// Use this for initialization void Start() { // Get the ConstantForce component, Game Logic Game Object, and Gamelogic component _force = GetComponent<ConstantForce> () as ConstantForce; GAMELOGIC = GameObject.FindGameObjectWithTag ("GAMELOGIC"); _logic = GAMELOGIC.GetComponent<Gamelogic> () as Gamelogic; }
static public int get_relativeForce(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.ConstantForce self = (UnityEngine.ConstantForce)checkSelf(l); pushValue(l, true); pushValue(l, self.relativeForce); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static public int constructor(IntPtr l) { UnityEngine.ConstantForce o; o = new UnityEngine.ConstantForce(); pushObject(l, o); return(1); }
// Use this for initialization void Start() { Spinner_ob = transform.GetChild (0).gameObject; force = Spinner_ob.GetComponent<ConstantForce> () as ConstantForce; rig = Spinner_ob.GetComponent<Rigidbody> () as Rigidbody; ScoreObj = GameObject.FindGameObjectWithTag ("SCORESYSTEM"); sys = ScoreObj.GetComponent<Scoresystem> () as Scoresystem; }
static public int set_relativeTorque(IntPtr l) { UnityEngine.ConstantForce o = (UnityEngine.ConstantForce)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); o.relativeTorque = v; return(0); }
// Use this for initialization new void Start() { rbThruster = GameObject.FindGameObjectWithTag ("RightBackThruster"); lbThruster = GameObject.FindGameObjectWithTag ("LeftBackThruster"); rbtBody = rbThruster.GetComponent <Rigidbody>(); lbtBody = lbThruster.GetComponent<Rigidbody> (); rbtForce = rbThruster.GetComponent<ConstantForce> (); lbtForce = lbThruster.GetComponent<ConstantForce> (); turnRight = 0; turnLeft = 0; }
static public int get_torque(IntPtr l) { try { UnityEngine.ConstantForce self = (UnityEngine.ConstantForce)checkSelf(l); pushValue(l, self.torque); return(1); } catch (Exception e) { return(error(l, e)); } }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.ConstantForce constantForce = (UnityEngine.ConstantForce)value; writer.WriteProperty("force", constantForce.force); writer.WriteProperty("relativeForce", constantForce.relativeForce); writer.WriteProperty("torque", constantForce.torque); writer.WriteProperty("relativeTorque", constantForce.relativeTorque); writer.WriteProperty("enabled", constantForce.enabled); writer.WriteProperty("tag", constantForce.tag); writer.WriteProperty("name", constantForce.name); writer.WriteProperty("hideFlags", constantForce.hideFlags); }
static public int constructor(IntPtr l) { try { UnityEngine.ConstantForce o; o=new UnityEngine.ConstantForce(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
// Use this for initialization void Start() { // If this flipper is on the left, change the input mapping accordingly if (bIsLeft) { _iFlipButton = 0; _sFlipper = "FlipLeft"; } // Get the Rigidbody and ConstantForce components attached to flipper Game Object _rig = gameObject.GetComponent<Rigidbody> () as Rigidbody; _force = gameObject.GetComponent<ConstantForce> () as ConstantForce; }
static public int constructor(IntPtr l) { try { UnityEngine.ConstantForce o; o = new UnityEngine.ConstantForce(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_torque(IntPtr l) { try { UnityEngine.ConstantForce self = (UnityEngine.ConstantForce)checkSelf(l); pushValue(l, self.torque); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.ConstantForce o; if (matchType(l, 1)) { o = new UnityEngine.ConstantForce(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
// Use this for initialization void Start () { /*cf = gameObject.GetComponent<ConstantForce>(); radius = 50; pos1 = new Vector3(120.06f, 25.5f, 36.2f); pos2 = new Vector3(120.06f, 22.5f, 120f); collsPos1 = Physics.OverlapSphere (pos1, radius); collsPos2 = Physics.OverlapSphere (pos2, radius);*/ cf = gameObject.GetComponent<ConstantForce>(); rb = gameObject.GetComponent<Rigidbody>(); newZ = cf.force.z; }
static public int constructor(IntPtr l) { try { UnityEngine.ConstantForce o; o = new UnityEngine.ConstantForce(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int set_torque(IntPtr l) { try { UnityEngine.ConstantForce self = (UnityEngine.ConstantForce)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); self.torque = v; return(0); } catch (Exception e) { return(error(l, e)); } }
public static int constructor(IntPtr l) { try { UnityEngine.ConstantForce o; o=new UnityEngine.ConstantForce(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
// Use this for initialization void Start() { Launcher.transform.position = Start_Pos.transform.position; fDistanceDiff = Start_Pos.transform.localPosition.z - End_Pos.transform.localPosition.z; if (fDistanceDiff < 0) { fDistanceDiff *= -1.0f; } LauncherForce = Launcher.GetComponent<ConstantForce> () as ConstantForce; rig = Launcher.GetComponent<Rigidbody> () as Rigidbody; rep = Launcher.transform.GetChild (0).GetComponent<Repel> () as Repel; rep.ChangeRepel (0.0f); Launcher_Child = Launcher.transform.GetChild (0).gameObject; }
static public int set_relativeForce(IntPtr l) { try { UnityEngine.ConstantForce self = (UnityEngine.ConstantForce)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); self.relativeForce = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_relativeForce(IntPtr l) { try { UnityEngine.ConstantForce self = (UnityEngine.ConstantForce)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); self.relativeForce = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static void ConstantForce_relativeTorque(JSVCall vc) { if (vc.bGet) { UnityEngine.ConstantForce _this = (UnityEngine.ConstantForce)vc.csObj; var result = _this.relativeTorque; JSApi.setVector3S((int)JSApi.SetType.Rval, result); } else { UnityEngine.Vector3 arg0 = (UnityEngine.Vector3)JSApi.getVector3S((int)JSApi.GetType.Arg); UnityEngine.ConstantForce _this = (UnityEngine.ConstantForce)vc.csObj; _this.relativeTorque = arg0; } }
void fly() { cf = GetComponent<ConstantForce> (); OVRPlayerController sc = GetComponent<OVRPlayerController> (); sc.Jump (); //float theta = Mathf.Asin((lastPos.y - llastPos.y) / Mathf.Sqrt(Mathf.Pow(lastPos.z - llastPos.z, 2) + Mathf.Pow (lastPos.y - llastPos.y, 2))); /*Vector3 newv = cf.force; newv.y -= 500; //newv.z = 0; //newv.z = Mathf.Cos (theta * cf.force.z); //newv.y = cf.force.z + 10f;//Mathf.Sin (Mathf.PI / 4 * cf.force.z); cf.force = newv;*/ }
static int get_constantForce(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.GameObject obj = (UnityEngine.GameObject)o; UnityEngine.ConstantForce ret = obj.constantForce; ToLua.PushSealed(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index constantForce on a nil value")); } }
static int get_constantForce(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Component obj = (UnityEngine.Component)o; UnityEngine.ConstantForce ret = obj.constantForce; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index constantForce on a nil value" : e.Message)); } }
// Use this for initialization void Start () { InitCameraRotation = GameObject.Find("Main Camera").transform.rotation; mPrefabArray = new ArrayList(); for (int i = 0; i < TERRAIN_PREFABS.Length; i++) { mPrefabArray.Add(TERRAIN_PREFABS[i]); } TERRAIN_PREFABS = ShufflePrefabs(mPrefabArray); mPlayerForce = player.constantForce; mAudioSrc = gameObject.GetComponent<AudioSource>(); SwitchState(mGameState); }
void Start() { m_GameObject = this.gameObject; m_Body = this.rigidbody; if (!m_Body) { Debug.Log("Warning : LocalGravity is attach to a gameobject without rigidbody !"); return; } m_Body.useGravity = false; m_ConstForce = m_GameObject.AddComponent<ConstantForce>(); setGravityDir(m_StartDir); m_Player = GetComponent<ControlerScript>(); }
// Use this for initialization void Start() { body = GetComponent<Rigidbody>(); force = GetComponent<ConstantForce>(); // Movement Variables maxPropulsionForce = 100.0f; maxPropulsionAccel = maxPropulsionForce; maxPropulsionVelocity = 300.0f; propulsionDrag = maxPropulsionAccel / maxPropulsionVelocity; maxTorqueForce = 25f; maxTorqueAccel = maxTorqueForce; maxTorqueVelocity = 50f; torqueDrag = maxTorqueAccel / maxTorqueVelocity; body.drag = propulsionDrag / (propulsionDrag * Time.fixedDeltaTime + 1); body.angularDrag = 6 * torqueDrag / (torqueDrag * Time.fixedDeltaTime + 1); }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.ConstantForce constantForce = (UnityEngine.ConstantForce)value; foreach (string property in reader.Properties) { switch (property) { case "force": constantForce.force = reader.ReadProperty <UnityEngine.Vector3> (); break; case "relativeForce": constantForce.relativeForce = reader.ReadProperty <UnityEngine.Vector3> (); break; case "torque": constantForce.torque = reader.ReadProperty <UnityEngine.Vector3> (); break; case "relativeTorque": constantForce.relativeTorque = reader.ReadProperty <UnityEngine.Vector3> (); break; case "enabled": constantForce.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": constantForce.tag = reader.ReadProperty <System.String> (); break; case "name": constantForce.name = reader.ReadProperty <System.String> (); break; case "hideFlags": constantForce.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
// Use this for initialization void Start() { _force = GetComponent<ConstantForce> (); reset (); }
void Start() { body = GetComponent<Rigidbody>(); if (isLocalPlayer) { speedometer = (Text) FindObjectOfType (typeof(Text)); GameObject camera = GameObject.FindGameObjectWithTag ("MainCamera"); camera.GetComponent<TrackingCamera> ().Target = camTarget.transform; } else { force = GetComponent<ConstantForce> (); } }
public MovementKeys(ConstantForce force, float speed) { this.force = force; this.speed = speed; }
static public int get_relativeTorque(IntPtr l) { UnityEngine.ConstantForce o = (UnityEngine.ConstantForce)checkSelf(l); pushValue(l, o.relativeTorque); return(1); }
// Use this for initialization void Start() { sys = this.GetComponent<ParticleSystem>(); force = this.GetComponent<ConstantForce>(); }
void Start() { m_Body = this.rigidbody; if (!m_Body) { return; } m_Body.useGravity = false; m_ConstForce = gameObject.AddComponent<ConstantForce>(); SetGravityDir(m_StartDir); m_Player = GetComponent<ControllerScript>(); }
/// <summary> /// Caches all of the current standard components attached to the object. /// </summary> public void ResetCache() { animation = GetComponent<Animation>(); audio = GetComponent<AudioSource>(); camera = GetComponent<Camera>(); collider = GetComponent<Collider>(); collider2D = GetComponent<Collider2D>(); constantForce = GetComponent<ConstantForce>(); guiText = GetComponent<GUIText>(); guiTexture = GetComponent<GUITexture>(); hingeJoint = GetComponent<HingeJoint>(); light = GetComponent<Light>(); networkView = GetComponent<NetworkView>(); particleEmitter = GetComponent<ParticleEmitter>(); particleSystem = GetComponent<ParticleSystem>(); renderer = GetComponent<Renderer>(); rigidbody = GetComponent<Rigidbody>(); rigidbody2D = GetComponent<Rigidbody2D>(); transform = GetComponent<Transform>(); }
private void InitDoor() { Utilities.CreateColliders(getDoor()); doorRb = getDoor().GetComponent<Rigidbody>(); if (doorRb == null) { doorRb = getDoor().AddComponent<Rigidbody>(); doorRb.angularDrag = DOOR_ANGULAR_DRAG; } doorRb.collisionDetectionMode = CollisionDetectionMode.Continuous; // otherwise door will not react to fast moving controller doorRb.isKinematic = false; // in case nested door as already created this doorHj = getDoor().GetComponent<HingeJoint>(); if (doorHj == null) { doorHj = getDoor().AddComponent<HingeJoint>(); doorHjCreated = true; } doorHj.connectedBody = frameRb; doorCf = getDoor().GetComponent<ConstantForce>(); if (doorCf == null) { doorCf = getDoor().AddComponent<ConstantForce>(); doorCf.enabled = false; doorCfCreated = true; } }
// Update is called once per frame void Update() { ThalmicMyo thalmicMyo = myo.GetComponent<ThalmicMyo> (); rb = GetComponent<Rigidbody> (); cf = GetComponent<ConstantForce> (); Vector3 newv = cf.force; float newaf = rb.angularDrag; if (lastPos.y < transform.position.y) { goingUp = true; } if (goingUp) { newaf += 0.3f; rb.angularDrag = newaf; } else { if (rb.angularDrag > 1) { newaf -= 0.5f; rb.angularDrag = newaf; } } if (goingUp && (lastPos.y > transform.position.y)) { //fly(); goingUp = false; } else { llastPos = lastPos; lastPos = transform.position; } //if (Input.GetKey (KeyCode.Space)) { if ((thalmicMyo.accelerometer.x < -0.4) || Input.GetKey (KeyCode.Space)) { //clip.Play (); //Debug.Log("drag decrease"); if (rb.drag > 0.3f) { rb.drag -= 0.5f; } if (cf.force.z > -25) { newv.z -= 1f; //newv.y -= 1f; cf.force = newv; } spacedown = true; //ExtendUnlockAndNotifyUserAction (thalmicMyo);*/ //this is wings expanded //should slow down and jump clip.Stop (); } else { //Debug.Log("resting"); if (spacedown == true) { fly (); spacedown = false; } spacedown = false; if (rb.drag < 10f) { rb.drag += 0.5f; } if (cf.force.z < -15f) { newv.z += 0.5f; //newv.y += 1f; cf.force = newv; } } //ExtendUnlockAndNotifyUserAction (thalmicMyo); /*if (Input.GetKey (KeyCode.Space)) { if (rb.drag > 0.6f) { rb.drag -= 0.4f; } if (cf.force.z > -70) { newv.z -= 2f; //newv.y -= 1f; cf.force = newv; } spacedown = true; } else { if (spacedown == true) { fly(); spacedown = false; } spacedown = false; if (rb.drag < 10f) { rb.drag += 0.3f; } if (cf.force.z < -15f) { newv.z += 0.1f; //newv.y += 1f; cf.force = newv; } }*/ }
private void Start() { m_RigidBody = GetComponent<Rigidbody>(); m_Capsule = GetComponent<CapsuleCollider>(); mouseLook.Init(transform, cam.transform); myConstantForce = GetComponent<ConstantForce>(); }
void Start() { controlPoint.addProcessFuncFloatArg(setForceRate); myConstantForce = constantForce; setForceRate(0f); }
protected virtual void Awake() { _thisMovingObject = GetComponent<IMovingObject>(); _movementStats = _thisMovingObject.MovementStats; _rigidBody = GetComponent<Rigidbody>(); _constantForce = GetComponent<ConstantForce>(); _movementVector = transform.forward; _currentBoostCharges = _movementStats.MaxBoostCharges; //_boostParticlesR = transform.Find("BoostParticles_R").GetComponent<ParticleSystem>(); //_boostParticlesR.gameObject.SetActive(false); //_boostParticlesL = transform.Find("BoostParticles_L").GetComponent<ParticleSystem>(); //_boostParticlesL.gameObject.SetActive(false); _cruiserSpeedParticles = transform.FindChild("CruiserSpeedParticles").GetComponent<ParticleSystem>(); _cruiserSpeedParticles.gameObject.SetActive(false); _cruiserSpeedCharger = new Cooldown(_movementStats.SecondsForCruiserSpeed, _thisMovingObject, true); _cruiserSpeedCharger.OnReady += (Cooldown cd) => EnableCruiserSpeed(); _cruiserSpeedCharger.OnStop += (Cooldown cd) => DisableCruiserSpeed(); _boostChargesWasteFixer = new Cooldown(BoostChargesWasteInterval, _thisMovingObject); }
protected override void InitRequiredComponents() { restingPosition = transform.position; if (!GetComponent<Collider>()) { gameObject.AddComponent<BoxCollider>(); } rb = GetComponent<Rigidbody>(); if (rb == null) { rb = gameObject.AddComponent<Rigidbody>(); } rb.isKinematic = false; rb.useGravity = false; cf = GetComponent<ConstantForce>(); if (cf == null) { cf = gameObject.AddComponent<ConstantForce>(); } if (connectedTo) { Rigidbody rb2 = connectedTo.GetComponent<Rigidbody>(); if (rb2 == null) { rb2 = connectedTo.AddComponent<Rigidbody>(); } rb2.useGravity = false; } }
// Use this for initialization void Start() { ms=GetComponentsInChildren<MechinePart>(); wheelForse=gameObject.GetComponentInChildren<ConstantForce>(); }
/// <summary> /// Calls GetComponent for all cached components if the currently cached instance is no longer valid. /// </summary> public void ResetCacheDestroyed() { if (!animation) { animation = GetComponent<Animation>(); } if (!audio) { audio = GetComponent<AudioSource>(); } if (!camera) { camera = GetComponent<Camera>(); } if (!collider) { collider = GetComponent<Collider>(); } if (!collider2D) { collider2D = GetComponent<Collider2D>(); } if (!constantForce) { constantForce = GetComponent<ConstantForce>(); } if (!guiText) { guiText = GetComponent<GUIText>(); } if (!guiTexture) { guiTexture = GetComponent<GUITexture>(); } if (!hingeJoint) { hingeJoint = GetComponent<HingeJoint>(); } if (!light) { light = GetComponent<Light>(); } if (!networkView) { networkView = GetComponent<NetworkView>(); } if (!particleEmitter) { particleEmitter = GetComponent<ParticleEmitter>(); } if (!particleSystem) { particleSystem = GetComponent<ParticleSystem>(); } if (!renderer) { renderer = GetComponent<Renderer>(); } if (!rigidbody) { rigidbody = GetComponent<Rigidbody>(); } if (!rigidbody2D) { rigidbody2D = GetComponent<Rigidbody2D>(); } if (!transform) { transform = GetComponent<Transform>(); } }
/// <summary> /// Caches the current ConstantForce attached to the object. /// </summary> public void ResetConstantForceCache() { constantForce = GetComponent<ConstantForce>(); }
// INITIALIZOR void Start() { cc = GetComponent<Rigidbody>(); anm = GetComponent<Animator>(); col = GetComponent<CapsuleCollider>(); cf = GetComponent<ConstantForce>(); p = GetComponent<Player>(); ik = GetComponent<BipedIK>(); // put sword sheathed WeaponChanged(); UpdateSpellUI(); //Cursor.visible = false; }
protected override void InitRequiredComponents() { initialPosition = transform.position; initialLocalPosition = transform.localPosition; rb = GetComponent<Rigidbody>(); if (rb == null) { rb = gameObject.AddComponent<Rigidbody>(); } rb.isKinematic = false; rb.useGravity = false; cf = GetComponent<ConstantForce>(); if (cf == null) { cf = gameObject.AddComponent<ConstantForce>(); } cf.enabled = false; }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.ConstantForce constantForce = SaveGameType.CreateComponent <UnityEngine.ConstantForce> (); ReadInto(constantForce, reader); return(constantForce); }
protected virtual void Awake() { m_hForward = false; m_hBackward = false; m_hRight = false; m_hLeft = false; m_hWheels = new List<Wheel>(); m_hRigidbody = this.GetComponent<Rigidbody>(); m_hRigidbody.interpolation = RigidbodyInterpolation.None; //Initialize effective wheels List<Transform> gfxPos = this.GetComponentsInChildren<Transform>().Where(hT => hT.GetComponent<WheelCollider>() == null).ToList(); this.GetComponentsInChildren<WheelCollider>().ToList().ForEach(hW => m_hWheels.Add(new Wheel(hW, gfxPos.OrderBy(hP => Vector3.Distance(hP.position, hW.transform.position)).First().gameObject))); m_hWheels = m_hWheels.OrderByDescending(hW => hW.Collider.transform.localPosition.z).ToList(); //Initialize extra wheels m_hFakeWheels = GetComponentsInChildren<FakeWheel>().ToList(); //Initialize VehicleTurret m_hTurret = GetComponentInChildren<VehicleTurret>(); //Initialize IWeapon m_hCurrentWeapon = GetComponentInChildren<IWeapon>(); m_hActor = GetComponent<Actor>(); //Initialize Drive/Brake System switch (DriveType) { case DriveType.AWD: m_hEngine = new AwdDrive(Hp, m_hWheels); break; case DriveType.RWD: m_hEngine = new RearDrive(Hp, m_hWheels); break; case DriveType.FWD: m_hEngine = new ForwardDrive(Hp, m_hWheels); break; default: break; } m_hConstanForce = this.GetComponent<ConstantForce>(); m_hReverseCOM = new Vector3(0.0f, -2.0f, 0.0f); m_hOriginalCOM = m_hRigidbody.centerOfMass; GroundState hGroundState = new GroundState(this); FlyState hFlyState = new FlyState(this); TurnedState hTurned = new TurnedState(this, m_hReverseCOM); hGroundState.Next = hFlyState; hFlyState.Grounded = hGroundState; hFlyState.Turned = hTurned; hTurned.Next = hFlyState; m_hFlyState = hFlyState; }