// Use this for initialization void Start() { // Initialize Public Instance Variables this.velocityRange = new VelocityRange(300f, 30000f); // Initialize Private Instance Variables this._transform = gameObject.GetComponent <Transform> (); this._animator = gameObject.GetComponent <Animator> (); this._rigidBody2D = gameObject.GetComponent <Rigidbody2D> (); this._move = 0f; this._jump = 0f; this._facingRight = true; // Setup AudioSources this._audioSources = gameObject.GetComponents <AudioSource>(); this._jumpSound = this._audioSources [3]; this._coinSound = this._audioSources [2]; this._hurtSound = this._audioSources [1]; this._backgroundSound = this._audioSources [0]; // Background Sound Play this._backgroundSound.Play(); // place the hero in the starting position this._spawn(); }
// Use this for initialization void Start() { //initialise public instance variables this.velocityRange = new VelocityRange(700f, 5000f); this.moveForce = 800; this.jumpForce = 26000f; //initialise private instance variables this._transform = gameObject.GetComponent <Transform> (); this._animator = gameObject.GetComponent <Animator> (); this._rigidBody2D = gameObject.GetComponent <Rigidbody2D> (); this._move = 0f; this._jump = 0f; this._facingRight = true; //audio sources this._audioSources = gameObject.GetComponents <AudioSource>(); this._jumpSound = this._audioSources [0]; this._coinSound = this._audioSources [1]; this._deathSound = this._audioSources [2]; this._enemyDeath = this._audioSources [3]; //place the hero to the starting position this._spawn(-400, 200, 0); }
// Use this for initialization void Start() { // Initialize Public Instance Variables this.velocityRange = new VelocityRange(300f, 30000f); // Intitialize Private Instance Variable this._transform = gameObject.GetComponent <Transform>(); this._animator = gameObject.GetComponent <Animator>(); this._rigidBody2D = gameObject.GetComponent <Rigidbody2D>(); this._move = 0f; this._jump = 0f; this._facingRight = true; ////Set default animation state to "idle" //this._animator.SetInteger("AnimState", 0); // Setup AudioSources this._audioSources = gameObject.GetComponents <AudioSource>(); this._jumpSound = this._audioSources[0]; this._pickupSound = this._audioSources[1]; this._DeadSound = this._audioSources[2]; this._hurtSound = this._audioSources[3]; }
// Use this for initialization void Start() { //Initialize public instance variables this.velocityRange = new VelocityRange(300f, 10000f); //set private instance variables this._animator = gameObject.GetComponent <Animator>(); this._transform = gameObject.GetComponent <Transform>(); this._rigidBody2d = gameObject.GetComponent <Rigidbody2D>(); this._move = 0f; this._facingRight = true; this.curHealth = this.maxHealth; // Setup AudioSources this._audioSources = gameObject.GetComponents <AudioSource>(); this._coinSound = this._audioSources[0]; this._deadSound = this._audioSources[1]; this._gameClear = this._audioSources[2]; this._gameover = this._audioSources[3]; this._hurtSound = this._audioSources[4]; this._backSound = this._audioSources[5]; this._jumpSound = this._audioSources[6]; this._powerUpSound = this._audioSources[7]; this.GameoverUI.SetActive(false); this._animator.SetBool("isTouchedSpring", false); }
internal override void Write(EndianBinaryWriter writer) { base.Write(writer); KeyRange.Write(writer); VelocityRange.Write(writer); writer.Write(Options); writer.Write(KeyGroup); writer.Write(Layer); }
/// <summary> /// Creates a new AudioInteractionResult from the given IInteractionData. /// </summary> /// <param name="interactionData">The data to use to create the result.</param> /// <returns>A new AudioInteractionResult.</returns> public override IInteractionResult GetInteractionResult <T>(T interactionData) { //Immediately break out if intensity is less than the velocity range minimum, since any result would be invalid anyways. float intensity = ImpactInteractionUtilities.GetCollisionIntensity(interactionData, CollisionNormalInfluence); if (intensity < VelocityRange.Min) { return(null); } long key = 0; if (!ImpactInteractionUtilities.GetKeyAndValidate(interactionData, this, out key)) { return(null); } AudioInteractionResult c; if (ImpactManagerInstance.TryGetInteractionResultFromPool(interactionResultPoolKey, out c)) { c.OriginalData = InteractionDataUtilities.ToInteractionData(interactionData); c.LoopAudio = interactionData.InteractionType != InteractionData.InteractionTypeCollision; c.Interaction = this; c.AudioSourceTemplate = AudioSourceTemplate; if (interactionData.InteractionType == InteractionData.InteractionTypeSimple) { c.AudioClip = getAudioClip(interactionData.InteractionType, 0); c.Volume = RandomVolumeRange.RandomInRange(); } else { float normalizedIntensity = VelocityRange.Normalize(intensity); c.AudioClip = getAudioClip(interactionData.InteractionType, normalizedIntensity); c.Volume = getVolume(normalizedIntensity) * interactionData.CompositionValue; c.Key = key; } c.Pitch = RandomPitchRange.RandomInRange(); return(c); } return(null); }
// Use this for initialization void Start() { this.velocityRange = new VelocityRange(300f, 1000f); this._rigidBody2D = gameObject.GetComponent <Rigidbody2D>(); this._transform = gameObject.GetComponent <Transform>(); // this._animator = gameObject.GetComponent<Animator>(); //this.moveForce = 50f; //this.jumpForce = 350f; this._isFacingRight = true; //place coolGuy in starting position this._spawn(); this._audioSources = gameObject.GetComponents <AudioSource> (); this._coinSound = this._audioSources[0]; this._jumpSound = this._audioSources[1]; }
// Use this for initialization void Start() { // Instantiate public variable this.velocityRange = new VelocityRange(300f, 30000f); // Instantiate private variable this._transform = gameObject.GetComponent <Transform>(); this._rigidbody2D = gameObject.GetComponent <Rigidbody2D> (); this._marioAnimator = gameObject.GetComponent <Animator> (); this._horizontalMove = 0f; this._verticalMove = 0f; this._marioAnimator.SetInteger("AnimState", 0); this._moveLeft = true; // Add Audio Source this._audioSources = gameObject.GetComponents <AudioSource>(); this._jumpSound = this._audioSources [0]; this._coinSound = this._audioSources [1]; }
// Use this for initialization void Start() { //INTIALIZE PUBLIC INSTANCE VARIABLES this.velocityRange = new VelocityRange(300f, 1000f); //INTIALIZE PRIVATE INSTANCE VARIABLES this._transform = gameObject.GetComponent <Transform>(); this._anim = gameObject.GetComponent <Animator>(); this._rigidBody2D = gameObject.GetComponent <Rigidbody2D>(); this._move = 0f; this._jump = 0f; this.moveForce = 1000f; this.jumpForce = 30000f; this._audioSources = gameObject.GetComponents <AudioSource>(); this._jumpSound = this._audioSources[0]; this._coinSound = this._audioSources[3]; this._clearLevel = this._audioSources[1]; this._fall = this._audioSources[2]; this._spawn(); }
// Use this for initialization void Start () { this.velocityRange = new VelocityRange (300f, 20000f); this._transform = gameObject.GetComponent<Transform> (); this._animator = gameObject.GetComponent<Animator> (); this._rigidBody2D=gameObject.GetComponent<Rigidbody2D> (); this._move = 0f; this._jump = 0f; this._facingRight = true; //Setup audiosources this._audioSources=gameObject.GetComponents<AudioSource>(); this._jumpSound = this._audioSources [0]; this._bananaSound = this._audioSources [1]; this._enemySound = this._audioSources [2]; //place the girl in the correct position this._spawn (); }
// Use this for initialization void Start() { // Initialize Public Instance Variables this.velocityRange = new VelocityRange(300f, 30000f); this._transform = gameObject.GetComponent <Transform> (); this._animator = gameObject.GetComponent <Animator> (); this._rigidBody2D = gameObject.GetComponent <Rigidbody2D>(); this._move = 0f; this._jump = 0f; this._facingRight = true; //initialising the sounds this._audioSources = gameObject.GetComponents <AudioSource>(); this._enemySound = this._audioSources[1]; this._rewardSound = this._audioSources[2]; this._winSound = this._audioSources[3]; // place the hero in the starting position this._spawn(); }
// Use this for initialization void Start() { //initialize public variables velocityRange = new VelocityRange(1000f, 55000f); //initialize private variables transform = gameObject.GetComponent <Transform> (); animator = gameObject.GetComponent <Animator> (); rigidBody2d = gameObject.GetComponent <Rigidbody2D> (); move = 0f; jump = 0f; facingRight = true; //Audio Sources audioSources = gameObject.GetComponents <AudioSource>(); coinSound = audioSources [0]; hurtSound = audioSources [1]; jumpSound = audioSources [2]; //player in start position spawn(); }
// Use this for initialization void Start() { //PUBLIC VARIABLES this.velocityRange = new VelocityRange(200f, 210f); //PRIVATE VARIABLES this._transform = gameObject.GetComponent <Transform>(); this._animator = gameObject.GetComponent <Animator>(); this._rigidBody2d = gameObject.GetComponent <Rigidbody2D>(); this._move = 0f; this._jump = 0f; this._facingRight = true; //SETUP AUDIO SOURCES this._audioSources = gameObject.GetComponents <AudioSource>(); this._jumpSound = this._audioSources[0]; this._diamondSound = this._audioSources[1]; this._hurtSound = this._audioSources[2]; // PLACE HERO ON CORRECT POSITION this._spawn(); }
// Use this for initialization void Start() { //initialise public instance variables this.velocityRange = new VelocityRange(700f, 5000f); this.moveForce = 800; this.jumpForce = 26000f; //initialise private instance variables this._transform = gameObject.GetComponent <Transform> (); this._animator = gameObject.GetComponent <Animator> (); this._rigidBody2D = gameObject.GetComponent <Rigidbody2D> (); this._move = 0f; this._jump = 0f; this._facingRight = true; this.floatPositions = new Vector3[3]; //audio sources this._audioSources = gameObject.GetComponents <AudioSource>(); this._jumpSound = this._audioSources [0]; this._coinSound = this._audioSources [1]; this._deathSound = this._audioSources [2]; this._enemyDeath = this._audioSources [3]; this._powerUpSound = this._audioSources[4]; if (SceneManager.GetActiveScene().buildIndex == 4) { this._gameLastSceneSound = this._audioSources[5]; this._gameSuspenseSound = this._audioSources[6]; } this.getPosition(); if (SceneManager.GetActiveScene().buildIndex == 3 || SceneManager.GetActiveScene().buildIndex == 4) { } else { //this._spawn(-374f, 550f, 0f); } }
// Use this for initialization void Start() { //Initialize public instance variables this.velocityRange = new VelocityRange(300f, 10000f); //set private instance variables this._animator = gameObject.GetComponent<Animator>(); this._transform = gameObject.GetComponent<Transform>(); this._rigidBody2d = gameObject.GetComponent<Rigidbody2D>(); this._move = 0f; this._facingRight = true; this.curHealth = this.maxHealth; // Setup AudioSources this._audioSources = gameObject.GetComponents<AudioSource>(); this._jumpSound = this._audioSources[0]; this._powerUpSound = this._audioSources[1]; this._deadSound = this._audioSources[2]; this._hurtSound = this._audioSources[3]; this._coinSound = this._audioSources[4]; this._gameover = this._audioSources[5]; this._backSound = this._audioSources[6]; this._gameClear = this._audioSources[7]; this.GameoverUI.SetActive(false); }
// Use this for initialization void Start() { // Initialize Public Instance Variables this.velocityRange = new VelocityRange(300f, 400f); // Initialize Private Instance Variables this._transform = gameObject.GetComponent<Transform>(); this._animator = gameObject.GetComponent<Animator>(); this._rigidBody2D = gameObject.GetComponent<Rigidbody2D>(); this._move = 0f; this._jump = 0f; this._facingRight = true; // Setup AudioSources this._audioSources = gameObject.GetComponents<AudioSource>(); this._jumpSound = this._audioSources[0]; this._coinSound = this._audioSources[1]; this._hurtSound = this._audioSources[2]; // place the hero in the starting position this._spawn001(); }
// Use this for initialization void Start() { this._transform = gameObject.GetComponent<Transform>(); //Intialize public variable this.velocityRange = new VelocityRange(300f, 30000f); this.moveForce = 1000f; this.jumpForce = 25000f; //Intialize private variable this._transform = gameObject.GetComponent<Transform>(); this._animator = gameObject.GetComponent<Animator>(); this._rigidbody2D = gameObject.GetComponent<Rigidbody2D>(); this._move = 0f; this._jump = 0f; this._facingRight = true; // Setup AudioSources this._audioSources = gameObject.GetComponents<AudioSource>(); this._hurtSound = this._audioSources[0]; this._jumpSound = this._audioSources[1]; this._potionSound = this._audioSources[2]; // place the hero in the starting position this._spawn(); }