Esempio n. 1
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 private void Awake()
 {
     analogGlitch  = this.gameObject.GetComponent <AnalogGlitch>();
     digitalGlitch = this.gameObject.GetComponent <DigitalGlitch>();
     blackOut      = false;
     peek          = false;
 }
Esempio n. 2
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 void Start()
 {
     _camera          = GetComponent <Camera> ();
     analogGlitch     = GetComponent <AnalogGlitch> ();
     _wanted_distance = distance;
     _input_rotation  = _originRotation;
 }
 void Awake()
 {
     if (global == null)
     {
         global          = this;
         fadeHandler     = transform.Find("Fade").GetComponent <ScreenFade>();
         mapHandler      = transform.Find("Map").GetComponent <MapHandler>();
         pauseHandler    = transform.Find("Pause").gameObject;
         settingsHandler = transform.Find("Settings").GetComponent <SettingsHandler>();
         copyright       = transform.Find("Text").GetComponent <TextMeshProUGUI>();
         joystick        = transform.Find("GameButtons").Find("Left Joystick").GetComponent <LeftJoystick>();
         bgmHandler      = GetComponent <BgmHandler>();
         #if UNITY_ANDROID
         Debug.Log("Android");
         #else
         joystick.gameObject.SetActive(false);
         transform.Find("GameButtons").Find("Jump").gameObject.SetActive(false);
         #endif
         if (!isIntro)
         {
             digitalGlitch    = GameObject.FindWithTag("MainCamera").GetComponent <DigitalGlitch>();
             analogGlitch     = GameObject.FindWithTag("MainCamera").GetComponent <AnalogGlitch>();
             postProcessing   = GameObject.FindWithTag("Post Processing").GetComponent <PostProcessVolume>();
             postProcessLayer = GameObject.FindWithTag("MainCamera").GetComponent <PostProcessLayer>();
         }
         if (SceneManager.GetActiveScene().name != "title")
         {
             StartCoroutine(fadeHandler.Fade(true, 0.5f));
             if (busy)
             {
                 StartCoroutine(FadeAndUnbusy());
             }
         }
     }
 }
Esempio n. 4
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 // Start is called before the first frame update
 void Start()
 {
     audioSource  = GetComponent <AudioSource>();
     analogGlitch = Camera.main.GetComponent <AnalogGlitch>();
     startButton.Select();
     player = ReInput.players.GetPlayer(0);
 }
Esempio n. 5
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    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }

        fpsController       = gameObject.GetComponentInParent <FirstPersonController>();
        characterController = gameObject.GetComponentInParent <CharacterController>();
        analogGlitch        = gameObject.GetComponent <AnalogGlitch>();
        digitalGlitch       = gameObject.GetComponent <DigitalGlitch>();
        tiltShift           = gameObject.GetComponent <TiltShift>();
        noiseAndGrain       = gameObject.GetComponent <NoiseAndGrain>();
        bloomAndFlares      = gameObject.GetComponent <BloomAndFlares>();
        ramp = gameObject.GetComponents <Ramp>()[1];
        puffOfSmokeDetonator = puffOfSmoke.GetComponent <Detonator>();
        cameraShake          = gameObject.GetComponent <CameraShake>();
        hudPowerText         = hudPowerTextGroup.GetComponent <ShakyText>();

        //Initialization
        digitalGlitch.intensity      = .2f;
        analogGlitch.scanLineJitter  = .414f;
        analogGlitch.verticalJump    = .02f;
        analogGlitch.horizontalShake = .011f;
        analogGlitch.colorDrift      = .11f;

        powerPercent = powerStartPercent;
    }
Esempio n. 6
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    private IEnumerator GlitchSwitch()
    {
        AnalogGlitch ag = GetComponent <AnalogGlitch>();

        float cpt = 0;

        while (cpt < time / 2)
        {
            ag.scanLineJitter  = Mathf.InverseLerp(baseScanLineJitter, time / 2, cpt);
            ag.verticalJump    = Mathf.InverseLerp(baseVerticalJump, time / 2, cpt);
            ag.horizontalShake = Mathf.InverseLerp(baseHorizontalShake, time / 2, cpt);
            ag.colorDrift      = Mathf.InverseLerp(baseDolorDrift, time / 2, cpt);

            cpt += Time.deltaTime;
            yield return(new WaitForFixedUpdate());
        }

        cpt = 0;

        while (cpt < time / 2)
        {
            ag.scanLineJitter  = Mathf.InverseLerp(time / 2, baseScanLineJitter, cpt);
            ag.verticalJump    = Mathf.InverseLerp(time / 2, baseVerticalJump, cpt);
            ag.horizontalShake = Mathf.InverseLerp(time / 2, baseHorizontalShake, cpt);
            ag.colorDrift      = Mathf.InverseLerp(time / 2, baseDolorDrift, cpt);

            cpt += Time.deltaTime;
            yield return(new WaitForFixedUpdate());
        }

        ag.scanLineJitter  = baseScanLineJitter;
        ag.verticalJump    = baseVerticalJump;
        ag.horizontalShake = baseHorizontalShake;
        ag.colorDrift      = baseDolorDrift;
    }
    void Awake()
    {
        go           = gameObject;
        selfInstance = this;

        analogGlitch  = GetComponent <AnalogGlitch>();
        digitalGlitch = GetComponent <DigitalGlitch>();
    }
Esempio n. 8
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    // Start is called before the first frame update
    void Start()
    {
        //RotateTo = this.transform.rotation;
        Debug.Log(this.name);
        GameObject Cache = Camera.main.gameObject;

        analogGlitch = Cache.GetComponent <AnalogGlitch>();
    }
Esempio n. 9
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    // Use this for initialization
    public CameraEffect()
    {
        digitalGlitch = Camera.main.GetComponent <DigitalGlitch>();
        analogGlitch  = Camera.main.GetComponent <AnalogGlitch>();

        s = DOTween.Sequence();
        StartCameraEffect();
    }
    public IEnumerator Animate(AnalogGlitch analogGlitch)
    {
        float      startScanLineJitter  = analogGlitch.scanLineJitter;
        float      startVerticalJump    = analogGlitch.verticalJump;
        float      startHorizontalShake = analogGlitch.horizontalShake;
        float      startColorDrift      = analogGlitch.colorDrift;
        float      t  = 0;
        GameObject go = new GameObject();

        if (audioAnimation)
        {
            AudioManager.instance.PlayAudioAnimation(audioClip, audioAnimationCurve, animationTime, audioStartingVolume, audioFinishVolume, audioStartingPitch, audioFinishPitch, true, go.transform);
        }
        while (t <= animationTime)
        {
            float delta = animationCurve.Evaluate(Mathf.InverseLerp(0, animationTime, t));
            analogGlitch.scanLineJitter  = Mathf.Lerp(startScanLineJitter, scanLineJitter, delta);
            analogGlitch.verticalJump    = Mathf.Lerp(startVerticalJump, verticalJump, delta);
            analogGlitch.horizontalShake = Mathf.Lerp(startHorizontalShake, horizontalShake, delta);
            analogGlitch.colorDrift      = Mathf.Lerp(startColorDrift, colorDrift, delta);
            t += Time.deltaTime;
            yield return(null);
        }
        analogGlitch.scanLineJitter  = scanLineJitter;
        analogGlitch.verticalJump    = verticalJump;
        analogGlitch.horizontalShake = horizontalShake;
        analogGlitch.colorDrift      = colorDrift;
        if (returnToPrevious)
        {
            if (audioAnimation)
            {
                Destroy(go.transform.GetChild(0).gameObject);
                AudioManager.instance.PlayAudioAnimation(audioClip, returnAudioAnimationCurve, returnAnimationTime, returnAudioStartingVolume, returnAudioFinishVolume, returnAudioStartingPitch, returnAudioFinishPitch, true, go.transform);
            }
            t = 0;
            while (t <= returnAnimationTime)
            {
                float delta = returnAnimationCurve.Evaluate(Mathf.InverseLerp(0, returnAnimationTime, t));
                analogGlitch.scanLineJitter  = Mathf.Lerp(scanLineJitter, returnScanLineJitter, delta);
                analogGlitch.verticalJump    = Mathf.Lerp(verticalJump, returnVerticalJump, delta);
                analogGlitch.horizontalShake = Mathf.Lerp(horizontalShake, returnHorizontalShake, delta);
                analogGlitch.colorDrift      = Mathf.Lerp(colorDrift, returnColorDrift, delta);
                t += Time.deltaTime;
                yield return(null);
            }
            analogGlitch.scanLineJitter  = returnScanLineJitter;
            analogGlitch.verticalJump    = returnVerticalJump;
            analogGlitch.horizontalShake = returnHorizontalShake;
            analogGlitch.colorDrift      = returnColorDrift;
        }
        if (audioAnimation && destroyAudioWhenTransitionOver)
        {
            Destroy(go);
        }
        AnimationFinished?.Invoke();
    }
Esempio n. 11
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    // Start is called before the first frame update
    void Start()
    {
        analogGlitch = mainCam.GetComponent <AnalogGlitch>();
        mirrorComp   = mainCam.GetComponent <Mirror>();

        contourOn  = false;
        isolineOn  = false;
        mirrorOn   = false;
        symmetryOn = false;
    }
Esempio n. 12
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    // Start is called before the first frame update
    void Start()
    {
        audioSource  = GetComponent <AudioSource>();
        analogGlitch = Camera.main.GetComponent <AnalogGlitch>();
        startButton.Select();
        player  = ReInput.players.GetPlayer(0);
        player2 = ReInput.players.GetPlayer(1);

        //Cursor.visible = false;
    }
Esempio n. 13
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    void Awake()
    {
        analogGlitch   = GetComponent <AnalogGlitch>();
        digitalGlitch  = GetComponent <DigitalGlitch>();
        bokeh          = GetComponent <Bokeh>();
        skyboxMaterial = GetComponent <Skybox>().material;
        skyboxMaterial.SetFloat("_Blend", 0);

        light = directionalLight.GetComponent <Light>();
    }
Esempio n. 14
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 public void initializeLevel()
 {
     roundsNeeded    = 7;
     setsNeeded      = 2;
     retroFX_default = Camera.main.GetComponent <PostProcessingBehaviour>().profile;
     glitchFX        = Camera.main.GetComponent <AnalogGlitch>();
     setFXDefaults();
     SpawnPlayers();
     controller1 = ReInput.players.GetPlayer(0);
     controller2 = ReInput.players.GetPlayer(1);
 }
Esempio n. 15
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    // Use this for initialization
    void Start()
    {
        p1 = ReInput.players.GetPlayer(0);
        p2 = ReInput.players.GetPlayer(1);
        analogGlitchController = Camera.main.GetComponent <AnalogGlitchController>();
        glitch      = Camera.main.GetComponent <AnalogGlitch>();
        ambienceMix = ambience.outputAudioMixerGroup.audioMixer;

        if (!GameObject.Find("Rewired Input Manager"))
        {
            Instantiate(rewiredManager);
        }
    }
Esempio n. 16
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    void Start()
    {
        analog  = GetComponent <AnalogGlitch>();
        binary  = GetComponent <Binary>();
        digital = GetComponent <DigitalGlitch>();
        mirror  = GetComponent <Mirror>();

        fx = new List <MonoBehaviour>()
        {
            binary, analog, mirror, digital
        };

        MidiMaster.noteOnDelegate  += NoteOn;
        MidiMaster.noteOffDelegate += NoteOff;
        MidiMaster.knobDelegate    += Knob;
        Screen.fullScreen           = true;
    }
Esempio n. 17
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 private void Awake()
 {
     player1 = Rewired.ReInput.players.GetPlayer(0);
     player2 = Rewired.ReInput.players.GetPlayer(1);
     if (analogGlitch == null && mainCamera != null)
     {
         analogGlitch = mainCamera.GetComponent <AnalogGlitch>();
     }
     if (Instance != null && Instance != this)
     {
         Destroy(this);
         throw new Exception("An instance of this singleton already exists.");
     }
     else
     {
         Instance = this;
     }
 }
Esempio n. 18
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    private void SetNewArenaReferences()
    {
        var references = FindObjectOfType <GameManagerReferences>();

        if (references)
        {
            ballSpawner     = references.ballSpawner;
            backWalls       = references.backWalls;
            mainCamera      = references.mainCamera;
            analogGlitch    = references.analogGlitch;
            net             = references.net;
            resetCanvas     = references.resetCanvas;
            backgroundImage = references.backgroundImage;
            pauseCanvas     = references.pauseCanvas;
            victoryName     = references.victoryName;
            scoreAnimator   = references.scoreAnimator;
            scoreTransition = references.scoreTransition;
        }
    }
Esempio n. 19
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    void Awake()
    {
        //Check if there is already an instance of SoundManager
        if (instance == null)
        {
            //if not, set it to this.
            instance = this;
        }
        //If instance already exists:
        else if (instance != this)
        {
            //Destroy this, this enforces our singleton pattern so there can only be one instance of SoundManager.
            Destroy(gameObject);
        }

        AnalogGlitch ag = GetComponent <AnalogGlitch>();

        baseScanLineJitter  = ag.scanLineJitter;
        baseVerticalJump    = ag.verticalJump;
        baseHorizontalShake = ag.horizontalShake;
        baseDolorDrift      = ag.colorDrift;
    }
Esempio n. 20
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    // Start is called before the first frame update
    void Start()
    {
        player   = GameObject.Find("Player");
        rb       = gameObject.GetComponent <Rigidbody2D>();
        cam      = Camera.main;
        glitch   = cam.GetComponent <AnalogGlitch>();
        artifact = cam.GetComponent <Datamosh>();

        hp = maxHp;
        healthBar.transform.localScale = new Vector2((hp / maxHp), healthBar.transform.localScale.y);

        //which ability was slected
        abilitySelection = GameObject.FindGameObjectWithTag("AbilitySelection");
        shieldChosen     = abilitySelection.GetComponent <AbilitySelection>().shieldSelected;
        blinkChosen      = abilitySelection.GetComponent <AbilitySelection>().blinkSelected;
        //Destroy(abilitySelection);

        HPMask.transform.localRotation      = new Quaternion(0, 0, HPMaskRotation, 0);   //set Resource bars to full
        AbilityMask.transform.localRotation = new Quaternion(0, 0, AbilityMaskRotation, 0);

        Debug.Log("Camera found: " + cam + cam.name);
        baseSpeed    = speed;
        fuel         = maxFuel;         //Fuel Amount
        rocketAmmo   = maxRocketAmmo;   //Rocket amount
        shieldCharge = shieldDuration;  //shield charge
        blinkCharges = blinkChargeMax;  //set blink charges
        //blinkTime = blinkTimer;

        scaleVector.Set(scaleSpeed, scaleSpeed, scaleSpeed);
        size = player.transform.localScale;

        fireTimer = 0;
        if (!dead)
        {
            Time.timeScale      = 1;
            Time.fixedDeltaTime = Time.timeScale * 0.02f;
        }
    }
Esempio n. 21
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    void Start()
    {
        CreateS3();
        s1Group.SetActive(false);
        s2Group.SetActive(false);
        s3Group.SetActive(false);

        AS = GetComponent <AudioSource>();
        playableDirector = GetComponent <PlayableDirector>();
        analogGlitch1    = s1Group.transform.GetChild(0).GetComponent <AnalogGlitch>();
        //analogGlitch2 = s2Group.transform.GetChild(0).GetComponent<AnalogGlitch>();
        analogGlitch3 = s3Group.transform.GetChild(0).GetComponent <AnalogGlitch>();

        circleBehavior_s1.Init(120);
        for (int i = 0; i < circleBehavior_s2.Length; i++)
        {
            circleBehavior_s2[i].Init(120);
        }

        playableDirector.enabled = false;

        Invoke("GameStartAsync", 1);
    }
Esempio n. 22
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 // Use this for initialization
 void Start()
 {
     editAG = thisCamera.GetComponent <AnalogGlitch>();
     editDG = thisCamera.GetComponent <DigitalGlitch>();
 }
Esempio n. 23
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    /// <summary>
    ///     Implementation of the ITrackableEventHandler function called when the
    ///     tracking state changes.
    /// </summary>
    public void OnTrackableStateChanged(
        TrackableBehaviour.Status previousStatus,
        TrackableBehaviour.Status newStatus)
    {
        if (newStatus == TrackableBehaviour.Status.DETECTED ||
            newStatus == TrackableBehaviour.Status.TRACKED ||
            newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
        {
            GameObject   mainCamera = GameObject.Find("Main Camera");
            AnalogGlitch glitchy    = mainCamera.GetComponent <AnalogGlitch> ();
            glitchy.setGlitchboolean(true);

            Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");

            if (mTrackableBehaviour.TrackableName == "orangefiducial")
            {
                nearfuturetest thefutures = mainCamera.GetComponent <nearfuturetest> ();
                thefutures.whichFiducial("orange");
            }

            if (mTrackableBehaviour.TrackableName == "cupfiducial")
            {
                nearfuturetest thefutures = mainCamera.GetComponent <nearfuturetest> ();
                thefutures.whichFiducial("cup");
            }

            // if (mTrackableBehaviour.TrackableName == "postitfiducial") {
            //     nearfuturetest thefutures = mainCamera.GetComponent <nearfuturetest> ();
            //     thefutures.whichFiducial("postit");
            // }

            OnTrackingFound();
        }
        else if (previousStatus == TrackableBehaviour.Status.TRACKED &&
                 newStatus == TrackableBehaviour.Status.NOT_FOUND)
        {
            Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");

            GameObject     mainCamera = GameObject.Find("Main Camera");
            nearfuturetest thefutures = mainCamera.GetComponent <nearfuturetest> ();
            thefutures.whichFiducial("NULL");

            GameObject uiElements = GameObject.Find("UI Base Dividers");

            for (int i = 1; i < SceneManager.sceneCount; i++)
            {
                Scene currentscene = SceneManager.GetSceneAt(i);
                Debug.Log("Current SCENE is '" + currentscene.name + "'.");
                SceneManager.UnloadSceneAsync(currentscene.name);
            }

            OnTrackingLost();
        }
        else
        {
            for (int i = 1; i < SceneManager.sceneCount; i++)
            {
                Scene currentscene = SceneManager.GetSceneAt(i);
                Debug.Log("Current SCENE is '" + currentscene.name + "'.");
                SceneManager.UnloadSceneAsync(currentscene.name);
            }

            GameObject     mainCamera = GameObject.Find("Main Camera");
            nearfuturetest thefutures = mainCamera.GetComponent <nearfuturetest> ();
            thefutures.whichFiducial("null");

            OnTrackingLost();
        }
    }
    //CHANNEL ORANGE
    void FindClosestOrange()
    {
        orange     northside;
        orange     eastside;
        orange     southside;
        orange     westside;
        GameObject northWindow = GameObject.Find("orangeFiducial/orangeNorth");
        GameObject eastWindow  = GameObject.Find("orangeFiducial/orangeEast");
        GameObject southWindow = GameObject.Find("orangeFiducial/orangeSouth");
        GameObject westWindow  = GameObject.Find("orangeFiducial/orangeWest");

        northside = northWindow.GetComponent <orange>();
        eastside  = eastWindow.GetComponent <orange>();
        southside = southWindow.GetComponent <orange>();
        westside  = westWindow.GetComponent <orange>();

        // calculate closest distance
        float distanceToClosestOrange = Mathf.Infinity;

        orange closestEnemy = null;

        orange[] allEnemies = GameObject.FindObjectsOfType <orange>();

        foreach (orange currentEnemy in allEnemies)
        {
            float distanceToEnemy = (currentEnemy.transform.position - this.transform.position).sqrMagnitude;
            if (distanceToEnemy < distanceToClosestOrange)
            {
                distanceToClosestOrange = distanceToEnemy;
                closestEnemy            = currentEnemy;
            }
        }

        orange currentOrange = closestEnemy;

        if (currentOrange == lastOrange)
        {
            // GameObject mainCamera = GameObject.Find("Main Camera");
            // AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> ();
            // glitchy.setGlitchboolean(false);
        }
        else
        {
            if (currentOrange == southside)
            {
                GameObject   mainCamera = GameObject.Find("Main Camera");
                AnalogGlitch glitchy    = mainCamera.GetComponent <AnalogGlitch> ();
                glitchy.setGlitchboolean(true);


                for (int i = 1; i < SceneManager.sceneCount; i++)
                {
                    Scene currentscene = SceneManager.GetSceneAt(i);
                    Debug.Log("Current SCENE is '" + currentscene.name + "'.");
                    SceneManager.UnloadSceneAsync(currentscene.name);
                }
                SceneManager.LoadScene("juicing", LoadSceneMode.Additive);
                print("HEY THIS IS SHOULD BE A GROWING TREE");
            }
            if (currentOrange == northside)
            {
                GameObject   mainCamera = GameObject.Find("Main Camera");
                AnalogGlitch glitchy    = mainCamera.GetComponent <AnalogGlitch> ();
                glitchy.setGlitchboolean(true);

                for (int i = 1; i < SceneManager.sceneCount; i++)
                {
                    Scene currentscene = SceneManager.GetSceneAt(i);
                    Debug.Log("Current SCENE is '" + currentscene.name + "'.");
                    SceneManager.UnloadSceneAsync(currentscene.name);
                }
                SceneManager.LoadScene("GrowingTree", LoadSceneMode.Additive);

                print("ORANGE north");
            }
            if (currentOrange == eastside)
            {
                GameObject   mainCamera = GameObject.Find("Main Camera");
                AnalogGlitch glitchy    = mainCamera.GetComponent <AnalogGlitch> ();
                glitchy.setGlitchboolean(true);

                for (int i = 1; i < SceneManager.sceneCount; i++)
                {
                    Scene currentscene = SceneManager.GetSceneAt(i);
                    Debug.Log("Current SCENE is '" + currentscene.name + "'.");
                    SceneManager.UnloadSceneAsync(currentscene.name);
                }
                SceneManager.LoadScene("OrangeCutting", LoadSceneMode.Additive);
                print("ORANGE east");
            }
            if (currentOrange == westside)
            {
                GameObject   mainCamera = GameObject.Find("Main Camera");
                AnalogGlitch glitchy    = mainCamera.GetComponent <AnalogGlitch> ();
                glitchy.setGlitchboolean(true);

                for (int i = 1; i < SceneManager.sceneCount; i++)
                {
                    Scene currentscene = SceneManager.GetSceneAt(i);
                    Debug.Log("Current SCENE is '" + currentscene.name + "'.");
                    SceneManager.UnloadSceneAsync(currentscene.name);
                }
                SceneManager.LoadScene("RottingOrange", LoadSceneMode.Additive);
                print("ORANGE west");
            }
            lastOrange = currentOrange;
        }
    }
    //CUP FUTURES
    void FindClosestCup()
    {
        Enemy nCup;
        Enemy eCup;
        Enemy sCup;
        Enemy wCup;

        GameObject northCup = GameObject.Find("cupFiducial/cupNorth");
        GameObject eastCup  = GameObject.Find("cupFiducial/cupEast");
        GameObject southCup = GameObject.Find("cupFiducial/cupSouth");
        GameObject westCup  = GameObject.Find("cupFiducial/cupWest");

        nCup = northCup.GetComponent <Enemy>();
        eCup = eastCup.GetComponent <Enemy>();
        sCup = southCup.GetComponent <Enemy>();
        wCup = westCup.GetComponent <Enemy>();

        // calculate closest distance
        float distanceToClosestEnemy = Mathf.Infinity;

        Enemy closestEnemy = null;

        Enemy[] allEnemies = GameObject.FindObjectsOfType <Enemy>();

        foreach (Enemy currentEnemy in allEnemies)
        {
            float distanceToEnemy = (currentEnemy.transform.position - this.transform.position).sqrMagnitude;
            if (distanceToEnemy < distanceToClosestEnemy)
            {
                distanceToClosestEnemy = distanceToEnemy;
                closestEnemy           = currentEnemy;
            }
        }

        Enemy currentCup = closestEnemy;

        if (currentCup == lastCup)
        {
            // GameObject mainCamera = GameObject.Find("Main Camera");
            // AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> ();
            // glitchy.setGlitchboolean(false);
        }
        else
        {
            print("registered a change to: " + currentCup + " from: " + lastCup);
            if (currentCup == sCup)
            {
                GameObject   mainCamera = GameObject.Find("Main Camera");
                AnalogGlitch glitchy    = mainCamera.GetComponent <AnalogGlitch> ();
                glitchy.setGlitchboolean(true);

                for (int i = 1; i < SceneManager.sceneCount; i++)
                {
                    Scene currentscene = SceneManager.GetSceneAt(i);
                    Debug.Log("Current SCENE is '" + currentscene.name + "'.");
                    SceneManager.UnloadSceneAsync(currentscene.name);
                }
                SceneManager.LoadScene("Cup2", LoadSceneMode.Additive);
                print("south");
            }
            if (currentCup == nCup)
            {
                GameObject   mainCamera = GameObject.Find("Main Camera");
                AnalogGlitch glitchy    = mainCamera.GetComponent <AnalogGlitch> ();
                glitchy.setGlitchboolean(true);

                for (int i = 1; i < SceneManager.sceneCount; i++)
                {
                    Scene currentscene = SceneManager.GetSceneAt(i);
                    Debug.Log("Current SCENE is '" + currentscene.name + "'.");
                    SceneManager.UnloadSceneAsync(currentscene.name);
                }

                int cointoss = Random.Range(0, 2);
                if (cointoss == 0)
                {
                    SceneManager.LoadScene("Cup4", LoadSceneMode.Additive);
                }
                else if (cointoss == 1)
                {
                    SceneManager.LoadScene("Cup5", LoadSceneMode.Additive);
                }
                print("north");
            }
            if (currentCup == eCup)
            {
                GameObject   mainCamera = GameObject.Find("Main Camera");
                AnalogGlitch glitchy    = mainCamera.GetComponent <AnalogGlitch> ();
                glitchy.setGlitchboolean(true);

                for (int i = 1; i < SceneManager.sceneCount; i++)
                {
                    Scene currentscene = SceneManager.GetSceneAt(i);
                    Debug.Log("Current SCENE is '" + currentscene.name + "'.");
                    SceneManager.UnloadSceneAsync(currentscene.name);
                }
                SceneManager.LoadScene("Cup1", LoadSceneMode.Additive);
                print("east");
            }
            if (currentCup == wCup)
            {
                GameObject   mainCamera = GameObject.Find("Main Camera");
                AnalogGlitch glitchy    = mainCamera.GetComponent <AnalogGlitch> ();
                glitchy.setGlitchboolean(true);

                for (int i = 1; i < SceneManager.sceneCount; i++)
                {
                    Scene currentscene = SceneManager.GetSceneAt(i);
                    Debug.Log("Current SCENE is '" + currentscene.name + "'.");
                    SceneManager.UnloadSceneAsync(currentscene.name);
                }
                SceneManager.LoadScene("Cup3", LoadSceneMode.Additive);
                print("west");
            }
            lastCup = currentCup;
        }
    }
Esempio n. 26
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 void Start()
 {
     audio = GetComponent<AudioSource>();
     intensify = GetComponent <AnalogGlitch> ();
 }
Esempio n. 27
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 void Start()
 {
     audio     = GetComponent <AudioSource>();
     intensify = GetComponent <AnalogGlitch> ();
 }
Esempio n. 28
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 private void Start()
 {
     _glitch = gameObject.GetComponent <AnalogGlitch>();
     _camera = gameObject.GetComponent <Camera>();
 }
Esempio n. 29
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 private void ResolveReferences()
 {
     _glitch    = Camera.main.gameObject.AddComponent <AnalogGlitch>();
     _ppprofile = Camera.main.GetComponent <PostProcessingBehaviour>().profile;
 }
Esempio n. 30
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 void Start()
 {
     Rock = bigRock.GetComponentInChildren<Rigidbody2D> ();
     audio = GetComponent<AudioSource> ();
     intensify = GetComponent <AnalogGlitch> ();
 }
Esempio n. 31
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 public void Start()
 {
     analog = gameObject.GetComponent <AnalogGlitch>();
 }
 void Awake()
 {
     _analog  = GetComponent <AnalogGlitch>();
     _digital = GetComponent <DigitalGlitch>();
 }