private void Awake() { if (instance == null) { instance = this; } }
void OnTriggerEnter2D(Collider2D collider) { // Try and find the 'ScoreText' GameObject GameObject scoreTextObject = GameObject.Find("ScoreText"); if (scoreTextObject) { // Get the Text component from the GameObject Text scoreTextComponent = scoreTextObject.GetComponent <Text>(); // Update our score variable score += 10f; // Set the text of the 'ScoreText' GameObject to display the score scoreTextComponent.text = "Score: " + score; } // Now that we have updated out score and out ScoreText - we can delete the trigger Destroy(collider.gameObject); // Try and find the EndGameWatcher GameObject GameObject endGameManager = GameObject.Find("EndGameWatcher"); // Make sure it exists or the next couple of lines will crash the game if (endGameManager) { // Get the script from the EndGameWatcher EndGameController endGameScript = endGameManager.GetComponent <EndGameController>(); // Tell the script the a pickup has been recieved endGameScript.OnPickupRecieved(); } }
// Called 0th // Set references private void Awake() { // Set up singleton if (instance == null) { instance = this; } else { Debug.LogError("Cannot have multiple EndGameContollers in the scene"); Destroy(this.gameObject); } }
private void Start() { coinTextBox.SetActive(false); mainCharInv = MainCharInventory.Instance; hotbarCont = HotbarController.Instance; dialogCont = DialogController.Instance; storeCont = WebStoreController.Instance; mainCharCont = MainCharacterController.Instance; settingsCont = SettingsController.Instance; nightCont = NightController.Instance; forestCanvasCont = ForestCanvasController.Instance; timeSystem = TimeSystem.Instance; endGameCont = EndGameController.Instance; }
void Awake() { timer = 0F; moves = 0; numpad = FindObjectOfType <numpadController>(); checkButton = FindObjectOfType <checkButtonController>(); arena = FindObjectOfType <arenaManager>(); endGamePanel = FindObjectOfType <EndGameController>(); audio = FindObjectOfType <audioController>(); timerTxt = GameObject.FindGameObjectWithTag("Timer display").gameObject.GetComponent <Text>(); movesTxt = GameObject.FindGameObjectWithTag("Moves display").gameObject.GetComponent <Text>(); numpad.gameObject.SetActive(false); endGamePanel.setActive(false); checkButton.deactivate(); LevelManager.Load(); }
void Awake() { timer = 0F; moves = 0; numpad = FindObjectOfType<numpadController>(); checkButton = FindObjectOfType<checkButtonController>(); arena = FindObjectOfType<arenaManager>(); endGamePanel = FindObjectOfType<EndGameController>(); audio = FindObjectOfType<audioController>(); timerTxt = GameObject.FindGameObjectWithTag("Timer display").gameObject.GetComponent<Text>(); movesTxt = GameObject.FindGameObjectWithTag("Moves display").gameObject.GetComponent<Text>(); numpad.gameObject.SetActive(false); endGamePanel.setActive(false); checkButton.deactivate(); LevelManager.Load(); }
private void Awake() { _playerData = new CharacterData(); _playerData.CurrentPosition = transform.position; _isReceivingDamage = false; _isFalling = false; _canAttack = true; _whereIsLooking = 1; _gameManager = null; attackCheck.SetActive(false); _coroutineActiveAttack = CoroutineActiveAttack(); _coroutineActiveRBAddForce = CoroutineActiveRBAddForce(0, 0, 0); _myRb = GetComponentInChildren <Rigidbody2D>(); _myCollider = GetComponent <CapsuleCollider2D>(); animatorController = new AnimatorController(GetComponentInChildren <Animator>()); _sceneManager = FindObjectOfType <SceneManagement>(); _gameManager = FindObjectOfType <GameManager>(); _endGameController = FindObjectOfType <EndGameController>(); _soundController = FindObjectOfType <SoundController>(); PreparePlayer(_playerData); }
void Start() { if (EndGameControl == null) { EndGameControl = this; } else { Destroy(gameObject); } audioSrc = GetComponent <AudioSource>(); Cursor.visible = true; Cursor.lockState = CursorLockMode.None; LoadDernierScore(); try { LoadMeilleurScore(); hasAHighScore = true; } catch (Exception) { hasAHighScore = false; bestTimeToFinish = 0.00f; } if (hasAHighScore) { isScoreBeat(); } else { addHighScore(); SaveFirstScore(); } }
private void Awake() { instance = this; }
private void Awake() { Instance = this; gameObject.SetActive(false); }
// Update is called once per frame void Update() { // How dead is the player? float t = Time.time - startTime; // Time in seconds since start // Compute cost if (playerController.canCast) // not in the oasis { totalCost += Time.deltaTime * costPerSecond; totalCost += costPerMeter * (transform.position - prevPosition).magnitude; prevPosition = transform.position; } // POST-PROCESSING EFFECTS // Set post-processing effects const float blackoutTime = 2.0f; float deadness = totalCost / len; //float deadness = Mathf.Max(0.0f, t-blackoutTime) / len; // Speed up deadness towards the end // deadness *= deadness; // actually don't // ramp up exposure a lot in the last second float dt = Mathf.Max(0.0f, (deadness - (len - 3.0f) / len) * len / 3.0f); float t2 = deadness + 4 * dt * dt * dt * dt; // Color grading cues VignetteModel.Settings vm = profile.vignette.settings; vm.intensity = 0.297f * (deadness - dt * dt); //deadness; profile.vignette.settings = vm; GrainModel.Settings gs = profile.grain.settings; gs.intensity = 1 * deadness; profile.grain.settings = gs; ColorGradingModel.Settings cgs = profile.colorGrading.settings; // On the first iteration, fade in; on subsequent ones, blackout the first two seconds. if (t < blackoutTime) { if (iter == 0) { cgs.basic.postExposure = 0.0f + Mathf.Log(Mathf.Max(0.0f, t / 2.0f)) / Mathf.Log(2.0f); } else { cgs.basic.postExposure = -200.0f; } canPlaySounds = false; } else { // Normal behavior cgs.basic.postExposure = 0.0f + 1.19f * t2; canPlaySounds = true; } cgs.basic.temperature = 4.98f + 46.0f * deadness; profile.colorGrading.settings = cgs; directionalSun.intensity = 1.0f + 64.0f * dt * dt * dt * dt; ///*1.0f +*/ Mathf.Pow(2.0f, 8.0f*dt * dt * dt); // END POST-PROCESSING EFFECTS // Title text if (iter == 0) { // disappear from seconds 2 to 4 titleImage.color = new Color(1.0f, 1.0f, 1.0f, Mathf.Clamp(1.0f - (t - 2.0f) / 2.0f, 0.0f, 1.0f)); if (t > 4.0f) { titleImage.enabled = false; } else { titleImage.enabled = true; } } else { titleImage.enabled = false; } // Number text numberText.enabled = ((iter > 0) && (t < 2.0f)); if (iter > 0) { numberText.text = iter.ToString(); } // If we're ending, don't allow restarts if (timeToEnd < 0.0f) { // Are we at the end of this runthrough? if (deadness > 1.0f) { iter++; PlayerController pc = GetComponent <PlayerController> (); pc.audioSource.Stop(); pc.treasureSource.Stop(); ResetPlaythrough(); } } else { // Ending // What should the level of the visuals be? float et = timeToEnd / fadeOutLength; et = -2 * et * et * et + 3 * et * et; // cubic Hermite spline cgs = profile.colorGrading.settings; cgs.basic.postExposure = Mathf.Lerp(cgs.basic.postExposure, Mathf.Log(t) / Mathf.Log(2.0f), Time.deltaTime); profile.colorGrading.settings = cgs; timeToEnd -= Time.deltaTime; Debug.Log(timeToEnd); if (timeToEnd > fadeOutLength) { EndGameController egc = GetComponent <EndGameController> (); egc.EndGame(); } } }
private void EndGame() { section.RemoveAllSections(); ViewController.RemoveAllViewes(); EndGameController endGame = new EndGameController(player.GetScore()); }
public void InitializeState() { _controller = new EndGameController(); }
public void FinalizeState() { _controller = null; }