); } if (playerLocation == locationType.Building) { player = Instantiate(prefabManager.groundPrefab, spawnManager.SpawnPoints[spawnIndex].transform.position, spawnManager.SpawnPoints[spawnIndex].transform.rotation); //camOffset = buildingCamOffset; follow.offset_move = new Vector3(0, _buildingOffset, 0); } if (playerLocation != locationType.Building) { } //Debug.Log("player prefab -> " + player); prefabManager.currentPrefab = player; follow.target = player.transform; mapFollow.target = player.transform; mainCamera.transform.position = player.transform.position + mainOffset; mapCamera.transform.position = player.transform.position + mapOffset; } else { } }
private void Start() { spaceflight = FindObjectOfType <Spaceflight>(); shipControls = FindObjectOfType <ShipControls>(); }
private void Start() { ShipControls = transform.GetComponentInParent <ShipControls>(); }
void Update() { //turning the ship if (leftClick == 1) { control.Turn(); //arcArrow.Turn (); } if (leftClick == 2) { arcArrow.launchArrow.transform.position = finalCoor; } /////////////////////////////////////For rotating the ship//////////////////////////////////////// if (Input.GetMouseButtonDown(0) && leftClick == 0) { Vector2 mousePosition = cam.ScreenToWorldPoint(Input.mousePosition); RaycastHit2D hitInfo = Physics2D.Raycast(mousePosition, Vector2.zero); if (hitInfo.collider != null) { Debug.Log("hit"); //set the gameobject to the ship if it's a hit string name = hitInfo.collider.gameObject.name; control = GameObject.Find(name).GetComponent <ShipControls>(); control.SelectedShip(hitInfo.collider.gameObject); phys = GameObject.Find(name).GetComponent <ShipPhysics> (); rigidbody = GameObject.Find(name).GetComponent <Rigidbody2D>(); phys.SetRigid(rigidbody); phys.SetCurrent(hitInfo.collider.gameObject); leftClick++; } else { Debug.Log("No hit"); } } //if bracket ///////////////////////////////////For Selecting the direction///////////////////////////////////// else if (Input.GetMouseButtonDown(0) && leftClick == 1) { Debug.Log("LeftClick1"); leftClick++; //Gets the position of ship and mouse Vector3 shipPos = control.GetShipPosition(); Vector2 mousePos = cam.ScreenToWorldPoint(Input.mousePosition); //Move launch arc to clicked ship //arcArrow.ChangeArcPos(shipPos); //CalculateOffset (shipPos, mousePos); //math for launch arc float theta = ConeDirection(mousePos, shipPos); float coneStart = theta - coneWidth / 2; float coneEnd = theta + coneWidth / 2; tempDirection = theta; float spacing = Mathf.PI / 180; //begin moving launch arrow dirThread = new Thread(() => startDirectionCounter(spacing, coneStart, coneEnd, shipPos)); dirThread.Start(); } ////////////////////////////////////For selection power/////////////////////////// else if (Input.GetMouseButtonDown(0) && leftClick == 2) { dirThread.Abort(); leftClick++; powerInc = true; } //On the last click, we get the final power and move the ship else if (Input.GetMouseButtonDown(0) && leftClick == 3) { leftClick = 0; Debug.Log("Power:" + finalPower.ToString()); Debug.Log("Angle:" + tempDirection.ToString()); powerInc = false; powerDec = false; click = true; moveShip(50); finalPower = 0; } if (powerInc) { finalPower += Time.deltaTime * barSpeed; //stops the power bar from going past its max length finalPower = Mathf.Clamp(finalPower, 0, fullWidth); //start decreasing power when the power reaches the maximum if (finalPower == fullWidth) { powerInc = false; powerDec = true; } powerBar.UpdatePower(finalPower, fullWidth); //set the width of the GUI Texture equal to that power value //GUITexture bar = GameObject.Find("powerBar").GetComponent<GUITexture>(); } if (powerDec) { finalPower -= Time.deltaTime * barSpeed; //stops the power bar from goin past 0 finalPower = Mathf.Clamp(finalPower, 0, fullWidth); //starts increasing power when the power reaches 0 if (finalPower == 0) { powerInc = true; powerDec = false; } powerBar.UpdatePower(finalPower, fullWidth); } ////////////////////////////////////For right clicking///////////////////////////// if (Input.GetMouseButtonDown(1) && leftClick != 0) { leftClick--; powerInc = false; powerDec = false; finalPower = 0; } this.stopShip(); }//update bracket
// Use this for initialization void Start() { turretTarget = transform.position; parentShip = GetComponentInParent<ShipControls>(); canShoot = true; }