void OnCollisionEnter2D(Collision2D collision) { var player = collision.collider.gameObject.GetComponent <Player>(); if (player) { player.Lives--; player.RemoveHeart(); if (player.Lives > 0) { player.Health = 0; SpawningManager.Spawn(player); } else { var manager = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameManager>(); manager.players.Remove(player); Destroy(player.gameObject); var alivePlayers = manager.players.Count; if (alivePlayers == 1) { var alivePlayer = manager.players[0]; manager.EndGame(alivePlayer.data.playerIndex, alivePlayer.data.characterIndex, alivePlayer.VictoryChant); } } } }
// Use this for initialization void Start() { gameManager = (GameManager)FindObjectOfType(typeof(GameManager)); weatherManager = (WeatherManager)FindObjectOfType(typeof(WeatherManager)); entityManager = (EntityManager)FindObjectOfType(typeof(EntityManager)); spawnManager = (SpawningManager)FindObjectOfType(typeof(SpawningManager)); LoadDecisionTrees(); }
private void Awake() { if (Instance != null) { Destroy(this.gameObject); } Instance = this; ObjectsToSpawn = new List <GameObject>() { turret, turret }; }
private void Awake() { if (Instance == null) { Instance = this; enemySpawns = new List <EnemySpawn>(SpawnersParent.GetComponentsInChildren <EnemySpawn>()); } else { GameObject.Destroy(this.gameObject); } timeCounter = 0; }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); return; } boolBetweenObjects = false; }
private void spawnPlayer(GameObject whereToSpawn) { //disabling HealthBar if (healthBar != null) { healthBar.SetActive(false); } //getting SpawnManager spawnManager = whereToSpawn.GetComponent <SpawningManager> (); //spawnManager.resetMPool (maxBulletAmmount, gameObject.GetComponent<NetworkIdentity>().connectionToServer); //spawning int randomNumber = (int)(Random.value * spawnManager.availableSpawns.Count); planet = whereToSpawn.transform; SpawningInfo spInfo = spawnManager.availableSpawns [randomNumber]; ownTransform.position = spInfo.trans.TransformPoint(spInfo.position); alignToPlanet(); ownTransform.position += (ownTransform.up * 50); //setting camera up GameObject cameraObj = GameObject.FindGameObjectWithTag("MainCamera"); cameraTransform = cameraObj.transform; var CCA = CameraControlAdva.instance; CCA.rotationToChange = this; CCA.planetView = false; CCA.changeFollow(ownTransform.gameObject); //CCA.invert = false; CCA.yOffset = 1.2f; CCA.toggleViewType(CameraControlAdva.ViewMode.around); CCA.targetOrientation = true; // CCA.cursorCheck (); //CmdChangeContinent(CustomNMUI.instance.continent); SmoothLookAtC slac = cameraObj.GetComponent <SmoothLookAtC> (); slac.target = ownTransform; slac.useOtherOrient = true; }
// Start is called before the first frame update private void Awake() { instance = this; spawnPoints = new SpawnPoint[transform.childCount]; rnd = new System.Random(); int i = 0; foreach (Transform spawnLocation in transform) { SpawnPoint s = new SpawnPoint(); s.transform = spawnLocation; spawnPoints[i] = s; i++; } }
//void Awake(){ // instance = this; //} //public ObjectPlacer objTest; //private int awayLOD; void Start() { //seed = (int)System.DateTime.Now.Ticks; //awayLOD = LOD; falloffMap = FallOffGenerator.GenerateFalloffMap(textQual); if (player != null) { distThread = new TerrainUpdater(); } //QualitySettings.shadowDistance = radius; for (int i = 0; i < lodLevel.Length; i++) { lodLevel [i].distance *= radius; } if (psh == null) { psh = gameObject.GetComponent <SpawningManager> (); } GenerateMap(true); // if (placeOnStart) // createTrees (); }
public void setSpawningManager(SpawningManager val) { spawningManager = val; }
void Start() { enemyManager = GetComponent <EnemyManager>(); fruitManager = GetComponent <FruitsManager>(); spawningManager = GetComponent <SpawningManager>(); }
void createNewChildren(/*bool putTrees*/) { //float interval2 = radius / planetInfo.squareSectionAmmount; MeshRenderer mr; //Generate the noise for all of the terrain for (int i = 0; i < planetInfo.chunksAmmount; i++) { Vector3 xyz = planetInfo.calculateXYZ(i); // float xDisp = -radius + interval2 + (interval2 * 2 * xyz.x); // float yDisp = -radius + interval2 + (interval2 * 2 * xyz.y); planetInfo.nmArray[i] = Noise.GenerateNoiseMap(textQual, textQual, seed, noiseScale, octaves, persistance, lacunarity, getOffset(xyz), Noise.NormalizeMode.Global); GameObject gO = new GameObject(); planetInfo.chunkArray [i] = gO.transform; planetInfo.chunkObject [i] = gO; gO.transform.parent = gameObject.transform; gO.transform.localPosition = new Vector3(0, 0, 0); planetInfo.mfChunkArray [i] = gO.AddComponent(typeof(MeshFilter)) as MeshFilter; //MeshCollider mc = gO.AddComponent (typeof(MeshCollider)) as MeshCollider; //mc.enabled = false; //mc.convex = true; //if(pMaterial)mc.sharedMaterial = pMaterial; planetInfo.lodIdentifier [i] = LOD; //planetInfo.chunkObject [i].AddComponent<PlanetChunkID> ().chunkID = i; gO.transform.localEulerAngles = getAngle((int)xyz.z); planetInfo.mcArray[i] = gO.AddComponent <MeshCollider>(); planetInfo.mcArray [i].enabled = false; } //Fixing the terrain to concadenate well with eachother // for (int i = 0; i < planetInfo.chunksAmmount; i++) { // Vector3 xyz = planetInfo.calculateXYZ (i); // float xDisp = -radius + interval2 + (interval2 * 2 * xyz.x); // float yDisp = -radius + interval2 + (interval2 * 2 * xyz.y); // //fixTerrain (); // } // Material and Color for (int i = 0; i < planetInfo.chunksAmmount; i++) { planetInfo.colorArray[i] = generateColorAndFalloff(planetInfo.nmArray[i], textQual, useFalloff, false); Texture2D texture = new Texture2D(textQual, textQual); texture.filterMode = FilterMode.Point; texture.wrapMode = TextureWrapMode.Clamp; texture.SetPixels(planetInfo.colorArray [i]); texture.anisoLevel = 9; texture.Apply(); mr = planetInfo.chunkObject[i].AddComponent(typeof(MeshRenderer)) as MeshRenderer; mr.sharedMaterial = new Material(Shader.Find("Diffuse")); mr.sharedMaterial.mainTexture = texture; planetInfo.chunkObject [i].layer = gameObject.layer; planetInfo.chunkObject [i].name = (gameObject.name + "_" + i.ToString()); } if (waterPrefab) { GameObject water = GameObject.Instantiate(waterPrefab); water.transform.parent = gameObject.transform; water.transform.localPosition = Vector3.zero; float scale = radius * waterHeight; water.transform.localScale = new Vector3(scale, scale, scale); } //Create the mesh and show the terrain if (psh == null) { var localGO = gameObject.GetComponent <SpawningManager>(); if (localGO != null) { psh = localGO; } } if (objPlacerObj != null) { for (int i = 0; i < planetInfo.chunksAmmount; i++) { ObjectPlacer tp1 = planetInfo.chunkObject [i].AddComponent(typeof(ObjectPlacer)) as ObjectPlacer; objPlacerObj.copyTo(tp1); tp1.calculateObjectID(); } } StartCoroutine(updateAllMeshesCoroutine()); //This is where the making of the mesh and making of trees was done now it was moved to a // coroutine for immediate seeing of the meshes and possibly a more responsive UI //DebugConsole.Log ("AvailableSpawnPositions: " + psh.availableSpawns.Count.ToString (), "normal"); }