// Update is called once per frame void Update() { GameObject playerFuel = GameObject.Find("PlayerShip"); playerController pc1 = playerFuel.GetComponent <playerController>(); if (pc1.moveCount == -1000) { fuel = fuel + 25; GameObject playerHP = GameObject.Find("PlayerShip").gameObject; //6-1-20, double function now- gas and health! if (playerHP.GetComponent <Shields>().curHP < playerHP.GetComponent <Shields>().totHP) { playerHP.GetComponent <Shields>().nextUsage777 = Time.time; //get the interface updated as well playerHP.GetComponent <Shields>().overrideWaitHP = true; // playerHP.GetComponent<Shields>().curHP++; } //player is lucky, can move again! GameObject transportShip = GameObject.Find("transportShip"); masterShipEnter introShip = transportShip.GetComponent <masterShipEnter>(); introShip.introScene = false; } else if (pc1.shipHitDetect == -2000) { fuel = fuel - 15; } }
private void FixedUpdate() { GameObject playerFuel = GameObject.Find("PlayerShip"); playerController pc1 = playerFuel.GetComponent <playerController>(); if (Time.time > nextUsage) //continue scrolling { if (pc1.moveCount != 0) { //subtract fuel fuel = fuel - 1; } if (fuel < 0) { delay = 0.1f; //lets speed this up eh? GameObject transportShip = GameObject.Find("transportShip"); masterShipEnter introShip = transportShip.GetComponent <masterShipEnter>(); introShip.introScene = true; fuel = 0; //wait for if the player is off the screen if (pc1.shipHitDetect == 2 || pc1.GetComponent <Rigidbody2D>().velocity.magnitude < 8 || redothisdu == true) { redothisdu = true; //player is off screen locCnt++; if (locCnt > fail.Length) { Application.LoadLevel(Application.loadedLevel); //this seems to be old but might work :) } //the case is gone, retry stage- GameObject uiAltiText2 = GameObject.Find("txt_Fail"); Text delta21 = uiAltiText2.GetComponent <Text>(); delta21.text = fail.Substring(0, locCnt); nextUsage = Time.time + delay; //it is on display } } nextUsage = Time.time + delay; //it is on display } GameObject uiAltiText = GameObject.Find("txt_Fuel"); Text delta1 = uiAltiText.GetComponent <Text>(); delta1.text = "Fuel: " + fuel + ""; }
private void FixedUpdate() { m_Scene = SceneManager.GetActiveScene(); sceneName = m_Scene.name; if (sceneName.Contains("stage")) { GameObject transportShip = GameObject.Find("transportShip"); masterShipEnter introShip = transportShip.GetComponent <masterShipEnter>(); if (introShip.introScene == false) //enable standard game rules { if (Time.time > 4 && introShip.introScene == false) { moveVertical = 0; // Debug.Log("Controller" + controlerUsed); if (controlerUsed == false) { moveVertical = Input.GetAxis("Vertical"); if (moveVertical != 0) { PlayerMoneyUp = PlayerMoneyUp + 0.0025f; PlayerMoney = PlayerMoney + 0.0025f; } // } moveHorizantal = Input.GetAxis("Horizontal"); //if (Input.GetButtonDown("360_RightBumper")) float TriggerRight = Input.GetAxis("Cont_Trigger"); // Debug.Log("Your Value for Trigger is " + TriggerRight); if (TriggerRight != 0) //controller support { moveVertical = TriggerRight * -1; if (moveVertical != 0) { PlayerMoneyUp = PlayerMoneyUp + 0.0025f; PlayerMoney = PlayerMoney + 0.0025f; } } moveHorizantal = moveHorizantal * 2; if (moveHorizantal > 0) { PlayerMoneyRight = PlayerMoneyRight + 0.001f; //rb.velocity = Vector3.zero; PlayerMoney = PlayerMoney + 0.001f; } else if (moveHorizantal < 0) { PlayerMoneyLeft = PlayerMoneyLeft + 0.001f; PlayerMoney = PlayerMoney + 0.001f; // rb.velocity = Vector3.zero; } if (Input.GetButton("Fire1")) { if (Time.time > nextUsage) //delete otherwise { PlayerMoney = PlayerMoney + 0.005f; PlayerMoneyShot = PlayerMoneyShot + 0.005f; nextUsage = Time.time + delay; //it is on display } } } } } }
private void FixedUpdate() { GameObject playerFuel = GameObject.Find("PlayerShip"); playerController pc1 = playerFuel.GetComponent <playerController>(); if (Time.time > nextUsage) //continue scrolling { if (UnityEngine.Random.Range(0, 100) < 75) { int numberOfTaggedObjects = GameObject.FindGameObjectsWithTag("Girder").Length; if (numberOfTaggedObjects < 1) // wee only want 3 on screen at a given time { if (this.transform.position.x < xTransitionScene) { GameObject FallingGerter = Instantiate(Resources.Load("convention\\girder")) as GameObject; FallingGerter.name = "FallingGerter"; FallingGerter.transform.position = new Vector2(this.transform.position.x + 7, 5); } } } GameObject transportShip = GameObject.Find("transportShip"); masterShipEnter introShip = transportShip.GetComponent <masterShipEnter>(); if (introShip.introScene == false) { transportShip.transform.position = new Vector2(transform.position.x, transform.position.y + 100); //4-20-20 push this up and away playerFuel.GetComponent <ConstantForce2D>().force = new Vector2(85, 0); } if (pc1.moveCount != 0) { //subtract fuel fuel = fuel - 1; } if (fuel < 0) { delay = 0.1f; //lets speed this up eh? introShip.introScene = true; fuel = 0; //wait for if the player is off the screen if (pc1.shipHitDetect == 2 || pc1.GetComponent <Rigidbody2D>().velocity.magnitude < 8 || redothisdu == true) { redothisdu = true; //player is off screen locCnt++; if (locCnt > fail.Length) { Application.LoadLevel(Application.loadedLevel); //this seems to be old but might work :) } //the case is gone, retry stage- GameObject uiAltiText2 = GameObject.Find("txt_Fail"); Text delta21 = uiAltiText2.GetComponent <Text>(); delta21.text = fail.Substring(0, locCnt); nextUsage = Time.time + delay; //it is on display } } nextUsage = Time.time + delay; //it is on display } GameObject uiAltiText = GameObject.Find("txt_Fuel"); Text delta1 = uiAltiText.GetComponent <Text>(); delta1.text = "Fuel: " + fuel + ""; }
// Update is called once per frame void Update() { // if (objectCollider.IsTouching(anotherCollider)) // { // Debug.Log("HI I GOT IT"); // } float shipDistToGround = GameObject.Find("PlayerShip").transform.position.y - GameObject.Find("danTower").transform.position.y; GameObject uiAltiText = GameObject.Find("txt_altitude"); Text delta1 = uiAltiText.GetComponent <Text>(); delta1.text = "Altitude: " + shipDistToGround + ""; if (GameObject.Find("case") != null) //ensure the player has not got the objective yet { float PackageDistToGround = GameObject.Find("case").transform.position.y - GameObject.Find("danTower").transform.position.y; GameObject MastCont = GameObject.Find("PlayerShip"); Transform playerLocation = MastCont.GetComponent <Transform>(); GameObject objCase = GameObject.Find("case"); Transform transformCase = objCase.GetComponent <Transform>(); GameObject uiPackageDistanceGround = GameObject.Find("txt_packAlt"); Text delta2 = uiPackageDistanceGround.GetComponent <Text>(); delta2.text = "PCKG Altitude: " + PackageDistToGround + ""; //Get the Screen positions of the object Vector2 positionOnScreen = Camera.main.WorldToViewportPoint(transformCase.transform.position); //Get the Screen position of the mouse // Vector2 mouseOnScreen = (Vector2)Camera.main.ScreenToViewportPoint(Input.mousePosition); // Vector2 mouseOnScreen = Camera.main.WorldToViewportPoint(GameObject.Find("PlayerShip").transform.position); Vector2 mouseOnScreen = Camera.main.WorldToViewportPoint(playerLocation.transform.position); //Get the angle between the points float angle = AngleBetweenTwoPoints(positionOnScreen, mouseOnScreen); //Ta Daaa this.transform.rotation = Quaternion.Euler(new Vector3(0f, 0f, angle)); float dist = Vector3.Distance(playerLocation.position, transformCase.position); GameObject uiDeltaDist = GameObject.Find("txt_distancePack"); Text delta = uiDeltaDist.GetComponent <Text>(); delta.text = "Package Distance: " + dist + ""; GameObject objCase23 = GameObject.Find("case"); if (init == false) { dumbcnt++; if (!objCase23.GetComponent <Renderer>().isVisible&& dumbcnt > 500) { init = true; //case is no longer on screen so enter free range mode GameObject CameFind = GameObject.Find("Main Camera"); CameraController CamControl = CameFind.GetComponent <CameraController>(); //CamControl.GetComponent<Camera>().orthographicSize = 10; // StartCoroutine(Example(angle)); StartCoroutine(ZoomOut()); // CamControl.GetComponent<Camera>().orthographicSize = 10; } } } else { GameObject uiPackageDistanceGround = GameObject.Find("txt_packAlt"); Text delta2 = uiPackageDistanceGround.GetComponent <Text>(); delta2.text = "PCKG GOT: " + shipDistToGround + ""; GameObject objCase = GameObject.Find("transportShip"); Transform transformCase = objCase.GetComponent <Transform>(); if (trig == false) { //we only want to run this once //reposition the ship for immediate pickup objCase.transform.position = new Vector2(10, 0); objCase.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll; masterShipEnter shiphandler = objCase.GetComponent <masterShipEnter>(); objCase.transform.localEulerAngles = new Vector3(0, 0, 0); shiphandler.pauseOperations = 2; } trig = true; GameObject MastCont = GameObject.Find("PlayerShip"); Transform playerLocation = MastCont.GetComponent <Transform>(); GameObject objCase2 = GameObject.Find("backShip45"); // Renderer m_Renderer = GetComponent<Renderer>(); if (objCase2.GetComponent <Renderer>().isVisible) //&& trig2==false) { if (objectCollider.IsTouching(anotherCollider)) { GameObject CameFind = GameObject.Find("Main Camera"); trig2 = true; //unset child from camera //deattach camera // MastCont.gameObject.transform.parent = null; GameObject backToZero = GameObject.Find("NucWasteRoll_0"); CameraController CamControl = CameFind.GetComponent <CameraController>(); CamControl.player = backToZero.gameObject; // CamControl.GetComponent<Camera>().orthographicSize = 8; StartCoroutine(ZoomIn()); } } //Get the Screen positions of the object Vector2 positionOnScreen = Camera.main.WorldToViewportPoint(transformCase.transform.position); //Get the Screen position of the mouse // Vector2 mouseOnScreen = (Vector2)Camera.main.ScreenToViewportPoint(Input.mousePosition); // Vector2 mouseOnScreen = Camera.main.WorldToViewportPoint(GameObject.Find("PlayerShip").transform.position); Vector2 mouseOnScreen = Camera.main.WorldToViewportPoint(playerLocation.transform.position); //Get the angle between the points float angle = AngleBetweenTwoPoints(positionOnScreen, mouseOnScreen); //Ta Daaa this.transform.rotation = Quaternion.Euler(new Vector3(0f, 0f, angle)); float dist = Vector3.Distance(playerLocation.position, transformCase.position); GameObject uiDeltaDist = GameObject.Find("txt_distancePack"); Text delta = uiDeltaDist.GetComponent <Text>(); delta.text = "Pickup Distance: " + dist + ""; //Package Distance: 000 (feet) } }
// Update is called once per frame void Update() { //thePackage(0,0) try { if (m_Renderer.isVisible) { //case is visible, so stop movingv if (specVar == 0 && Time.time > 5) //ensure we have been playing for a while before we check { specVar = 1; GameObject.Find("thePackage(0,0)").transform.position = new Vector2(GameObject.Find("thePackage(0,0)").transform.position.x + 2, 2); } } else { if (m_RendererShip.isVisible) //the ship is on screen { if (clearToMove == 0) { nextUsage = Time.time + delay; //it is on display clearToMove = 1; } if (clearToMove == 2) { transform.Translate(Vector3.right * speed * Time.deltaTime); // clearToMove = 10;//standby mode } } } } catch { if (GameObject.Find("thePackage(0,0)") != null) {//exists m_Renderer = GameObject.Find("thePackage(0,0)").GetComponent <Renderer>(); } else if (atEnd == false) { GameObject objCase = GameObject.Find("transportShip"); Transform transformCase = objCase.GetComponent <Transform>(); // GameObject.Find("WestTrigger").GetComponent<BoxCollider2D>().isTrigger = true; // GameObject.Find("EastTrigger").GetComponent<BoxCollider2D>().isTrigger = true; GameObject.Find("NorthTrigger").GetComponent <BoxCollider2D>().isTrigger = true; atEnd = true; //only do this once //player is at the end, spawn in ship //we only want to run this once //reposition the ship for immediate pickup objCase.transform.position = new Vector2(GameObject.Find("PlayerShip").transform.position.x + 10, 10); objCase.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezePositionX; masterShipEnter shiphandler = objCase.GetComponent <masterShipEnter>(); objCase.transform.localEulerAngles = new Vector3(0, 0, 0); shiphandler.pauseOperations = 1; //10-28-19 how to disable collision for just one object (no layers) // Physics2D.IgnoreCollision(GameObject.Find("NorthTrigger").GetComponent<Collider2D>(),objCase.GetComponent<Collider2D>()); objCase.GetComponent <Rigidbody2D>().AddForce(new Vector2(0, -999999)); // AudioSource AudSrc = GameObject.Find("PlayerShip").gameObject.AddComponent(typeof(AudioSource)) as AudioSource; // AudSrc.volume = 1; // AudSrc.PlayOneShot(_audio); AudioSource.PlayClipAtPoint(_audio, new Vector3(objCase.transform.position.x, objCase.transform.position.y, 0.0f)); AudioSource.PlayClipAtPoint(_audio, new Vector3(objCase.transform.position.x, objCase.transform.position.y, 0.0f)); AudioSource.PlayClipAtPoint(_audio, new Vector3(objCase.transform.position.x, objCase.transform.position.y, 0.0f)); AudioSource.PlayClipAtPoint(_audio, new Vector3(objCase.transform.position.x, objCase.transform.position.y, 0.0f)); AudioSource.PlayClipAtPoint(_audio, new Vector3(objCase.transform.position.x, objCase.transform.position.y, 0.0f)); } m_RendererShip = GameObject.Find("PlayerShip").GetComponent <Renderer>(); } }