Esempio n. 1
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    //게임 시작 준비.
    void UpdateGameIn()
    {
        //스테이지 구축.
        GameObject stage = GameObject.Find("Stage");

        if (stage == null)
        {
            stage      = Instantiate(m_stagePrefabs[m_gameCount]) as GameObject;
            stage.name = "Stage";
            return;
        }

        //페이드인을 기다립니다.
        GameObject[] blocks = GameObject.FindGameObjectsWithTag("Block");
        foreach (GameObject obj in blocks)
        {
            BlockScript b = obj.GetComponent <BlockScript>();
            if (b.IsFadeIn())
            {
                return;
            }
        }

        //게임 시작으로 전환.
        m_state    = State.Game;
        m_gameTime = 0;

        //발사할 수 있게 합니다.
        GameObject[] bars = GameObject.FindGameObjectsWithTag("Bar");
        foreach (GameObject obj in bars)
        {
            BarScript bar = obj.GetComponent <BarScript>();
            bar.SetShotEnable(true);       //발사기능 OFF.
        }
    }
Esempio n. 2
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    //스테이지를 바꾸는 연출..
    void UpdateGameChanging()
    {
        //초밥 페이드 아웃 시작.
        GameObject[] blocks = GameObject.FindGameObjectsWithTag("Block");
        foreach (GameObject obj in blocks)
        {
            BlockScript b = obj.GetComponent <BlockScript>();
            b.FadeOut();
        }

        //탄환 소거.
        GameObject[] balls = GameObject.FindGameObjectsWithTag("Ball");
        foreach (GameObject obj in balls)
        {
            Destroy(obj);
        }

        //발사할 수 없게 합니다.
        GameObject[] bars = GameObject.FindGameObjectsWithTag("Bar");
        foreach (GameObject obj in bars)
        {
            BarScript bar = obj.GetComponent <BarScript>();
            bar.SetShotEnable(false);       //발사 기능 OFF.
        }


        //다음 상태로 전환.
        m_state = State.GameOut;
    }
 private void Awake()
 {
     dataDialog  = GameObject.Find(DataDialogScript.DataDialogName).GetComponent <DataDialogScript>();
     progressBar = transform.Find("ChildIndicatorPanel").GetComponentInChildren <BarScript>();
     progressBar.transform.localPosition -= new Vector3(progressBar.gameObject.GetComponent <SpriteRenderer>().sprite.bounds.extents.x, 0, 0);
     onCompleteSound = GameObject.Find("InteractableBuildings").GetComponent <AudioSource>();
 }
Esempio n. 4
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    //private float damage = 0.1f;

    // Use this for initialization
    void Start()
    {
        ResetPoint     = GameObject.Find("Resetpoint");
        bar            = GameObject.FindObjectOfType <BarScript>();
        RigidBody      = GetComponent <Rigidbody>();
        MainCamera     = FindObjectOfType <Camera>();
        bar.fillAmount = maxStamina;
    }
Esempio n. 5
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 /**
  * <summary>Awake is called when the script instance is being loaded.
  * Awake is used to initialize any variables or game state before the game starts. Awake is called only once during the lifetime of the script instance,
  * being always invoked before Start().</summary>
  * <see>https://docs.unity3d.com/ScriptReference/MonoBehaviour.Awake.html</see>
  */
 void Awake()
 {
     //Check if instance already exists
     if (Instance == null)
     {
         //if not, set instance to this
         Instance = this;
     }
 }
Esempio n. 6
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 // Use this for initialization
 void Start()
 {
     counter     = 0;
     damageDealt = 0;
     player      = GameObject.FindGameObjectWithTag("Player");
     healthbar   = FindObjectOfType <BarScript>();
     backpack    = player.transform.Find("Backpack").gameObject;
     items       = backpack.GetComponent <itemController>();
 }
 public void healthbarUpdate()
 {
     bar          = player.GetComponent <Player>().getBarScript();
     bar.Value    = currentHealth;
     bar.MaxValue = maxHealth;
     if (currentHealth > maxHealth)
     {
         currentHealth = maxHealth;
     }
 }
Esempio n. 8
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    // Use this for initialization
    void Start()
    {
        maxHP     = 100;
        currentHP = 100;
        this.SetTimeBetweenAttacks(defaultTimeBetweenAttacks);
        timeSinceLastAttack = 0f;

        health      = transform.GetChild(0).GetChild(0).gameObject.GetComponent <BarScript>();
        attackTimer = transform.GetChild(0).GetChild(1).gameObject.GetComponent <BarScript>();

        enemyArea = GameObject.Find("EnemySpace").GetComponent <EnemyArea>();
        allyArea  = GameObject.Find("AllySpace").GetComponent <AllyArea>();
    }
Esempio n. 9
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    // Use this for initialization
    void Start()
    {
        this.transform.position = currentTile.characterPosition;
        this.talkTarget         = null;
        pathHelper = gameObject.GetComponent <Astar>() as Astar;

        audioSource                       = GetComponent <AudioSource>();
        audioSource.playOnAwake           = false;
        audioSource.outputAudioMixerGroup = sfx;
//		audioManager = GameObject.FindObjectOfType<AudioManager>();
//
//		if(audioManager == null)
//		{
//			Debug.LogError("Audio Manager is not in the scene");
//		}

        GameObject uiElement = GameObject.FindGameObjectWithTag("UILife");

        if (uiElement != null)
        {
            Transform targetChild = uiElement.transform.GetChild(uiIndex);
            if (targetChild != null)
            {
                barScript = targetChild.gameObject.GetComponentInChildren <BarScript>();
                barScript.SetName(gameObject.name);
            }
            else
            {
                Debug.LogError("UI Child Not Found");
            };
        }
        else
        {
            Debug.LogError("UI for lifes not found");
        }

        GameObject[] tiles    = GameObject.FindGameObjectsWithTag("Tile");
        Tile         currTile = null;

        for (int i = 0; i < tiles.Length; i++)
        {
            currTile = tiles[i].GetComponent <Tile>();
            if (currTile.useAstar || Random.Range(0, 101) < markedTilesPercentage)
            {
                pathHelper.AddTile(currTile);
            }
        }
        roamingT = 0f;
    }
Esempio n. 10
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    private IEnumerator ProgressBar(int steps)
    {
        progressBar.SetActive(true);
        BarScript script = progressBar.GetComponent <BarScript>();

        for (int i = 0; i < steps; i++)
        {
            yield return(new WaitForSeconds(1f));

            Debug.Log("FILL");
            script.IncreaseProgress();
        }
        progressBar.SetActive(false);
        script.ResetBar();
    }
Esempio n. 11
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    void Start()
    {
        spawnManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <SpawnManager>();

        switch (barChoose)
        {
        case 0:
            bar = GameObject.FindGameObjectWithTag("Resources").GetComponent <BarScript>();
            break;

        case 1:
            bar = GameObject.FindGameObjectWithTag("Spells").GetComponent <BarScript>();
            break;
        }
    }
Esempio n. 12
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    public void Fireball_Event()
    {
        BarScript bS = FindObjectOfType <BarScript>();

        GameObject projectile = Instantiate(fireballs[bS.fireballType], fb_spawnPos.position, Quaternion.Euler(transform.right)) as GameObject;

        // fireball.GetComponent<Rigidbody>().AddForce(fireball.transform.right * fb_speed);
        if (facingRight)
        {
            projectile.GetComponent <Rigidbody>().AddForce(fireballs[bS.fireballType].transform.right * projectile.GetComponent <Fireball>().fbSpeed);
        }
        else
        {
            projectile.GetComponent <Rigidbody>().AddForce(-fireballs[bS.fireballType].transform.right * projectile.GetComponent <Fireball>().fbSpeed);
        }
    }
Esempio n. 13
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    // Use this for initialization
    void Awake()
    {
        dataDialogUI = transform.Find(DataDialogName + "UI").gameObject;

        Transform textGrouper = dataDialogUI.transform.FindChild("TextGrouper");

        childName     = textGrouper.FindChild("ChildName").GetComponent <Text>();
        childLocation = textGrouper.FindChild("ChildLocation").GetComponent <Text>();

        Transform barGrouper = dataDialogUI.transform.FindChild("BarGrouper");

        healthBar    = barGrouper.FindChild("HealthBar").GetComponentInChildren(typeof(BarScript)) as BarScript;
        safetyBar    = barGrouper.FindChild("SafetyBar").GetComponentInChildren(typeof(BarScript)) as BarScript;
        educationBar = barGrouper.FindChild("EducationBar").GetComponentInChildren(typeof(BarScript)) as BarScript;
        happinessBar = barGrouper.FindChild("HappinessBar").GetComponentInChildren(typeof(BarScript)) as BarScript;
    }
Esempio n. 14
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    void Awake()
    {
        // Setting up references.
        groundCheck1 = transform.Find("groundCheck1");
        groundCheck2 = transform.Find("groundCheck2");
        rigidbody2d  = GetComponent <Rigidbody2D> ();
        animator     = GetComponent <Animator> ();

        isDead          = false;
        curMonkeyHealth = monkeyHealth;
        missionOver     = false;
        //healthScale = healthBar.transform.localScale;
        healthBar          = GameObject.FindGameObjectWithTag("HealthBar").GetComponent <BarScript>();
        healthBar.MaxValue = monkeyHealth;

        ui_score = GameObject.FindGameObjectWithTag("UI_Score").GetComponent <Text> ();
    }
Esempio n. 15
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    // Use this for initialization
    void Start()
    {
        playerRotation = transform.rotation;
        if (GetComponent <Rigidbody>())
        {
            rigidbody = GetComponent <Rigidbody>();
        }
        else
        {
            Debug.LogError("Character needs a rigidbody");
        }

        forwardInput = rotateInput = jumpInput = 0;

        anim      = GetComponent <Animator>();
        barScript = GetComponent <BarScript>();
    }
Esempio n. 16
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    //
    void OnCollisionEnter2D(Collision2D col)
    {
        //효과 생성.  //그대로 두면 지면에 파고들기에 카메라 방향으로 위치를 옮깁니다
        Vector3 effectPos = transform.position - 3 * Camera.main.transform.forward;

        Instantiate(m_hitEffectPrefab, effectPos, transform.rotation);
        //SE
        audio.Play();


        if (col.gameObject.tag == "Bar")
        {
            BarScript bar = col.gameObject.GetComponent <BarScript>();
            SetPlayerId(bar.GetBarId());
            m_velocity += 0.3f;
        }


        if (col.gameObject.tag == "Ball")
        {
            // 공 끼리의 충돌은 역방향으로 튀게 합니다.
            m_direction *= -1.0f;
        }
        else
        {
            // 공 이외의 충돌은 충돌면의 법선 방향으로 반전합니다.
            float range = Mathf.Sin(Mathf.Deg2Rad * 3);   //3도 정도는 허용합니다.

            Vector2 normal = col.contacts[0].normal;
            if (normal.x > range || normal.x < -range)
            {
                m_direction.x *= -1.0f;
            }
            if (normal.y > range || normal.y < -range)
            {
                m_direction.y *= -1.0f;
            }
        }

        // 반전된 방향으로 현재 속도를 합해 설정합니다.
        rigidbody2D.velocity = m_velocity * m_direction;
    }
    void Awake()
    {
        if (pInstance != null)
        {
            Destroy(gameObject);
            //print("Duplicate music player is self-destructing");
        }
        else
        {
            pInstance = this;
            healthBar = GameObject.Find("RadialBar").GetComponent <BarScript>();
            energyBar = GameObject.Find("EnergyBar").GetComponent <BarScript>();
            shieldBar = GameObject.Find("ShieldBar").GetComponent <BarScript>();

            DontDestroyOnLoad(gameObject);
        }

        health.Initialize(healthBar);
        energy.Initialize(energyBar);
        shield.Initialize(shieldBar);
    }
Esempio n. 18
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    /// <summary>
    /// Links this Avatar to a Unit which it represents. This serves as a constructor in practice,
    /// moving this class from a template which defines a Unit, to a visual representation of it.
    /// </summary>
    /// <param name="unit">The Unit to link this too</param>
    public void SetUnit(Unit unit)
    {
        if (unit.Avatar != this)
        {
            throw new ArgumentException("Assigned Unit has a different Avatar");
        }
        if (_unit != null)
        {
            throw new ArgumentException("This Avatar has already been assigned a Unit");
        }

        _unit    = unit;
        Position = unit.Position.ToVector3();
        Rotation = unit.Facing.GetBearingRotation();

        // make UI elements
        _hpBar = Instantiate(GuiComponents.GetHpBar()).GetComponent <BarScript>();
        _epBar = Instantiate(GuiComponents.GetEpBar()).GetComponent <BarScript>();

        TeamColorPaint();
        //FMODUnity.RuntimeManager.PlayOneShot (inSound, Position);
    }
Esempio n. 19
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    void Start()
    {
        flySpeed   = meteorScriptableObject.flySpeed;
        turnSpeed  = meteorScriptableObject.turnSpeed;
        health     = meteorScriptableObject.maxHealth;
        meteorSize = meteorScriptableObject.meteorSize;

        meteorDamage = health / 3;
        parent       = transform.parent.gameObject;

        //rb = transform.Find("Meteor").GetComponent<Rigidbody2D>(); //Wyszukanie komponentu Rigidbody2D z dzieci o nazwie "Meteor"
        rb = this.GetComponent <Rigidbody2D>(); //Lokalne wyszukanie komponentu Rigidbody
        rb.gravityScale = 0;
        rb.angularDrag  = 0;

        healthBar = parent.transform.Find("HealthBar").GetComponent <BarScript>();

        float rotationRandom;

        rotationRandom = Random.Range(-50f, 50f);

        rb.angularVelocity = turnSpeed * rotationRandom * 10 * Time.fixedDeltaTime;

        Vector2 randomForce;

        randomForce = new Vector2(flySpeed * Random.Range(-5f, 5f), flySpeed * Random.Range(-5f, 5f));

        Vector2 force;

        force = randomForce;

        rb.AddForce(force);

        healthBar.SetSize(barSize);
        healthBar.SetColor(Color.green);
    }
Esempio n. 20
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 public void setBar(BarScript setMe)
 {
     bar = setMe;
 }
Esempio n. 21
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 /* The initial setting of the MaxVal and CurrentVal allows the StatScript.MaxVal to trigger the BarScript.MaxValue,
  * which sets the BarScript.Value, which updates the fillAmount properly for BarScript.HandleBar.
  */
 public void Initialize(BarScript barUI)
 {
     bar             = barUI;
     this.MaxVal     = maxVal;
     this.CurrentVal = currentVal;
 }
Esempio n. 22
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 public void PickTarget(int targetID)
 {
     target = targets[targetID];
 }
Esempio n. 23
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    private void OnMouseUpAsButton()
    {
        if (open)
        {
            if (openObject.name.Equals(name))
            {
                switch (SceneManager.GetActiveScene().name)
                {
                case "mainMap":
                    GameObject.Find("1").GetComponent <BoxCollider2D>().enabled = true;
                    break;

                case "secondaryMap":
                    GameObject.Find("1").GetComponent <BoxCollider2D>().enabled = true;
                    GameObject.Find("2").GetComponent <BoxCollider2D>().enabled = true;
                    GameObject.Find("3").GetComponent <BoxCollider2D>().enabled = true;
                    GameObject.Find("4").GetComponent <BoxCollider2D>().enabled = true;
                    GameObject.Find("5").GetComponent <BoxCollider2D>().enabled = true;
                    GameObject.Find("6").GetComponent <BoxCollider2D>().enabled = true;
                    GameObject.Find("7").GetComponent <BoxCollider2D>().enabled = true;
                    GameObject.Find("8").GetComponent <BoxCollider2D>().enabled = true;
                    break;

                case "tertiaryMap":
                    for (int i = 1; i < count + 1; i++)
                    {
                        GameObject.Find(i.ToString()).GetComponent <BoxCollider>().enabled = true;
                    }
                    break;

                default:
                    break;
                }
                switch (name)
                {
                case "Backpack":
                    Destroy(openObject);
                    break;

                case "SelectCard":
                    GlobalVariable.FightCards.Clear();

                    for (int i = 0; i < CardSelect.count; i++)
                    {
                        GlobalVariable.FightCards.Add(CardSelect.fightCardsGrids[i].gameProp);
                    }
                    CardSelect.Clear();
                    BarScript.Clear();
                    Destroy(openObject);
                    break;

                case "SkillSelect":
                    SkillSelect.Clear();
                    Destroy(openObject);
                    break;

                default:
                    break;
                }
                open = false;
                return;
            }
            else
            {
                switch (openObject.name)
                {
                case "Backpack":
                    Destroy(openObject);
                    break;

                case "SelectCard":
                    GlobalVariable.FightCards.Clear();
                    for (int i = 0; i < CardSelect.count; i++)
                    {
                        GlobalVariable.FightCards.Add(CardSelect.fightCardsGrids[i].gameProp);
                    }
                    CardSelect.Clear();
                    BarScript.Clear();
                    Destroy(openObject);
                    break;

                case "SkillSelect":
                    SkillSelect.Clear();
                    Destroy(openObject);
                    break;

                default:
                    break;
                }
                switch (name)
                {
                case "Backpack":
                    openObject      = Instantiate(Resources.Load <GameObject>("PanelPrefabs/Backpack"), new Vector3(0, 0, 0), Quaternion.identity);
                    openObject.name = "Backpack";
                    break;

                case "SelectCard":
                    openObject      = Instantiate(Resources.Load <GameObject>("PanelPrefabs/SelectCard"), new Vector3(0, 0, 0), Quaternion.identity);
                    openObject.name = "SelectCard";
                    break;

                case "SkillSelect":
                    openObject      = Instantiate(Resources.Load <GameObject>("PanelPrefabs/SkillSelect"), new Vector3(0, 0, 0), Quaternion.identity);
                    openObject.name = "SkillSelect";
                    break;

                default:
                    break;
                }
                open = true;
                return;
            }
        }
        if (!open)
        {
            switch (SceneManager.GetActiveScene().name)
            {
            case "mainMap":
                GameObject.Find("1").GetComponent <BoxCollider2D>().enabled = false;
                break;

            case "secondaryMap":
                GameObject.Find("1").GetComponent <BoxCollider2D>().enabled = false;
                GameObject.Find("2").GetComponent <BoxCollider2D>().enabled = false;
                GameObject.Find("3").GetComponent <BoxCollider2D>().enabled = false;
                GameObject.Find("4").GetComponent <BoxCollider2D>().enabled = false;
                GameObject.Find("5").GetComponent <BoxCollider2D>().enabled = false;
                GameObject.Find("6").GetComponent <BoxCollider2D>().enabled = false;
                GameObject.Find("7").GetComponent <BoxCollider2D>().enabled = false;
                GameObject.Find("8").GetComponent <BoxCollider2D>().enabled = false;
                break;

            case "tertiaryMap":
                for (int i = 1; i < count + 1; i++)
                {
                    GameObject.Find(i.ToString()).GetComponent <BoxCollider>().enabled = false;
                }
                break;

            default:
                break;
            }
            switch (name)
            {
            case "Backpack":
                openObject      = Instantiate(Resources.Load <GameObject>("PanelPrefabs/Backpack"), new Vector3(0, 0, 0), Quaternion.identity);
                openObject.name = "Backpack";
                break;

            case "SelectCard":
                openObject      = Instantiate(Resources.Load <GameObject>("PanelPrefabs/SelectCard"), new Vector3(0, 0, 0), Quaternion.identity);
                openObject.name = "SelectCard";
                break;

            case "SkillSelect":
                openObject      = Instantiate(Resources.Load <GameObject>("PanelPrefabs/SkillSelect"), new Vector3(0, 0, 0), Quaternion.identity);
                openObject.name = "SkillSelect";
                break;

            default:
                break;
            }
            open = true;
            return;
        }
    }
Esempio n. 24
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 // Use this for initialization
 void Start()
 {
     health       = FindObjectOfType <playerHealth>();
     healthbar    = FindObjectOfType <BarScript>();
     currentValue = health.getArmor();
 }
Esempio n. 25
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 // Use this for initialization
 void Start()
 {
     player    = FindObjectOfType <PlayerScript2>();
     playerbar = FindObjectOfType <BarScript>();
     enemy     = FindObjectOfType <EnemyScript>();
 }
Esempio n. 26
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 // Use this for initialization
 void Awake()
 {
     buttons      = transform.GetComponentsInChildren <InputButton> ();
     bar          = transform.FindChild("Bar").GetComponent <BarScript>();
     spriteResult = "white";
 }
Esempio n. 27
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 public Stat()
 {
     bar = new BarScript();
 }
Esempio n. 28
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    // Use this for initialization
    void Start()
    {
        /*	while (GameObject.Find ("SpawnPoint" + i) != null) {
         *              i++;
         *      }
         */
        for (int d = 0; d < 3; d++)
        {
            data [d] = new float[highest];
        }
        for (int k = 0; k < 3; k++)
        {
            for (int l = 0; l < 3; l++)
            {
                data [k] [l] = Random.Range(1f, 10f);
            }
        }



        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 3; j++)
            {
                n = (j + (3 * i));                 //( j + (10*(i-1))- 1)
                Debug.Log(n);
                if (!GameObject.Find("Bar" + n))
                {
                    spawn = GameObject.Find("SpawnPoint" + n);

                    barPrefab = GameObject.Find("Bar_Prefab");

                    barScript         = barPrefab.GetComponent <BarScript> ();
                    barScript.max     = data[i][j];
                    barScript.highest = highest;
                    //			theBar.transform.localScale = new Vector3 (x, y, z);
                    theBar      = Instantiate(barPrefab, spawn.transform.position, Quaternion.identity);
                    theBar.name = "Bar" + n;
                }
            }
        }



/*
 *
 *              for (int d = 0; d < highest; d++ ){
 *                      data [d] = new float[highest];
 *              }
 *
 *              for (int k = 0; k < highest; k++ ){
 *                      for (int l = 0; l < highest; l++ ){
 *                              data [k] [l] = Random.Range (-5f , 20f);
 *                      }
 *              }
 *
 *              for (int i = 0; i < highest; i++ ){
 *                      for (int j = 0; j < highest; j++ ){
 *                              GameObject theBar = GameObject.Find ("Bar_Prefab");
 *                              BarScript barScript = theBar.GetComponent<BarScript> ();
 *                              barScript.max = data[i][j];
 *                              barScript.highest = highest;
 *                              Instantiate(theBar, new Vector3(i * 2f, 0, j * 2f), Quaternion.identity);
 *
 *                      }
 *              }
 *              Debug.Log ("finish");
 */
    }