Esempio n. 1
0
        // Use this for initialization
        void Start()
        {
            /*Obtengo instacion de los GameObject cube*/
            cubeLeftIndicator  = GameObject.FindGameObjectWithTag("cubeLeft");
            cubeRightIndicator = GameObject.FindGameObjectWithTag("cubeRight");

            /*I define the colors that will be used as indicators "indicatorOn" color to designate the exit of the ball
             * "IndicatorOff" Color to indicate the standby time */
            indicatorOn  = new Color(0.2f, 0.2f, 0.2f);
            indicatorOff = new Color(0, 1, 0);
            /*Inicio con ambos cubos con el color de espera*/
            indicatorRight = indicatorOff;
            indicatorLeft  = indicatorOff;

            gameM = GameObject.Find("GameManager").GetComponent <GameManagerAtrapalo>();
            gameM.ballsAlive++;
            angle      = (180 * gameM.level) / 6;
            calc       = new GameAngles(angle, gameM.planeShootFront, gameM.planeShootLat);
            timeLaunch = gameM.launchTime;
            side       = true;

            if (type == 3)
            {
                timeLaunch = timeLaunch / 2;
            }
            timeArrive = Time.time + timeLaunch;
            Vector3 pointIni = transform.position;

            flagArrive = false;
            //posNew = this.GetComponent<Rigidbody>();
        }
Esempio n. 2
0
    // Use this for initialization
    void Start()
    {
        // set the targetTime to be the current time + exitAfterSeconds seconds
        gameM = GameObject.Find("GameManager").GetComponent <GameManagerAtrapalo>();
        float exitAfterSeconds = gameM.launchTime + 3;

        targetTime = Time.time + exitAfterSeconds;
    }
    void Start()
    {
        spawner  = GameObject.Find("Spawner").GetComponent <MovementDetectionLibrary.SpawnGameObjects>();
        sSpawner = GameObject.Find("Spawner").GetComponent <SpawnGameObjectsBall>();
        gameM    = GameObject.Find("GameManager").GetComponent <GameManagerAtrapalo>();
        if (scoreAmount > 0)
        {
            textPoint.text = "+" + scoreAmount.ToString();
        }
        else
        {
            textPoint.text = scoreAmount.ToString();
        }

        textPoint.color = getColorBall(scoreAmount);
    }
Esempio n. 4
0
        // Use this for initialization
        void Start()
        {               /*Initialize the canon vector to point the player*/
            gameM = GameObject.Find("GameManager").GetComponent <GameManagerAtrapalo>();
            gameM.ballsAlive++;
            angle      = (180 * gameM.level) / 6;
            calc       = new GameAngles(angle, gameM.planeShootFront, gameM.planeShootLat);
            timeLaunch = gameM.launchTime;
            side       = true;

            if (type == 3)
            {
                timeLaunch = timeLaunch / 2;
            }
            timeArrive = Time.time + timeLaunch;
            Vector3 pointIni = transform.position;

            flagArrive = false;
            //posNew = this.GetComponent<Rigidbody>();
        }
Esempio n. 5
0
    // setup the game
    void Start()
    {
        panel_count = GameObject.FindWithTag("CountBalls");
        panel_count.SetActive(false);
        side            = true;
        spawner         = GameObject.Find("Spawner").GetComponent <SpawnGameObjectsBall>();
        spawner.enabled = false;
        // set the current time to the startTime specified
        currentTime = startTime;

        // get a reference to the GameManager component for use by other scripts
        if (gms == null)
        {
            gms = this.gameObject.GetComponent <GameManagerAtrapalo>();
        }

        // init scoreboard to 0
        mainScoreDisplay.text = "";
        spawner.enabled       = false;

        // inactivate the gameOverScoreOutline gameObject, if it is set
        if (gameOverScoreOutline)
        {
            gameOverScoreOutline.SetActive(false);
        }

        // inactivate the playAgainButtons gameObject, if it is set
        if (playAgainButtons)
        {
            playAgainButtons.SetActive(false);
        }

        // inactivate the nextLevelButtons gameObject, if it is set
        if (nextLevelButtons)
        {
            nextLevelButtons.SetActive(false);
        }

        if (countdownDisplayObject)
        {
            countdownDisplay = countdownDisplayObject.GetComponent <Text>();
        }
    }