/// <summary> /// Awake is called when the script instance is being loaded. /// </summary> void Awake() { //Get the managers requiered to spawn balls. levelManager = GameObject.FindGameObjectWithTag("LevelManager"); ballManager = levelManager.GetComponent <BallManager>(); maxNumberOfBalls = ballManager.maxNumberOfBalls; //Get the players health. player = GameObject.FindGameObjectWithTag("Player").transform; playerHealth = player.GetComponent <PlayerHealth>(); //Get the player range detector from the child. It is this big cos is uses the same behavior as EnemyMovement so GetComponentInChildren can't guarantee getting the right instance of the code for //the behavior desiered. GameObject PlayerFiringRange = transform.Find("PlayerFiringRange").gameObject; if (PlayerFiringRange != null) { Debug.Log("PlayerFiringRange was found"); PlayerFiringRangeCode = PlayerFiringRange.GetComponent <EnemyPlayerDetector>(); if (PlayerFiringRangeCode != null) { Debug.Log("PlayerFiringRangeCode obtained"); } } //Set the timer and start invokeing the method to spawn balls. spawnTimer = Random.Range(20, 40) / 10; InvokeRepeating("CreateBall", spawnTimer, spawnTimer); }
void Start() { //The only way that I find out to access to the components is by tags or GameObject.Find... ball = GameObject.FindGameObjectWithTag("Ball").GetComponent <BallManager>(); p1 = GameObject.FindGameObjectWithTag("Left").GetComponent <PaddleController>(); p2 = GameObject.FindGameObjectWithTag("Right").GetComponent <PaddleController>(); }
// Created: River // Date: 1/9/2016 // Time: 3:40 void Start() { obj = GameObject.FindGameObjectWithTag("Timer"); if (obj != null) { tmr = obj.GetComponent <Timer>(); } GameObject temp = GameObject.FindGameObjectWithTag("GameController"); if (temp != null) { m_ballManagerManager = temp.GetComponent <BallManager>(); if (m_ballManagerManager == null) { Debug.Log("Missing BallManager on GameController"); } } else { Debug.Log("Missing Gamecontroller make sure gamecontroller is tagged as GameController"); } }
private void Start() { soundsManager = GameObject.Find("SoundsManager").GetComponent <SoundsManager>(); lightsManager = GameObject.Find("LightsManager").GetComponent <LightsManager>(); _ballManager = FindObjectOfType <BallManager>(); _missionManager = FindObjectOfType <MissionManager>(); }
// Start is called before the first frame update void Start() { if (ballManagerInstance == null) { ballManagerInstance = this; } }
private void Start() { mainCanvas = FindObjectOfType(typeof(Canvas)) as Canvas; uiManager = UiManager.Instance; ballManager = BallManager.Instance; touchControlManager = TouchControlManager.Instance; }
/// <summary> /// Start is called before the first frame update. /// </summary> void Start() { levelManager = GameObject.FindGameObjectWithTag("LevelManager"); ballManager = levelManager.GetComponent <BallManager>(); maxNumberOfBalls = ballManager.maxNumberOfBalls; InvokeRepeating("CreateBall", spawnTimer, spawnTimer); }
//makes next level configurations public void ContinueToNextLevel(BallManager ballManager, GameDatas gameDatas) { //makes enable level passed element levelPassedScreen.SetActive(true); //doesn't allow the collider of the last ring's slices collide ballManager.canCollide = false; //pauses the game Time.timeScale = 0f; //save level count gameDatas.LevelCount += 1; SaveLoad.gameDatas = gameDatas; SaveLoad.Save(); //save platform count if (gameDatas.PlatformCount < maxPlatformCount) { gameDatas.PlatformCount += 1; SaveLoad.gameDatas = gameDatas; SaveLoad.Save(); } StartCoroutine(DissapearLevelPassedScreen(ballManager)); }
//this occurs after Start void Awake() { if (Instance == null) { Instance = this; } }
//divide due to effect of bomb public void Divide() { float bullVelX = 0.1f; float bullVelZ = 0.1f; float norm = (float)Math.Sqrt(bullVelX * bullVelX + bullVelZ * bullVelZ); bullVelZ = bullVelZ * 5; bullVelX = bullVelX * 5; Transform trans = gameObject.transform; DestroyBall(gameObject); float velY = ComputeInitialYVelocity(trans.position.y); //Debug.Log(velY); trans.position = new Vector3(trans.position.x, trans.position.y, trans.position.z); GameObject newBall = (GameObject)Instantiate(ball2, trans.position, trans.rotation); BallManager.AddBall(newBall); newBall.GetComponent <Rigidbody>().velocity = new Vector3(-bullVelZ, 0, bullVelX); newBall.GetComponent <AudioSource>().Play(); trans.position = new Vector3(trans.position.x, trans.position.y, trans.position.z); GameObject newBall2 = (GameObject)Instantiate(ball2, trans.position, trans.rotation); BallManager.AddBall(newBall2); newBall2.GetComponent <Rigidbody>().velocity = new Vector3(bullVelZ, 0, -bullVelX); }
private void StartNewLevel() { if (!playing) { return; } BallManager.ExplodeBalls(); BallManager.ExplodeBalls(); BallManager.ExplodeBalls(); Level += 1; GameModeText.SetText("Classical : Level " + Level); CancelAllInvokes(); StartRecursiveRandomBallGenerator(GenerateTimingFromLevel()); if (Level != 1) { SpawnRandomSpecialItem(); } if (playing) { Invoke("StartNewLevel", 60); } }
protected override void SetupBall(int index) { // Retrieve the proper position of the ball according to the provided index Vector3 position = Utils.GetBallPosition(index, true); // Create the ball Transform ts_Ball = Instantiate(this.go_Ball.transform, position, Quaternion.identity); Ball ball = ts_Ball.GetComponent <Ball>(); // Attach the ball to the opponent row parent ball.transform.parent = this.transform; // Select a random color int random_index = Random.Range(0, 8); BallManager.Color color = BallManager.GetColor(random_index); // Setup the ball ball.SetIndex(index); ball.SetColor(color); ball.SetParentRow(this); ball.SetIsOpponent(true); // Add the current ball to the record this.m_balls.Add(ball); }
// Use this for initialization void Start() { _gameManager = GameObject.Find("GameCtrl").GetComponent <GameManager>(); _ballManager = _gameManager._ballManager; _blockManager = _gameManager._blockManager; myType = Const.ItemType.NONE; }
void Update() { if (Input.GetMouseButtonDown(0)) { Vector3 mouseWorldPos3D = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 mousePos2D = new Vector2(mouseWorldPos3D.x, mouseWorldPos3D.y); Vector2 dir = Vector2.zero; RaycastHit2D hit = Physics2D.Raycast(mousePos2D, dir); // if we don't hit anything, it will be null if (hit.collider != null && !hit.collider.GetComponent <BallManager>().hasEntered) { // hit has a reference to collider, which has reference to all collider objects including this if (hit.collider.GetComponent <Rigidbody2D>() != null) { // technically it doesn't involve any sort of motion/forces so it went here instead of fixedupdate, and that's okay. // it means, on the next physics tick (whenever), apply/make sure this is so. oGrabbedObject = hit.collider.GetComponent <BallManager>(); grabbedObject = hit.collider.GetComponent <Rigidbody2D>(); // we just grabbed it. grabbedObject.gravityScale = 0; lineDrag.enabled = true; } } } if (Input.GetMouseButtonUp(0) && grabbedObject != null) // when i lift up the mouse button, don't keep my object glued to it. { grabbedObject.gravityScale = 1; grabbedObject = null; lineDrag.enabled = false; } }
// Start is called before the first frame update void Start() { //add initial movement rB2D = GetComponent <Rigidbody2D>(); //get information about paddle paddle = GameObject.FindGameObjectWithTag("Paddle"); paddleDimensionY = paddle.GetComponent <BoxCollider2D>().size.y; //Define Ball manager ballManager = GameObject.FindGameObjectWithTag("BallManager").GetComponent <BallManager>(); //Add a timer initialTimer = gameObject.AddComponent <Timer>(); deadTimer = gameObject.AddComponent <Timer>(); //Setting timer of 1 second initialTimer.Duration = 1; initialTimer.Run(); //settiing dead timer deadTimer.Duration = ConfigurationUtils.BallDeadTime; /*RANDOM TIME*/ deadTimer.Run(); //setup listener for the speedupEffect speedupEffectTimer = gameObject.AddComponent <Timer>(); EventManager.AddSpeedupListener(SpeedupBall); //speedup effect support timer speedupEffectTimer.AddFinishedTimeListener(SpeedupEffect); //play ball spawn clip AudioManager.Play(AudioClipName.BallSpawn); }
// Use this for initialization void Start() { startingPosition = ball.transform.position; gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); ballManager = GameObject.Find("BallManager").GetComponent <BallManager>(); audioSource = GetComponent <AudioSource>(); }
void OnDestroy() { if (Instance == this) { Instance = null; } }
private void Awake() { if (instance == null) { instance = this; } }
void Start() { soundsManager = GameObject.Find("SoundsManager").GetComponent <SoundsManager>(); _missionManager = GameObject.Find("MissionManager").GetComponent <MissionManager>(); _lockedBalls = new Queue <Rigidbody>(); _ballManager = FindObjectOfType <BallManager>(); }
private void TurnLight(bool on) { if (!on) { if (!this.GetComponent <Light>()) { return; } } if (on) { if (this.GetComponent <Light>()) { return; } } if (on) { BallManager.AddBallLight(this); } else { Destroy(this.GetComponent <Light>()); } }
void Awake() { ballManager = BallManager.GetInstance(); rb = GetComponent <Rigidbody2D> (); ballArtManager = GetComponent <BallArtManager> (); ballInfo = GetComponent <BallInfo> (); rb.gravityScale = 0; }
// Use this for initialization void Start() { _ballManager = FindObjectOfType <BallManager>(); soundsManager = GameObject.Find("SoundsManager").GetComponent <SoundsManager>(); _text = GetComponent <TextMeshProUGUI>(); _oldCount = _ballManager.BallsLeftCount() - 1; _text.text = _oldCount.ToString(); }
/// <summary> /// Adds the invoker to the reduce ball left event /// </summary> /// <param name="invoker"></param> public static void ReduceBallsLeftInvoker(BallManager invoker) { reduceBallsLeftInvoker = invoker; if (reduceBallsLeftListener != null) { reduceBallsLeftInvoker.ReduceBallsLeftListener(reduceBallsLeftListener); } }
void OnCollisionEnter(Collision collision) { if (collision.collider.tag == "ball") { attachedBall = collision.collider.GetComponent <BallManager>(); attachedBall.SetAttachedPlayer(this); } }
void Awake() { if (instance != null) { Debug.LogError("Instance already created!"); } instance = this; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballManager = new BallManager(); this.IsMouseVisible = true; base.Initialize(); }
private void use() { //Debug.Log("object used"); //ScoreText.SetScore(100); sound.Play(); BallManager.StopBalls(); Destroy(gameObject, 1); }
/// <summary> /// Awake is called when the script instance is being loaded. /// </summary> void Awake() { levelManager = GameObject.FindGameObjectWithTag("LevelManager"); ballManager = levelManager.GetComponent <BallManager>(); ballState = GetComponent <BallStates>(); ballRigidbody = GetComponent <Rigidbody>(); ballCollider = GetComponent <Collider>(); }
private void DestroyBall(GameObject ball) { popSound.Play(); ball.GetComponent <MeshRenderer>().enabled = false; ball.GetComponent <Collider>().enabled = false; BallManager.RemoveBall(ball); Destroy(ball, 1); }
private void CreatePlayer() { player = Instantiate <GameObject>(playerPrefab); ball = player.transform.FindChild("Ball").gameObject; pc = player.GetComponent <PlayerController> (); bm = ball.GetComponent <BallManager> (); cm.SetPlayer(player); }
// Use this for initialization private void Awake() { if (Instance == null) { Instance = this; } balls = GameObject.Find("Balls").transform; }
void Start() { spriteRenderer = GetComponent<SpriteRenderer> (); //scoreHandler = GameObject.Find("ScoreHandler").GetComponent<ScoreHandler>(); ballmanager = GameObject.Find ("BallManager").GetComponent<BallManager> (); ArrayNumber = 4; RandomSpriteGeneration (); targetScale = new Vector2 (0.4f, 0.4f); Invoke ("DestroyBubbule", 2.5f); }
void Start() { ballScript = GameObject.FindGameObjectWithTag("Player").GetComponent<BallManager> (); cam = GameObject.Find("FollowCamera").transform; oceanBeds = GameObject.Find("OceanBeds").transform; oceanBeds.gameObject.SetActive(false); RenderSettings.fogColor = new Color(0.156f, 0.27f, 0.39f); RenderSettings.fogDensity = 0.1f; RenderSettings.fog = true; alreadyUnderwater = true; }
void Start() { arrowHead.sizeDelta = new Vector2 (arrowHead.rect.width * ARROW_HEAD_SCALE_COEFFICIENT, arrowHead.rect.height * ARROW_HEAD_SCALE_COEFFICIENT); arrowTail.sizeDelta = new Vector2 (arrowTail.rect.width, arrowTail.rect.height * ARROW_TAIL_SCALE_COEFFICIENT); scoreKeepingScript = GameObject.Find ("World").GetComponent<ScoreKeeping> (); ballManagerScript = GetComponent<BallManager> (); cameraFollowScript = camera3D.GetComponent<CameraFollow> (); levelManage = GameObject.Find ("LevelManager"); levelManagerScript = levelManage == null ? null : levelManage.GetComponent<LevelManager> (); arrowTailRenderer = arrowTail.GetComponent<CanvasRenderer> (); arrowTailRenderer.SetMaterial (arrowTailShader, null); distance = 0; arrowScalePercent = 0; overUI = false; }
void Start() { TouchControls.SetActive(false); mySpeed = 0f; myRigidbody = GetComponent<Rigidbody>(); //cameraGO = transform.FindChild("FollowCamera"); cameraGO = GameObject.FindGameObjectWithTag("MainCamera").transform; isMobile = (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer); if(isMobile && !useTilt) { TouchControls.SetActive(true); } else { TouchControls.SetActive(false); } BM = GetComponent<BallManager>(); }
void Awake() { if(GameManager.s_instance == null){ GameManager.s_instance = this; }else{ Destroy(gameObject); } ballManager = GetComponent<BallManager>(); guiManager = transform.GetChild(0).GetComponent<GUIManager>(); DontDestroyOnLoad(gameObject); }
// Use this for initialization void Start() { guiManager = GameObject.Find("Globals").GetComponent("GUIManager") as GUIManager; globalVals = GameObject.Find("Globals").GetComponent("GlobalValues") as GlobalValues; ballManager = GameObject.Find("Globals").GetComponent("BallManager") as BallManager; }
public GameCore(BallManager ballManager) { GameEnded = false; BallManager = ballManager; }
void Start() { ballManager = BallManager.GetInstance(); }
void Update() { if (!isActiveAndEnabled) return; updateBalls(); SmallestBallSize = 100000; foreach (var ball in balls) { if(ball.size < SmallestBallSize) { SmallestBallSize = ball.size; SmallestBall = ball; } } IsTargetBallsinVision = false; BallManager Persue; bool IsEscape = false; Persue = null; List<BallManager> Escape = new List<BallManager>(); Vector3 escapeDirection = new Vector3(0, 0, 0); foreach (var otherball in otherballs) { if (Vector3.Distance(otherball.position, SmallestBall.position) < AIVisionField) { if (otherball.size > SmallestBall.size && otherball.radius - SmallestBall.radius > 0.5) { Escape.Add(otherball); IsTargetBallsinVision = true; IsEscape = true; break; } } } if (state == "normal") { if (IsEscape) { Vector3 CaliescapeDirection; escapeDirection = new Vector3(0, 0, 0); foreach (var escape in Escape) { escapeDirection += SmallestBall.position - escape.position; Debug.DrawLine(SmallestBall.position, escape.position, Color.red); } CaliescapeDirection = escapeDirection; if (SmallestBall.position.x + SmallestBall.radius > FloorScale / 2 || SmallestBall.position.x - SmallestBall.radius < -FloorScale / 2) { CaliescapeDirection.x = 0; } if (SmallestBall.position.z + SmallestBall.radius > FloorScale / 2 || SmallestBall.position.z - SmallestBall.radius < -FloorScale / 2) { CaliescapeDirection.z = 0; } if (CaliescapeDirection.x == 0 && CaliescapeDirection.z == 0) { float MinangleH = 367, MinangleV = 367; foreach (var escapeball in Escape) { float angleV = Vector3.Angle(new Vector3(0, 0, 1), escapeball.position - SmallestBall.position); angleV = Calibrate(angleV); float angleH = Vector3.Angle(new Vector3(1, 0, 0), escapeball.position - SmallestBall.position); angleH = Calibrate(angleH); if (angleV < MinangleV) { MinangleV = angleV; } if(angleH < MinangleH) { MinangleH = angleH; } } if (MinangleV > MinangleH) { CaliescapeDirection.z = -escapeDirection.z * 100; } else { CaliescapeDirection.x = -escapeDirection.x * 100; } state = "corner"; } MoveDirection = CaliescapeDirection + SmallestBall.position; } else { float MinDistance = 100000, Temp_Distance = 0; foreach (var otherball in otherballs) { Temp_Distance = Vector3.Distance(otherball.position, SmallestBall.position); if (Temp_Distance < AIVisionField && SmallestBall.radius - otherball.radius > 0.5 && Temp_Distance < MinDistance) { MinDistance = Temp_Distance; Persue = otherball; IsTargetBallsinVision = true; } } if (Persue) { MoveDirection = Persue.position; if (Persue.size < SmallestBall.size / 2) { if (Vector3.Distance(Persue.position, SmallestBall.position) < SplitRange) { AIJudgeTimer += Time.deltaTime; if (AIJudgeTimer > AIJudgeTime) { Vector3 ForecastSplitPoint = new Ray(SmallestBall.position, Persue.position - SmallestBall.position).GetPoint(2 * SmallestBall.radius); if (!checkShelterCollision(ForecastSplitPoint).HasValue) { Split(Persue.position); } AIJudgeTimer = 0; } } else { AIJudgeTimer = 0; } } } else { Pickups = GameObject.FindGameObjectsWithTag("Pick Up"); IsPickUpinVision = false; foreach (var Pickup in Pickups) { if (Vector3.Distance(SmallestBall.position, Pickup.transform.position) < AIVisionField) { MoveDirection = Pickup.transform.position; IsPickUpinVision = true; } } } } } else if (state == "corner") { escapeDirection = new Vector3(0, 0, 0); bool EjectorAlive = false; foreach (var escape in Escape) { escapeDirection += SmallestBall.position - escape.position; EjectorAlive = true; Debug.DrawLine(SmallestBall.position, escape.position, Color.red); } if (Vector3.Dot(MoveDirection - SmallestBall.position, escapeDirection) > 0) { state = "normal"; } if(!EjectorAlive) { state = "normal"; } } MovementTimer += Time.deltaTime; if (!IsPickUpinVision && !IsTargetBallsinVision) { if (MovementTimer > Random.Range(27, 34) / 10) { MoveDirection = new Vector3(Random.Range(-FloorScale / 2, FloorScale / 2), 0, Random.Range(-FloorScale / 2, FloorScale / 2)); MovementTimer = 0; } } Debug.DrawLine(MoveDirection, SmallestBall.position, Color.yellow); Vector3 ForecastPoint = new Ray(SmallestBall.position, MoveDirection - SmallestBall.position).GetPoint(2 * SmallestBall.radius); if (checkShelterCollision(ForecastPoint).HasValue) { Vector3 shelterPosition = checkShelterCollision(ForecastPoint).Value; int avoidsign = -1; if (Vector3.Cross (MoveDirection, shelterPosition).y < 0) { avoidsign = 1; } Debug.Log (avoidsign); int totalrotation = 0; while (checkShelterCollision(ForecastPoint).HasValue) { Vector3 AvoidDirection = MoveDirection - SmallestBall.position; Quaternion rotation = Quaternion.AngleAxis (avoidsign * 2, new Vector3 (0, 1, 0)); totalrotation +=2; if(totalrotation > 180) { break; } AvoidDirection = rotation * AvoidDirection; MoveDirection = SmallestBall.position + AvoidDirection; ForecastPoint = new Ray(SmallestBall.position, MoveDirection - SmallestBall.position).GetPoint( SmallestBall.radius); } } Move (MoveDirection, 100f); Debug.DrawLine(MoveDirection, SmallestBall.position); }
// Use this for initialization void Start() { ballManager = GameObject.FindObjectOfType<BallManager>(); }
private void SetGameInternal(GameType type, bool hasEnvironment) { var TextureContainer = new TextureContainer (); var BallFactory = new BallFactory (TextureContainer); var BallManager = new BallManager (BallFactory); var GameCore = new GameCore (BallManager); var EventFactory = new EventFactory (GameCore); var GameController = MakeController (type, GameCore, EventFactory); var Environment = new Environment (GameController, EventFactory); _container = new GameContainer (GameCore, GameController, Environment, hasEnvironment); HasErrors = false; Initialized = true; }
public void Start() { ballManager = mainBall.GetComponent<BallManager>(); }