Inheritance: MonoBehaviour
        private bool HasAmbientEnergy()
        {
            if (base.Cyclops.transform.position.y < -MaxSolarDepth)
            {
                energyStatus = 0f;
                return(false);
            }

            depthRatio = Mathf.Clamp01((MaxSolarDepth + Cyclops.transform.position.y) / MaxSolarDepth);

            DayNightCycle daynightCycle = DayNightCycle.main;

            if (daynightCycle == null)
            {
                energyStatus = 0f;
                return(false);
            }

            lightRatio = daynightCycle.GetLocalLightScalar();

            bool hasEnergy = lightRatio > MinRequiredLight;

            rechargeRatio = depthRatio * lightRatio;

            if (hasEnergy)
            {
                energyStatus = rechargeRatio * PercentageMaker;
            }

            return(hasEnergy);
        }
        private void UpdateRecharge()
        {
            if (solarCount > 0)
            {
                DayNightCycle daynight = DayNightCycle.main;
                if (daynight == null)
                {
                    return;
                }
                float num = Mathf.Clamp01((Constants.kMaxSolarChargeDepth + parentVehicle.transform.position.y) / Constants.kMaxSolarChargeDepth);
                float localLightScalar = daynight.GetLocalLightScalar();
                float amount           = Constants.kSeamothSolarChargePerSecond * localLightScalar * num * (float)solarCount;
                parentVehicle.relay.ModifyPower(amount, out float modified);
            }

            if (thermalCount > 0)
            {
                WaterTemperatureSimulation waterSim = WaterTemperatureSimulation.main;
                if (waterSim != null)
                {
                    float temperature = waterSim.GetTemperature(parentVehicle.transform.position);
                    float num         = thermalReactorCharge.Evaluate(temperature) * thermalCount;
                    parentVehicle.relay.ModifyPower(num * Time.deltaTime, out float modified);
                }
            }
        }
Esempio n. 3
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    // Use this for initialization
    private void Start()
    {
        //gets a reference to the day and night cycle
        dayNightCycle = GameObject.Find("DayAndNightSystem").GetComponent <DayNightCycle>();

        createStars();
    }
        void Start()
        {
            // copy all actions into array
            var allActions = new List <ActionBt>();

            if (actions == null)
            {
                Debug.LogError(gameObject.name + " has no actions assigned in his action set");
                return;
            }
            actions.ForEach((a) =>
            {
                if (a == null)
                {
                    Debug.LogError("No actions assigned to: " + gameObject.name);
                    return;
                }
                allActions.AddRange(a.actions);
            });

            // initialise agent
            agent        = new PriorityPlanningAgent(this.gameObject.name, allActions.ToArray(), () => timeControl.SunTime);
            agent.logger = this.UnityLog;

            // we need to keep time in order to filter actions by expiration
            if (timeControl == null)
            {
                timeControl = GameObject.FindObjectOfType <DayNightCycle>();
            }
        }
Esempio n. 5
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    void DayNightCheck()
    {
        DayNightCycle dayNightRef = FindObjectOfType <DayNightCycle>();

        bool isDayRef = false;

        if (dayNightRef.isDay)
        {
            isDayRef = true;
        }
        else
        {
            isDayRef = false;
        }

        if (isDay != isDayRef)
        {
            isDay = isDayRef;

            if (isDay == false)
            {
                SetNight();
            }
        }
    }
Esempio n. 6
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    // Start is called before the first frame update
    void Start()
    {
        outliner = GetComponent <Outline>();
        player   = PlayerMovement.FindObjectOfType <PlayerMovement>();

        cycle = DayNightCycle.FindObjectOfType <DayNightCycle>();
    }
Esempio n. 7
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 private void Start()
 {
     dayNightCycle = DayNightCycle.instance;
     dayNightCycle.FullHourEventCallBack.AddListener(StartShadows);
     LevelManager.instance.EventLevelLoaded.AddListener(ResetShadows);
     ResetShadows();
 }
Esempio n. 8
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    public override void ChangeCycle(DayNightCycle newCycle)
    {
        cycle = newCycle;
        switch (newCycle)
        {
        case DayNightCycle.Day:
            WalkTo(farm.GetClosestWaypoint(transform.position));
            ateToday     = false;
            currentState = iguanaState.gathering;
            break;

        case DayNightCycle.Afternoon:
            break;

        case DayNightCycle.Night:
            WalkTo(wpWell);
            currentState = iguanaState.sleeping;
            if (!ateToday)
            {
                Die();
            }
            break;

        default:
            break;
        }
    }
Esempio n. 9
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    private void OnEnable()
    {
        triggerCollider = GetComponent <Collider>();
        sunScript       = GameObject.FindWithTag("Sun").GetComponent <DayNightCycle>();

        fadeLineLength = (fadeStart.position - fadeEnd.position).magnitude;
    }
    void Start()
    {
        CableTarget = transform;

        levelStart      = FindObjectOfType <LevelStart>();
        DayNightCycle   = FindObjectOfType <DayNightCycle>();
        rb              = GetComponent <Rigidbody2D>();
        playerSpawnPos  = transform.position;
        deathController = GetComponent <PlayerDeathController>();

        spriteRendered = anim.gameObject.GetComponent <SpriteRenderer>();

        if (spriteRendered.gameObject.transform.GetChild(0))
        {
            CableTarget = spriteRendered.gameObject.transform.GetChild(0);
        }

        CableNextDistance = CableMinDistance;

        CableLineRendered.SetPosition(0, playerSpawnPos);
        if (hasCable)
        {
            CableLineRendered.SetPosition(1, CableTarget.position);
        }

        CanEatLastCablePosition = false;
    }
Esempio n. 11
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    protected virtual void OnSceneGUI()
    {
        DayNightCycle _target = (DayNightCycle)target;

        EditorGUI.BeginChangeCheck();

        if (_target.light == null || _target.moonLightGo == null || _target.moonLight == null)
        {
            return;
        }


        if (Event.current.type == EventType.Repaint)
        {
            Transform transform = _target.transform;

            Handles.color = _target.light.color;
            Handles.ArrowHandleCap(
                0,
                transform.position + transform.forward * 3,
                transform.rotation,
                Vector3.Distance(Camera.current.transform.position, _target.transform.position) / 5,
                EventType.Repaint
                );
        }

        EditorGUI.EndChangeCheck();
    }
Esempio n. 12
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    public override void OnInspectorGUI()
    {
        _target = (SetDayNightCycle)target;
        DrawDefaultInspector();

        //
        if (Application.isPlaying)
        {
            return;
        }

        GUILayout.Space(20);
        GUILayout.BeginVertical(EditorStyles.helpBox);

        bool HasDayNightCycle = DayNightCycle != null;

        string messageLog;

        if (HasDayNightCycle)
        {
            GUI.color  = Color.green;
            messageLog = "Has ( " + DayNightCycle.gameObject.name + " ) to preview";
        }
        else
        {
            GUI.color  = new Color(1f, 0.5f, 0.5f);
            messageLog = "No ( DayNightCycle ) exist to preview";

            if (spawnDayNightCycle != null)
            {
                if (GUILayout.Button("Spawn DayNightCycle to Preview"))
                {
                    DayNightCycle _spawnedDayNight = (DayNightCycle)PrefabUtility.InstantiatePrefab(spawnDayNightCycle);
                    DayNightCycle = _spawnedDayNight;

                    RefreshDayNight();

                    EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
                }
            }
        }

        GUILayout.Label(messageLog);
        GUI.color = Color.white;
        //========================================================
        EditorGUI.BeginChangeCheck();

        SerializedProperty overrideTime_p = serializedObject.FindProperty(nameof(_target.overrideTime));

        EditorGUILayout.PropertyField(overrideTime_p, new GUIContent("Preview Time"));
        serializedObject.ApplyModifiedProperties();

        if (EditorGUI.EndChangeCheck())
        {
            RefreshDayNight();
        }
        //==============================================

        GUILayout.EndVertical();
    }
Esempio n. 13
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        private void Update()
        {
            if (!bInitialised)
            {
                return;
            }

            float delta = Time.deltaTime;

            if (delta <= 0f)
            {
                return;
            }

            float power = this.powerSource.GetPower();

            if (power >= this.regenerationThreshhold)
            {
                return;
            }

            DayNightCycle main = DayNightCycle.main;

            if (main == null)
            {
                return;
            }
            //int count = base.modules.GetCount(TechType.SeamothSolarCharge);
            float depthScalar      = Mathf.Clamp01((Constants.kMaxSolarChargeDepth + gameObject.transform.position.y) / Constants.kMaxSolarChargeDepth);
            float localLightScalar = main.GetLocalLightScalar();
            float rechargeAmount   = this.regenerationRate * delta * localLightScalar * depthScalar;

            //Log.LogDebug($"Adding rechargeAmount {rechargeAmount} to solar cell; delta = {delta}, regenerationRate = {this.regenerationRate}, localLightScalar = {localLightScalar}, depthScalar = {depthScalar}");
            this.powerSource.SetPower(Mathf.Min(power + rechargeAmount, this.regenerationThreshhold));
        }
 // Use this for initialization
 void Start()
 {
     myT      = GetComponent <RectTransform>();
     slider   = GetComponent <Image>();
     cycle    = FindObjectOfType <DayNightCycle>();
     startPos = myT.transform.position;
 }
        internal void Setup(FCSDeepDrillerController mono)
        {
            _mono = mono;

            _isConstructed = () => mono.IsConstructed;

            if (_containerRoot == null)
            {
                QuickLogger.Debug("Initializing Deep Driller StorageRoot");
                var storageRoot = new GameObject("DeepDrillerStorageRoot");
                storageRoot.transform.SetParent(mono.transform, false);
                _containerRoot = storageRoot.AddComponent <ChildObjectIdentifier>();
            }

            if (_container == null)
            {
                QuickLogger.Debug("Initializing Deep Driller Container");

                _container = new ItemsContainer(_containerWidth, _containerHeight, _containerRoot.transform,
                                                FCSDeepDrillerBuildable.StorageContainerLabel(), null);
                _container.Resize(_containerWidth, _containerHeight);
                _container.isAllowedToAdd += IsAllowedToAdd;
                _container.onRemoveItem   += OnRemoveItemEvent;
            }

            DayNightCycle main = DayNightCycle.main;

            //if (_timeSpawnMedKit < 0.0 && main)
            //{
            //    this._timeSpawnMedKit = (float)(main.timePassed + (!this.startWithMedKit ? (double)MedKitSpawnInterval : 0.0));
            //}
        }
Esempio n. 16
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 private void Awake()
 {
     cachedOxygenManager = Player.main.oxygenMgr;
     cachedDayNight      = DayNightCycle.main;
     cachedTemp          = WaterTemperatureSimulation.main;
     SeraLogger.Message(Main.modName, "SpecialtyTanks is Awake() and running!");
 }
 // Start is called before the first frame update
 void Start()
 {
     characterStats = GetComponent <CharacterStats>();
     time           = GameObject.Find("Time").GetComponent <DayNightCycle>();
     characterStats.nav.destination = new Vector3(transform.position.x + Random.Range(-3, 4), 0, transform.position.z + Random.Range(-3, 4));
     characterSpeed = characterStats.nav.speed;
 }
Esempio n. 18
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    public override void ChangeCycle(DayNightCycle newCycle)
    {
        if (isNocturnal)
        {
            NocturnalCycle(newCycle);
        }
        else
        {
            switch (newCycle)
            {
            case DayNightCycle.Day:
                shouldSmooth = true;
                WalkTo(farm.GetClosestWaypoint(transform.position));
                fov.ContinueFOV();
                break;

            case DayNightCycle.Afternoon:
                WalkTo(ocio.GetClosestWaypoint(transform.position));
                fov.ContinueFOV();
                shouldSmooth = false; shouldPause = true;
                break;

            case DayNightCycle.Night:
                WalkTo(wpHome);
                fov.StopFOV();
                break;
            }
        }
    }
        protected override bool HasAmbientEnergy(ref float ambientEnergyStatus)
        {
            ambientEnergyStatus = 0f;

            if (Cyclops.transform.position.y < -MaxSolarDepth)
            {
                return(false);
            }

            depthRatio = Mathf.Clamp01((MaxSolarDepth + Cyclops.transform.position.y) / MaxSolarDepth);

            DayNightCycle daynightCycle = DayNightCycle.main;

            if (daynightCycle == null)
            {
                return(false);
            }

            lightRatio = daynightCycle.GetLocalLightScalar();

            bool hasEnergy = lightRatio > 0.05f;

            rechargeRatio = depthRatio * lightRatio;

            if (hasEnergy)
            {
                ambientEnergyStatus = rechargeRatio * PercentageMaker;
            }

            return(hasEnergy);
        }
Esempio n. 20
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    // Update is called once per frame
    void Update()
    {
        sunLightDirection = sunLight.transform.TransformDirection(-Vector3.forward);
        cameraHeight      = skyDomeCamera.position.magnitude;
        cameraHeight2     = cameraHeight * cameraHeight;

        DayNightCycle dayNightScript = GetComponent <DayNightCycle>();
        float         sunPosition    = dayNightScript.sunPosition;

        cloudAlpha = calculateCloudAlpha(sunPosition);

        material.SetVector("_CameraPosition", new Vector4(skyDomeCamera.position.x, skyDomeCamera.position.y, skyDomeCamera.position.z, 0));
        material.SetVector("_LightDirection", new Vector4(sunLightDirection.x, sunLightDirection.y, sunLightDirection.z, 0));
        material.SetColor("_InvWaveLength", invWaveLength);
        material.SetFloat("_CameraHeight", cameraHeight);
        material.SetFloat("_CameraHeight2", cameraHeight2);
        material.SetFloat("_OuterRadius", outerRadius);
        material.SetFloat("_InnerRadius", innerRadius);
        material.SetFloat("_RayleighConstant", rayleighConstant);
        material.SetFloat("_MieConstant", mieConstant);
        material.SetFloat("_SunBrightness", sunBrightness);
        material.SetFloat("_ScaleDepth", scaleDepth);
        material.SetFloat("_NSamples", nSamples);
        material.SetFloat("_SymmetryConstant", symmetryConstant);

        material.SetTexture("_FewClouds", fewCloudsTexture);
        material.SetTexture("_ManyClouds", manyCloudsTexture);
        material.SetFloat("_CloudAlpha", cloudAlpha);
        material.SetFloat("_GameTime", Time.time * cloudSpeed * 0.005f);
        material.SetFloat("_LightDim", weather);
    }
Esempio n. 21
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    void Start()
    {
        Popup.SetActive(false);
        StartCoroutine("TimeOfDayFiniteStateMachine");
        //Start TimeOfDayFiniteStateMachine on Start up

        _dayPhases = DayPhases.Night;
        //Set day phase to night on start up

        _hours = 0;
        //hours equal five on start up
        _minutes = 0;
        //minutes equals fifty nine on start up
        _counter = 0;
        //Counter equals fifty nine on start up

        //date.time.now 현재시간 가져오기
        //저장기능 가져오기

        _days = 1;
        //Days equal one on start up

        if (_instance == null)
        {
            _instance = this;
        }
        else
        {
            Destroy(gameObject);
        }
    }
Esempio n. 22
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 private void updateDayNightCycle()
 {
     minuteTimer += Time.deltaTime;
     if (minuteTimer >= timeForMinute)
     {
         minuteTimer    = 0.0f;
         currentMinute += 1;
         if (currentMinute >= minutesPerHour)
         {
             currentMinute = 0;
             currentHour  += 1;
             if (currentHour >= dayLength)
             {
                 currentHour = 0;
                 currentDay += 1;
                 ui.updateDay(currentDay);
             }
             if (currentHour < dayLength / 2)
             {
                 currentCycle = DayNightCycle.DAY;
             }
             else
             {
                 currentCycle = DayNightCycle.NIGHT;
             }
             ui.updateHour(currentHour);
         }
         ui.updateMinute(currentMinute);
     }
 }
Esempio n. 23
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 // Set the day/night cycle of area
 // type = NWNX_AREA_DAYNIGHTCYCLE_*
 public static void SetDayNightCycle(uint area, DayNightCycle type)
 {
     Internal.NativeFunctions.nwnxSetFunction(PLUGIN_NAME, "SetDayNightCycle");
     Internal.NativeFunctions.nwnxPushInt((int)type);
     Internal.NativeFunctions.nwnxPushObject(area);
     Internal.NativeFunctions.nwnxCallFunction();
 }
Esempio n. 24
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    private void onInit(NetIncomingMessage msg)
    {
        m_myOnlineId   = msg.ReadByte();
        m_rankProgress = (float)(int)msg.ReadByte() / 255f;
        m_gold         = msg.ReadInt32();
        float         a_progress    = msg.ReadFloat();
        float         a_speed       = msg.ReadFloat();
        DayNightCycle dayNightCycle = (DayNightCycle)Object.FindObjectOfType(typeof(DayNightCycle));

        if (null != dayNightCycle)
        {
            dayNightCycle.Init(a_progress, a_speed);
        }
        InitStaticBuildings();
        int num = msg.ReadByte();

        Debug.Log("Init: other players: " + (num - 1));
        int num2 = 0;

        for (int i = 0; i < num; i++)
        {
            num2 = msg.ReadByte();
            if (num2 < 0 && num2 > m_playerData.Length - 1)
            {
                num2 = m_playerData.Length - 1;
            }
            m_playerData[num2].name     = msg.ReadString();
            m_playerData[num2].aid      = msg.ReadUInt64();
            m_playerData[num2].handItem = msg.ReadByte();
            m_playerData[num2].look     = msg.ReadByte();
            m_playerData[num2].skin     = msg.ReadByte();
            m_playerData[num2].body     = msg.ReadByte();
            m_playerData[num2].rank     = msg.ReadByte();
            m_playerData[num2].karma    = msg.ReadByte();
            m_playerData[num2].type     = (eCharType)msg.ReadByte();
        }
        int num3 = msg.ReadInt16();

        Debug.Log("Init: npcs: " + num3);
        for (int j = 0; j < num3; j++)
        {
            num2 = j;
            if (num2 < 0 && num2 > m_npcData.Length - 1)
            {
                num2 = m_npcData.Length - 1;
            }
            m_npcData[num2].handItem = msg.ReadByte();
            m_npcData[num2].look     = msg.ReadByte();
            m_npcData[num2].body     = msg.ReadByte();
            m_npcData[num2].type     = (eCharType)msg.ReadByte();
        }
        int num4 = 0;

        while (msg.PositionInBytes < msg.LengthBytes && GetAndUpdateBuilding(msg))
        {
            num4++;
        }
        Debug.Log("Init: static buildings: " + num4);
        DebugLogReadWriteMismatch(msg, "onInit");
    }
    protected virtual void OnSceneGUI()
    {
        DayNightCycle _target = (DayNightCycle)target;

        if (!_target.gameObject.scene.IsValid() || StageUtility.GetMainStage() == null)
        {
            return;
        }
        if (_target.sunLight == null || Camera.current == null)
        {
            return;
        }


        if (Event.current.type == EventType.Repaint)
        {
            Handles.color = _target.sunLight.color;
            Handles.ArrowHandleCap(
                0,
                _target.sunLight.transform.position + _target.sunLight.transform.forward,
                _target.sunLight.transform.rotation,
                Vector3.Distance(Camera.current.transform.position, _target.transform.position) / 5,
                EventType.Repaint
                );
        }
    }
 private void Start()
 {
     if (this.dayNightCycle == null)
     {
         this.dayNightCycle = GameObject.FindObjectOfType <DayNightCycle>();
     }
 }
Esempio n. 27
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 private void Start()
 {
     dayNightCycle = DayNightCycle.instance;
     dayNightCycle.FullHourEventCallBack.AddListener(StartGlow);
     material         = spriteMaterial.material;
     initialIntensity = material.GetColor("_EmissionColor");
 }
Esempio n. 28
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 void Start()
 {
     currentWave   = startingWave;
     dayNightCycle = GetComponent <DayNightCycle> ();
     reportManager = GetComponent <ReportManager> ();
     reportNew     = viewReportButton.transform.Find("Image").gameObject;
 }
    void Start()
    {
        sun   = GameObject.Find("Sun").GetComponent <Light>();
        timer = 0f;
        newTime();
        curWeather    = "Sunny";
        blender       = 0f;
        sun.intensity = 1.6f;
        dayTracker    = sun.gameObject.GetComponent <DayNightCycle>();

        //--Set rain state
        var emission = rain.GetComponent <ParticleSystem>().emission;

        rainRate = 0f;
        emission.rateOverTime = rainRate;
        rain.GetComponent <ParticleSystem>().Play();

        //--Set fog
        RenderSettings.fogColor       = clearFog_day;
        RenderSettings.fogEndDistance = 650f;
        fader = 1f;

        //--Clouds
        currentDensity_low  = 1.5f;
        currentDensity_high = 1.7f;

        cloudColor_low  = day_sunnyCloudColor_low;
        cloudColor_high = day_sunnyCloudColor_high;
    }
Esempio n. 30
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 private void Start()
 {
     dayNightCycle = DayNightCycle.instance;
     playerAttributes.AddAttribute("Energy");
     playerAttributes.AddAttribute("Hydration");
     playerAttributes.SetAttributeValue("Energy", 10);
     playerAttributes.SetAttributeValue("Hydration", 100);
 }
    // Use this for initialization
    void Start()
    {
        Cycle = this;

        dayElapsed = dayStart;
        updateElapsed = updateThreshold;
        me = GetComponent<Light>();
    }
Esempio n. 32
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    // Use this for initialization
    void Awake()
    {
        if (Instance != null)
        {
            Debug.LogError("More than one DayNightCycle in scene!");
            return;
        }
        Instance = this;

        sunIntensity = sun.intensity;

        NPCs = FindObjectsOfType (typeof(NPC)) as NPC[];
        audio = this.GetComponent<AudioSource> ();
        skyboxColor = new Color (.5f, .5f, .5f);//RenderSettings.skybox.GetColor("_Tint");
    }
    // Update is called once per frame
    void Update()
    {
        if (Cycle == null)
            Cycle = this;
        updateElapsed += Time.deltaTime;
        dayElapsed += Time.deltaTime;

        if (updateElapsed >= updateThreshold)
        {
            updateElapsed -= updateThreshold;

            if (dayElapsed >= dayLength)
                dayElapsed -= dayLength;

            float percentage = dayElapsed / dayLength;

            UpdateAngle(percentage);
            UpdateIntensity(percentage);
        }
    }
Esempio n. 34
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File: Game.cs Progetto: norniel/Game
        public Game(IDrawer drawer, uint width, uint height)
        {
            curRect.Width = width;
            curRect.Height = height;

            Intervals = Observable.Interval(TimeSpan.FromMilliseconds(TimeStep));
            _unityContainer = new UnityContainer();
            this.RegisterInUnityContainer();

            StateQueueManager = _unityContainer.Resolve<StateQueueManager>();
            Map = _unityContainer.Resolve<Map>();

            loadSaveManager = new LoadSaveManager();
            loadSaveManager.LoadSnapshot(Map);

            _hero = _unityContainer.Resolve<Hero>();
            _hero.Map = Map;

            ActionRepository = _unityContainer.Resolve<IActionRepository>();

            _drawer = drawer;

            Intervals.Subscribe(StateQueueManager);

            _dayNightCycle = new DayNightCycle();
            Intervals.Subscribe(_dayNightCycle);
        }
    // Use this for initialization
    void Start () {
        lightInstance = GetComponent<Light>();
        lightStr = lightInstance.intensity;
        DNC = FindObjectOfType<DayNightCycle>();
	
	}
Esempio n. 36
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    // Use this for initialization
    void Start()
    {
        mScarecrow 	= FindObjectOfType(typeof(Scarecrow)) as Scarecrow;
        mCrow		= FindObjectOfType(typeof(Crow)) as Crow;
        mCornStalks = FindObjectsOfType(typeof(CornStalk)) as CornStalk[];

        dialogMesh = FindObjectOfType(typeof(TextMesh)) as TextMesh;
        dialogMesh.renderer.enabled = false;
        dialogTimeDisplayed = 0f;
        lastDialogDay = 0;
        lastDialogLine = 0;

        batteryIcon = (Texture2D) Resources.Load("PowerIcon", typeof(Texture2D));

        batteryMeterColor = Color.green;
        hungerMeterColor = Color.green;
        stressMeterColor = Color.green;

        batteryMeterTexture = GetMeterTexture(batteryMeterColor);
        hungerMeterTexture = GetMeterTexture(hungerMeterColor);
        stressMeterTexture = GetMeterTexture(stressMeterColor);

        dnc = FindObjectOfType(typeof(DayNightCycle)) as DayNightCycle;

        crowKnownDead = false;
        robotKnownDead = false;
        cornKnownDead = false;

        crowDeadLines = new string[18];
        crowDeadLines[0] = "Oh God! What have I done!?";
        crowDeadLines[1] = "Filbert. I had named him Filbert.";
        crowDeadLines[2] = "What do I do now?";
        crowDeadLines[3] = "I'm so sorry Filbert. I'm so sorry...";
        crowDeadLines[4] = "I... don't know what to do...";
        crowDeadLines[5] = "Thought up a song for Filbert today.\nHe would have liked it, I think";
        crowDeadLines[6] = "Why did you have to die?";
        crowDeadLines[7] = "I miss you...";
        crowDeadLines[8] = "Was this all I was created for?";
        crowDeadLines[9] = "Where do I go from here?";
        crowDeadLines[10] = "Filbert... Filbert... where are you...";
        crowDeadLines[11] = "Where are you God?";
        crowDeadLines[12] = "Why am I here?";
        crowDeadLines[13] = "Life is meaningless...";
        crowDeadLines[14] = "The corn does not need me.";
        crowDeadLines[15] = "The corn does not want me.";
        crowDeadLines[16] = "I don't want this anymore.";
        crowDeadLines[17] = "What's the point?";

        audio.clip = kNormalMusic;
        audio.Play();

        menuTimer = 0f;
    }
Esempio n. 37
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 void Update()
 {
     if (dayNight == null) {
         dayNight = (DayNightCycle)GameObject.FindObjectOfType (typeof(DayNightCycle));
     }
     if (Network.isServer) {
         if (dayNight) {
             if (networkViewer)
                 networkViewer.RPC ("dayTimeUpdate", RPCMode.Others, dayNight.Timer);
         }
     }
 }
Esempio n. 38
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	void Awake() {
		// Find the DayNightController game object by its name and get the DayNightController script on it.
		controller = GameObject.Find("GameMaster").GetComponent<DayNightCycle>();
	}
    void Start()
    {
        m_DayNightCycle = FindObjectOfType<DayNightCycle> ();

        m_CurrentWaveCenter = transform.position.y;
    }
Esempio n. 40
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    // Use this for initialization
    void Start()
    {
        if (isServer)
        {
            this.dnc = gameObject.GetComponent<DayNightCycle>();
            this.nameWorld = GameObject.Find("NetworkManager").GetComponent<NetworkManagerHUD>().World;
            this.respawn = new List<Vector2>[4] { new List<Vector2>(), new List<Vector2>(), new List<Vector2>(), new List<Vector2>() };

            this.chunks = new List<ChunkSave>();
            this.players = new List<PlayerSave>();

            this.worldPath = Application.dataPath + "/Saves/" + this.nameWorld + "/";
            this.chunksPath = worldPath + "/Chunks/";
            this.playersPath = worldPath + "/Players/";

            // Set world properties
            string[] world = File.ReadAllLines(this.worldPath + "properties");
            string[] properties = world[0].Split('|');
            this.seed = int.Parse(properties[0]);
            this.isCoop = bool.Parse(properties[1]);
            this.dnc.SetTime(float.Parse(properties[2]));
            Stats.Load(world[1]);

            // Find cristals
            string[] chunksName = Directory.GetFiles(this.chunksPath);
            foreach (string chunk in chunksName)
            {
                if (!chunk.EndsWith(".meta"))
                {
                    Tuple<Vector2, Team> info = GetCristalInfo(chunk);
                    if (info != null && info.Item2 != Team.Neutre)
                        this.respawn[(int)info.Item2].Add(info.Item1);
                }
            }

            for (int i = 0; i < 4; i++)
                if (this.respawn[i].Count == 0)
                    this.respawn[i].Add(new Vector2(0, 0));
        }
    }