// Start is called before the first frame update void Start() { plantRenderer = GetComponent <SkinnedMeshRenderer>(); gliderController = GetComponent <GliderController>(); thisGO = this.gameObject; flyingStates = GetComponent <FlyingStates>(); }
// Start is called before the first frame update void Start() { stateMachineAnimation = GetComponent <StateMachineAnimation>(); rotationController = GetComponent <RotationController>(); flyingStates = GetComponent <FlyingStates>(); gliderController = GetComponent <GliderController>(); }
// public LightScript lightScript; //Start private void Start() { //zone1.SetActive(true); //zone2.SetActive(false); inUpDraft = false; audio = FindObjectOfType <AudioManager>(); creditsMenu = GameObject.Find("Credits Menu"); creditsMenu.SetActive(false); //Calling Scripts debugLines = GetComponent <DebugLines>(); flyingStates = GetComponent <FlyingStates>(); playerCollider = GetComponent <BoxCollider>(); camFollow = GetComponent <CamFollow>(); input = GetComponent <InputManager>(); rotationController = GetComponent <RotationController>(); animationScript = GetComponent <AnimationScript>(); loadLevel = GetComponent <LoadLevel>(); // lightScript.light.color = lightScript.Cavecolor; //boostLight.SetActive(false); //windStream.SetActive(false); flyingStates.WingStreamsOff(); FindObjectOfType <AudioManager>().StopPlayingAudio("Boost"); EndGameUI.SetActive(false); }
// Start is called before the first frame update void Start() { hitbox.SetActive(false); audio = GetComponent <AudioSource>(); rb = gameObject.GetComponent <Rigidbody2D>(); states = FlyingStates.IDLE; isDead = false; facingLeft = true; isFalling = true; flyHeight = Random.Range(2f, 5.0f); colbox.enabled = true; }
public void flyAttack(Collider2D collision) { if (collision.tag == "Player" && !inAttack) { if (collision.transform.position.x > gameObject.transform.position.x) { Vector2 theScale = transform.localScale; theScale.x *= -1; facingLeft = !facingLeft; transform.localScale = theScale; } inAttack = true; states = FlyingStates.BLADEF; StartCoroutine(melee()); } }
// Start is called before the first frame update void Start() { FindObjectOfType <MenuController>(); canRollLeft = true; canRollRight = true; animationScript = GetComponent <AnimationScript>(); rotationController = GetComponent <RotationController>(); flyingStates = GetComponent <FlyingStates>(); gliderController = GetComponent <GliderController>(); audioManager = GetComponent <AudioManager>(); if (FindObjectOfType <MenuController>().controlsInverted == true) { playerControlsInverted = true; } else if (FindObjectOfType <MenuController>().controlsInverted == false) { playerControlsInverted = false; } }
IEnumerator fire() { states = FlyingStates.GUN; inAttack = true; flyAn.SetTrigger("GunAttack"); yield return(new WaitForSeconds(0.30f)); for (int i = 0; i < 2; i++) { Factory(projectile, spawnPoint.transform.position, spawnPoint.transform.rotation, controller); audio.Play(); yield return(new WaitForSeconds(0.10f)); } yield return(new WaitForSeconds(0.30f)); states = FlyingStates.IDLE; flyAn.ResetTrigger("GunAttack"); inAttack = false; yield return(null); }
// Update is called once per frame void FixedUpdate() { //We get the drone position to reflect it on the screen ServerMessages.IPSFrameData frameData = DroneModule.DequeueIPSDronFrame(); if (frameData != null) { drone.transform.position = frameData.position; drone.transform.rotation = Quaternion.Euler(frameData.rotation); //Camera.main.transform.position = new Vector3(drone.transform.position.x, drone.transform.position.y + 10, drone.transform.position.z) ; } //We get the anchors to paint them ServerMessages.IPSFrameAnchorData anchorData = PozyxModule.DequeueIPSAnchorFrame(); if (anchorData != null) { anchorParent.transform.Find("Anchor" + anchorID).position = anchorData.position; anchorID++; if (anchorID == 9) { UnityEngine.Debug.Log("All anchors positioned"); } } //Here we should do a takeoff switch (states) { case FlyingStates.IDLE: break; case FlyingStates.STARTFLYING: time += Time.deltaTime; if (time >= 2.0f) { clientUnity.client.SendCommand((byte)Modules.PLAN_EXECUTOR_MODULE, (byte)PlanExecutorCommandType.PLAN_EXEC_TAKEOFF); states = FlyingStates.FLYING; } break; case FlyingStates.FLYING: break; default: break; } //If the drone reached its destination, we activate the button that returns to general if (flightEnded) { flightEnded = false; droneHasFinishedPanel.gameObject.SetActive(true); warningRecStartPanel.gameObject.SetActive(false); recordingPanel.gameObject.SetActive(false); } /* * if (indexWaypoints >= waypoints.Count || TotalindexMiddlePoints >= path.middlePointsTop.Count) * { * active = false; * * } * if (active && time < 1) * { * drone.transform.position = Vector3.Lerp(actualWaypoint, nextWaypoint, time); * //camToTravel.transform.position = nextWaypoint * Time.deltaTime * 0.001f; * if (waypoints[indexWaypoints].GetComponent<PathPoint>().BlockDirection) * { * drone.transform.rotation = Quaternion.Euler(waypoints[indexWaypoints].GetComponent<PathPoint>().GimbalRotation.z, waypoints[indexWaypoints].GetComponent<PathPoint>().GimbalRotation.y - 90, waypoints[indexWaypoints].GetComponent<PathPoint>().GimbalRotation.x); * //blockedDIrection = true; * } * else if (!waypoints[indexWaypoints].GetComponent<PathPoint>().BlockDirection) * { * drone.transform.LookAt(waypoints[indexWaypoints].GetComponent<PathPoint>().Poi); * } * * time += Time.deltaTime; * } * if (active && time >= 1) * { * actualWaypoint = nextWaypoint; * UnityEngine.Debug.Log(waypoints[indexWaypoints].GetComponent<PathPoint>().Segments); * if (waypoints[indexWaypoints].GetComponent<PathPoint>().Segments <= 3) * { * if (waypoints.Count - 1 > indexWaypoints) * { * indexWaypoints++; * TotalindexMiddlePoints++; * nextWaypoint = waypoints[indexWaypoints].transform.position; * indexMiddlePoints = 0; * } * //blockedDIrection = false; * * } * else * { * if (waypoints[indexWaypoints].GetComponent<PathPoint>().Segments == indexMiddlePoints + 1) * { * indexWaypoints++; * TotalindexMiddlePoints++; * if (TotalindexMiddlePoints < path.middlePointsTop.Count) * nextWaypoint = path.middlePointsTop[TotalindexMiddlePoints]; * indexMiddlePoints = 0; * //blockedDIrection = false; * * } * else if (path.middlePointsTop.Count > TotalindexMiddlePoints) * { * indexMiddlePoints++; * TotalindexMiddlePoints++; * if (TotalindexMiddlePoints < path.middlePointsTop.Count) * nextWaypoint = path.middlePointsTop[TotalindexMiddlePoints]; * } * } * * * time = 0; * } */ }
// Start is called before the first frame update void Start() { flyingStates = GetComponent <FlyingStates>(); }
void Start() { flyingStates = GetComponent <FlyingStates>(); input = GetComponent <InputManager>(); }
// Update is called once per frame void FixedUpdate() { timer -= Time.deltaTime; if (!isDead) { if (states == FlyingStates.MOVING) { rb.velocity = new Vector2(0.5f, rb.velocity.y); } if (states == FlyingStates.GUN) { } if (states == FlyingStates.BLADEF) { rb.velocity = new Vector2(-0.5f, -2f); if (gameObject.transform.position.y < lowpoint.transform.position.y) { states = FlyingStates.BLADER; } } if (states == FlyingStates.BLADER) { rb.velocity = new Vector2(-0.5f, 2f); if (gameObject.transform.position.y > lowpoint.transform.position.y) { states = FlyingStates.IDLE; } } if (transform.position.y - ground.transform.position.y < flyHeight && isFalling) { rb.velocity = new Vector2(rb.velocity.x, 0.5f); } if (timer < 0 && inAttack != true) { if (states == FlyingStates.GUN) { timer = 5.0f; flyAn.SetInteger("MoveState", 0); Debug.Log("Changing States"); states = FlyingStates.IDLE; } else if (states == FlyingStates.IDLE) { timer = 5.0f; flyAn.SetInteger("MoveState", 1); Debug.Log("Changing States"); states = FlyingStates.MOVING; Vector2 theScale = transform.localScale; theScale.x *= -1; facingLeft = !facingLeft; transform.localScale = theScale; } else if (states == FlyingStates.MOVING) { timer = 3.0f; StartCoroutine(fire()); } } } }
// Start is called before the first frame update void Start() { gliderController = GetComponent <GliderController>(); //lookAtTransform.transform.position = new Vector3(lookAtOffsetX, lookAtOffsetY, lookAtOffsetZ); flyingStates = GetComponent <FlyingStates>(); }