Esempio n. 1
0
    private void Start()
    {
        GameObject newStartRoom = SpawnRoomWithPosition(startRoom, 0, 0);

        Door[] doorsStartRoom = newStartRoom.GetComponentsInChildren <Door>();
        newStartRoom.name = "start";

        for (int i = 0; i < doorsStartRoom.Length; i++)
        {
            GameObject newRoom = SpawnRoomWithPosition(rooms[Random.Range(0, rooms.Length)], 20 * (i + 1), 0);
            doorsStartRoom[i].ConnectTo(newRoom.GetComponent <Room>().data.doors[0]);
            newRoom.name = "room " + i;
            for (int j = 1; j < newRoom.GetComponent <Room>().data.doors.Length; j++)
            {
                Destroy(newRoom.GetComponent <Room>().data.doors[j].gameObject);
            }
        }

        GameObject newHero = Spawn(hero);

        newHero.GetComponent <HeroMovement>().TravelTo(spawnedRooms[0].GetComponent <Room>());

        GameObject camera = GameObject.FindWithTag("MainCamera");
        CompleteCameraController cameraController = camera.GetComponent <CompleteCameraController>();

        cameraController.player = newHero;
    }
Esempio n. 2
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 // Start is called before the first frame update
 void Start()
 {
     fogMaterial      = new Material(fogShader);
     cameraController = GetComponent <CompleteCameraController>();
     fogCamera        = GetComponent <Camera>();
     InvokeRepeating("SightFlicker", 0, 1 / (float)flickerFrequency);
 }
Esempio n. 3
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    void Start()
    {
        PlayerScript  = FindObjectOfType <PlayerControl>();
        camShake      = GameObject.FindGameObjectWithTag("Effect").GetComponent <Shake>();
        myCamera      = FindObjectOfType <CompleteCameraController>();
        invisibleWall = GameObject.Find("InvisibleWallBoss").GetComponent <BoxCollider2D>();
        Audio         = GetComponent <AudioSource>();

        isRushing        = false;
        upPlateform      = false;
        isReturningSpawn = false;
        attackNb         = 1;
        jumpPosition     = new Vector3(0, 0, 0);
        isJumping        = false;
        jumpCount        = 0;
        isGrounded       = true;
        jumpAnimInProg   = false;
        jump_x_pos       = 0.0f;

        DivePoint                = new Vector3(0, 0, 0);
        PlayerDivePoint          = new Vector3(0, 0, 0);
        diveCount                = 0;
        isDivingUp               = false;
        isDivingPlayer           = false;
        player                   = GameObject.FindWithTag("Player");
        plateform                = GameObject.Find("BossPlateform");
        sawDoor                  = GameObject.Find("Saw_Door");
        escapePlateform          = GameObject.Find("GrassContainerBoss");
        downPlateformPos         = plateform.transform.position;
        upPlateformPos           = new Vector3(plateform.transform.position.x, plateform.transform.position.y + 5.0f, plateform.transform.position.z);
        jumpCount                = numberJump;
        bossAnim                 = GetComponent <Animator>();
        rigidBody2D              = GetComponent <Rigidbody2D>();
        sprite_render            = GetComponent <SpriteRenderer>();
        rigidBody2D.gravityScale = jumpingLandSpeed;
    }
Esempio n. 4
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 void Start()
 {
     myCamera     = FindObjectOfType <CompleteCameraController>();
     PlayerScript = FindObjectOfType <PlayerControl>();
 }
Esempio n. 5
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    private Vector3 offset;         //Private variable to store the offset distance between the player and camera

    void Awake()
    {
        instance = this;
    }