/********************* * ALL OTHER FUNCTIONS *********************/ public void SetupRound() { // Link all objects m_HUD = GameObject.Find("HUD"); m_HUD.transform.Find("ScoreIndicators").GetComponent <ScoreUIManager>().Init(); m_AI_Manager = GameObject.FindGameObjectWithTag(GLOBAL_VALUES.TAG_AI_MANAGER).GetComponent <AI_Manager>(); uiClock = GameObject.Find("ClockTimer").GetComponent <UITimer>(); source = m_HUD.GetComponent <AudioSource>(); m_ItemManager = m_HUD.gameObject.GetComponent <ItemManager>(); m_SaleManager = new SaleManager(m_ItemManager); m_CameraManager = new CameraManager(this, m_GameManager); m_CameraManager.SetActiveCamera(GameObject.Find("Main Camera").GetComponent <Camera>()); m_CameraManager.SetupScene(); m_UIClock_Text = GameObject.Find("TimerText").GetComponent <Text>(); m_ScoreScreen = new ScoreScreenManager(this, m_GameManager); SpawnPlayers(); m_ClockAnimation = false; m_Countdown = GameObject.Find("CountDown"); m_Countdown.SetActive(false); m_EndLights = new List <SpinningLight>(); foreach (GameObject light in GameObject.FindGameObjectsWithTag("LIGHTS_END")) { m_EndLights.Add(light.GetComponent <SpinningLight>()); } m_endlightsStarted = false; foreach (AgentManager a in m_GameManager.Get_Players()) { //a.Get_Powerup_Manager().Setup_Camera_Manager(m_CameraManager); a.Setup_Item_Manager(m_ItemManager); a.GetPunchControl().SetEffectColour(); } SetupComplete = true; }
private void Start() { m_aiManager = AI_Manager.Instance; m_scoreManager = ScoreManager.Instance; // array for awards var myCodes = new int[5]; myCodes[0] = 150; myCodes[1] = 200; myCodes[2] = 250; myCodes[3] = 300; myCodes[4] = 350; var index = Random.Range(0, myCodes.Length); GraveAward = myCodes[index]; // is this a spooky treasure? SpookyTreasureRandomNumber = Random.Range(0, 100); if (SpookyTreasureRandomNumber <= PercentChanceForSpookyTreasure) { isThisTreasureSpooky = true; } else { isThisTreasureSpooky = false; } // current health = max health at start GraveCurrentHealth = GraveMaxHealth; //disable spooky treasure text on start SpookyTreasureText.SetActive(false); }
public override void Move(Animator a, Rigidbody2D rb, AI_Manager AM) { Vector3 moveVec3 = rb.velocity; moveVec3.x = AM.GetMoveSpeed() * Time.deltaTime * 3.5f; // 이동속도 * 프레임 * 대쉬 속도 rb.velocity = (moveVec3); }
protected void OnDestroy() { if (singleton == this) { singleton = null; } }
public static void Add(AI_Unit unit) { if (_instance == null) { _instance = new GameObject("AI_Manager").AddComponent <AI_Manager>(); } _units.Add(unit); }
private void Start() { m_navAgent = GetComponent <GridNavigation_Agent>(); m_movementController = GetComponent <Entity_MovementController>(); m_aiManager = AI_Manager.Instance; m_navAgent.m_navGrid = m_aiManager.m_navGrid; m_spookyTimeManager = SpookyTimeManager.Instance; StartCoroutine(PlaySpawnSound()); }
// Use this for initialization void Start() { if (_Main != null) { Destroy(this.gameObject); } else { _Main = this; } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Destroy Game Objects //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ private void DestroyGameObjects() { List <GameObject> lObjs = GetObjects(); foreach (GameObject Obj in lObjs) { Destroy(Obj); } // Destroy Active AI's AI_Manager.DestroyAllActiveAIs(m_DestroyAllActiveExplosiveUnits, m_DestroyAllActiveTurretUnits, m_DestroyAllActiveBrainBugUnits, m_DestroyAllActiveLightUnits, m_DestroyAllActiveHeavyUnits); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Is a Platform Being Targeted By Another Romling? //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected static bool PlatformTargetedByAnotherRomling(GameObject Target) { List <Enemy_Romling> lRomlings = AI_Manager.GetRomlingEnemies(); foreach (Enemy_Romling pRomling in lRomlings) { if (pRomling.m_PlatformBreakStructure.goTargettedPlatform == Target) { return(true); } } return(false); }
void Start() { //refs to self and daddy this.navAgent = this.GetComponent <NavMeshAgent>(); this.zomboMov = this.GetComponent <ZomboMovement>(); this.zomboAtk = this.GetComponent <ZomboAttack>(); this.aiManager = GameObject.FindGameObjectWithTag("Manager").GetComponent <AI_Manager>(); if (aiManager == null) { Debug.Log("ERROR: Can't find AI manager. SOURCE: " + this.transform.name); } }
protected void Awake() { if (singleton == null) { singleton = this; DontDestroyOnLoad(singleton); init(); } else { Destroy(this); } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Update Platform Destruction //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected void UpdatePlatformDestruction() { switch (m_PlatformBreakStructure.ePlatformDestroyState) { case PlatformDestroyState.STALLING: { m_PlatformBreakStructure.ttStallTimer.Update(); if (m_PlatformBreakStructure.ttStallTimer.TimeUp()) { m_PlatformBreakStructure.ePlatformDestroyState = PlatformDestroyState.DESTROYING; GetAnimator().SetBool(GetParamHashIDs().DestroyPlatformParamID, true); GetAnimator().SetBool(GetParamHashIDs().DestroyPlatformStallingParamID, false); } break; } case PlatformDestroyState.DESTROYING: { if (m_bDestroyPlatformEvent) { TurnOffPlatformDestroy(); if (m_PlatformBreakStructure.goTargettedPlatform != null) { m_PlatformBreakStructure.goTargettedPlatform.GetComponent <TileDisplay>().BreakPlatform(); GameObject goLevelMap = GameObject.Find("Level Map"); if (goLevelMap != null) { AI_Manager.ResetEnemySpecialties(m_iPlatformCollisionID); goLevelMap.GetComponent <PlatformCollisionBoxes>().ResetPlatformColliders(); } } } break; } default: { break; } } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Add Self to AI Manager //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected virtual void AddSelfToAIManager() { AI_Manager.SetupNewAI(this); }
public abstract void Move(Animator a, Rigidbody2D b, AI_Manager AM);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Static Method: Unfreeze Level //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ public static void UnFreezeLevel() { sm_bFrozenLevel = false; AI_Manager.UnFreezeAllEnemies(); Time.timeScale = 1.0f; }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Static Method: Freeze Level //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ public static void FreezeLevel() { sm_bFrozenLevel = true; AI_Manager.FreezeAllEnemies(); Time.timeScale = 0.01f; }
public override void Move(Animator a, Rigidbody2D rb, AI_Manager AM) { Debug.Log("BACK_JUMP DESU!!"); }
//private string dummyString; void Start() { this.aiManager = this.GetComponent <AI_Manager>(); //Do this for other managers as well. this.uiManager = this.GetComponent <UI_Manager>(); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Derived Method: On Destroy //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected virtual void OnDestroy() { AI_Manager.RemoveAI(EnemyID); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Derived Method: Awake //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected virtual void Awake() { m_TransInterInstance = new TransformInterpreter(this); m_iEnemyID = AI_Manager.Add_AI(this); }
private void Start() { Instance = this; StartCoroutine(SpawnInitialGhosts()); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Redefined Method: On Destroy (Deconstructor) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected virtual void OnDestroy() { AI_Manager.DestroyElement(m_ID); }
public void Move(Animator a, Rigidbody2D rb, AI_Manager AM) { _Move.Move(a, rb, AM); }
private void OnEnable() { AI_Manager.Add(this); _chooseNewAction = true; transform.forward = new Vector3(Random.value - 0.5f, 0, Random.value - 0.5f); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Reset Static Classes //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ public static void ResetStaticClasses() { AI_Manager.Reset(); DynamicUpdateManager.Reset(); }
private void OnDisable() { AI_Manager.Remove(this); }