void Awake() { _particles = this.particleSystem; _particles.renderer.sortingLayerName = "Foreground"; _mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>(); _trackerScript = _mainCamera.GetComponent<CameraTracker> (); }
void OnLevelWasLoaded(int level) { //clear the player objects list for (int i = 0; i < playerObjects.Count; ++i) { playerObjects[i] = null; } //find player objects in scene Player[] players = FindObjectsOfType <Player>(); //initilize the array to the proper length. for (int i = 0; i < players.Length; ++i) { playerObjects.Add(players[i]); } //parse the names of the parents of the players for a number and add them to that index. for (int i = 0; i < players.Length; ++i) { string num = Regex.Match(players[i].transform.parent.name, @"\d+").Value; int result = 0; if (Int32.TryParse(num, out result)) { playerObjects[result - 1] = players[i]; } } cameraTracker = FindObjectOfType <CameraTracker>(); }
void Awake() { _particles = this.particleSystem; _particles.renderer.sortingLayerName = "Foreground"; _mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); _trackerScript = _mainCamera.GetComponent <CameraTracker> (); }
void MoveToNextRoom() { RoomGen currentRoom = rooms[currentRoomIdx]; if (currentRoomIdx - 1 >= 0) { rooms[currentRoomIdx - 1].spawner.ClearCurrentDrops(); } CameraTracker tracker = CameraController.instance.GetCurrentCam().GetComponent <CameraTracker>(); tracker.ChangeRooms(currentRoom.roomSize.x * currentRoom.tileSize, currentRoom.roomSize.y * currentRoom.tileSize, currentRoom.transform.position); if (enemiesEnabled) { currentRoom.spawner.minEnemies = 1 + (int)(minMaxEnemyPercent.x * currentRoom.roomSize.x * currentRoom.roomSize.y); currentRoom.spawner.maxEnemies = (int)(minMaxEnemyPercent.y * currentRoom.roomSize.x * currentRoom.roomSize.y); currentRoom.spawner.SpawnEnemies(); } if (currentRoom.prevDoor != null) { currentRoom.prevDoor.CloseDoor(); } currentRoomIdx++; }
public void Init(PaintableWall paintableWall, CameraTracker camTracker) { playerControllerEnabled = true; paintingConrollerEnabled = false; this.paintableWall = paintableWall; this.camTracker = camTracker; }
public void TestCameraTracker() { Camera2D Camera2D = null; IFocusAble focusAble = null; var tracker = new CameraTracker(Camera2D, focusAble); Assert.IsNotNull(tracker); }
// Start is called before the first frame update void Start() { tracker = gameObject.GetComponent <CameraTracker>(); codes = new KeyCode[8]; codes[0] = KeyCode.Alpha1; codes[1] = KeyCode.Alpha2; codes[2] = KeyCode.Alpha3; codes[3] = KeyCode.Alpha4; codes[4] = KeyCode.Alpha5; codes[5] = KeyCode.Alpha6; codes[6] = KeyCode.Alpha7; codes[7] = KeyCode.Alpha8; }
/* A little hacky to have this in here when this should be level-specific */ public IEnumerator PlayLevel1EndCutscene() { yield return(new WaitForSeconds(1f)); fighterFigure.SetActive(true); CameraTracker cameraScript = Camera.current.GetComponent <CameraTracker>(); cameraScript.target = fighterFigure.transform; cameraScript.ZoomIn(); yield return(new WaitForSeconds(2f)); StartCoroutine(GetComponent <SceneController>().ChangeScene("GameShop", true, 1f, 1f)); }
public void Setup() { attackComponent = GetComponent <Attack>(); attackComponent.isUser = isUser; attackComponent.team = team; attackComponent.Setup(); cameraTrackerComponent = GetComponent <CameraTracker>(); cameraTrackerComponent.isUser = isUser; cameraTrackerComponent.Setup(); widget.GetComponentInChildren <Text>().text = displayName; widget.GetComponentInChildren <Text>().color = team.color; }
//private LineRenderer lineRenderer; // Use this for initialization void Start() { //lineRenderer = GetComponent<LineRenderer> (); //lineRenderer.SetVertexCount (laserNumSegments); //lineRenderer.SetPosition (0, Vector3.zero); GameObject newGun = (GameObject)Instantiate (gun, Vector3.zero, Quaternion.identity); newGun.transform.parent = transform; newGun.transform.localPosition = Vector3.zero; newGun.transform.localRotation = Quaternion.identity; laserGun = newGun.GetComponent<LaserGun> (); damageTaker = GetComponent<DamageTaker> (); cameraTracker = Camera.main.GetComponent<CameraTracker> (); gameRules = Camera.main.GetComponent<GameRules> (); }
void SpawnNextTeleporter() { if (currentRoomIdx > 0 && currentRoomIdx <= rooms.Count) { RoomGen currentRoom = rooms[currentRoomIdx - 1]; currentRoom.nextDoor.OpenDoor(); currentRoom.nextTeleporter.gameObject.SetActive(true); if (currentRoomIdx <= rooms.Count - 1) { RoomGen nextRoom = rooms[currentRoomIdx]; nextRoom.prevDoor.OpenDoor(); } CameraTracker tracker = CameraController.instance.GetCurrentCam().GetComponent <CameraTracker>(); tracker.doorClosed = false; tracker.StartCoroutine(tracker.MoveToPlayer()); } }
IEnumerator SetupCam() { //DIRTY CHECK FeelsBadMan if (CameraController.instance != null) { yield return(new WaitUntil(() => CameraController.instance.GetCurrentCam().gameObject.name == "BossCam")); CameraTracker tracker = CameraController.instance.GetCurrentCam().GetComponent <CameraTracker>(); if (yRot == 90 || yRot == -90) { tracker.ChangeRooms(roomSize.y, roomSize.x, bossSpawnPos.position); } else { tracker.ChangeRooms(roomSize.x, roomSize.y, bossSpawnPos.position); } } }
public Safari() { graphics = new GraphicsDeviceManager(this); //graphics.PreferredBackBufferWidth = 1366; //graphics.PreferredBackBufferHeight = 768; //graphics.IsFullScreen = true; Content.RootDirectory = "Content"; // Komponenten erstellen camera = new FreeLookCamera(this); ground = new Ground(this); lights = new Lights(this); skybox = new Skybox(this); tigers = new Tigers(this); cubes = new Cubes(this); ray = new Line(this); cameraTracker = new CameraTracker(this, camera); cameraHandler = new CameraHandler(this, camera); // Komponenten zur Liste hinzufügen Components.Add(cameraTracker); Components.Add(cameraHandler); Components.Add(camera); Components.Add(skybox); Components.Add(lights); Components.Add(tigers); Components.Add(ground); Components.Add(cubes); Components.Add(ray); // Services zur Liste hinzufügen Services.AddService(typeof(ICameraService), camera); Services.AddService(typeof(ILightService), lights); // Antialiasing aktivieren graphics.PreferMultiSampling = true; }
void Awake() { instance = this; }
private void Awake() { instance = this; }
public void loadScene(int iIndex) { Application.LoadLevelAsync(iIndex); cameraTracker = null; }