public void OnDeathDefault() { if (GetType() == typeof(PlayerScript)) { GameObject explPrefab = Resources.Load <GameObject> ("PowerIcons/ExploDeath"); GameObject g = Instantiate(explPrefab) as GameObject; g.transform.position = transform.position; } if (gameStartup == null) { gameStartup = Camera.main.GetComponent <GameStartup> (); } if (gameStartup.easyMode) { if (lifeCountText == null) { lifeCountText = GameObject.FindGameObjectWithTag("PowerUI").transform.FindChild("LifeCount").GetComponent <Text> (); } lifeCount--; lifeCountText.text = lifeCount.ToString(); if (lifeCount <= 0) { EndLevel(); } } else { EndLevel(); } }
IEnumerator End() { yield return(new WaitForSeconds(time)); GameStartup startup = Camera.main.GetComponent <GameStartup> (); CreateEndLevelObj(SceneManager.GetActiveScene().name, startup.easyMode ? Completion.FINISHED_EASY : Completion.FINISHED); SpawnEndAnim(Color.white); yield return(new WaitForSeconds(0.7f)); SceneManager.LoadScene("DeathScreen"); }
public override void EffectStart() { GameStartup startup = Camera.main.gameObject.GetComponent <GameStartup> (); Color c = GameObject.FindGameObjectWithTag("Player").GetComponent <MeshRenderer> ().material.color; for (int i = 0; i < startup.obstacles.Count; i++) { GameObject o = startup.obstacles [i] as GameObject; float obsStartAt = o.GetComponent <GameObstacle> ().startAtTime; if ((startup.startTime + obsStartAt) > Time.time && (startup.startTime + obsStartAt) < Time.time + effectDuration) { o.GetComponent <GameObstacle> ().SetColor(c); } } }
GameObject Split(UpLine other) { //add 100 points and split the line (destriy the current one, create a smaller one a the right place and change color of the upline) GameStartup startup = Camera.main.GetComponent <GameStartup>(); startup.score += 100; GetComponent <Mover> ().goUp = false; GameObject miniLine = GameStartup.SpawnDownline(size - other.size); miniLine.GetComponent <DownLine> ().isSecondary = true; miniLine.transform.position = other.transform.position + new Vector3(0f, P.pocP(other.size + (size - other.size), Side.H), 0f); //miniLine.GetComponent<SpriteRenderer> ().color = Color.red; transform.localScale = other.transform.localScale; transform.position = other.transform.position; return(miniLine); }
void CountPoints(UpLine other) { //count point and add malus if necessary other.SetColor(Color.gray); GameStartup startup = Camera.main.GetComponent <GameStartup>(); int addScore = (int)((size / other.size) * 100); startup.score += addScore; if (addScore < 60) { startup.AddMalus(); StartCoroutine(startup.SpawnExploLine(other.transform.position.y, other.size, Color.red)); } else if (isSecondary && addScore > 60) { startup.score += (int)((size / other.size) * 100); //TODO spawn explo jaune sur le trait StartCoroutine(startup.SpawnExploLine(other.transform.position.y, other.size, Color.yellow)); } GetComponent <Mover> ().goUp = false; transform.position = other.transform.position - new Vector3(0f, P.pocP(other.size - size, Side.H), 0f); }
// Start is called before the first frame update void Start() { var gameStartup = new GameStartup(); audioService = gameStartup.AudioLocator.AudioService; }
// Use this for initialization void Start() { //Spawns all characters that have been selected, as the players in the order they were selected. charSelection = GameObject.Find("CharacterSelectManager").GetComponent <GameStartup>(); for (int i = 1; i <= 4; i++) { if (charSelection.playerChoices[i] <= 0) { break; } Transform playerChar; GameObject LRWeapon; Transform playergui; playergui = Instantiate(gui, new Vector3(0, 0, 0), Quaternion.identity) as RectTransform; switch (charSelection.playerChoices [i]) { case 1: //Heavy { playerChar = Instantiate(heavy, GameObject.Find("Player_HeavySpawnPoint").transform.position, Quaternion.identity) as Transform; PlayerCharacter heavyscript = playerChar.GetComponent <HeavyScript>(); LRWeapon = (GameObject)Instantiate(heavyLRweapon, heavyscript.RightHand.position, Quaternion.identity); GunStats gunstats = LRWeapon.GetComponentInChildren <GunStats>(); LRWeapon.transform.parent = heavyscript.RightHand; //attach the weapon to the right hand //initialising hand IK targets heavyscript.LRWeapon = LRWeapon; heavyscript.LHandPos = gunstats.LHandPos; heavyscript.RHandPos = gunstats.RHandPos; heavyscript.shot_source = gunstats.bulletSpawn; //Sets up GUI playergui.gameObject.GetComponent <PlayerHUD>().character = heavyscript; playergui.gameObject.GetComponent <PlayerHUD>().setPortraitHeavy(); playergui.gameObject.GetComponent <PlayerHUD>().setCooldownName(1, "Shield Buff"); playergui.gameObject.GetComponent <PlayerHUD>().setCooldownName(2, "Taunt"); playergui.gameObject.GetComponent <PlayerHUD>().setCooldownName(3, "Ground Pound"); } break; case 2: //Commander { playerChar = Instantiate(commander, GameObject.Find("Player_CommanderSpawnPoint").transform.position, Quaternion.identity) as Transform; PlayerCharacter commanderscript = playerChar.GetComponent <CommanderScript>(); LRWeapon = (GameObject)Instantiate(commanderLRweapon, commanderscript.RightHand.position, Quaternion.identity); GunStats gunstats = LRWeapon.GetComponentInChildren <GunStats>(); LRWeapon.transform.parent = commanderscript.RightHand; //attach the weapon to the right hand //initialising hand IK targets commanderscript.LRWeapon = LRWeapon; commanderscript.LHandPos = gunstats.LHandPos; commanderscript.RHandPos = gunstats.RHandPos; commanderscript.shot_source = gunstats.bulletSpawn; //Sets up GUI playergui.gameObject.GetComponent <PlayerHUD>().character = commanderscript; playergui.gameObject.GetComponent <PlayerHUD>().setPortraitCommander(); playergui.gameObject.GetComponent <PlayerHUD>().setCooldownName(1, "Team Buff"); playergui.gameObject.GetComponent <PlayerHUD>().setCooldownName(2, "Team Heal"); playergui.gameObject.GetComponent <PlayerHUD>().setCooldownName(3, "Rage Attack"); } break; case 3: //Ninja { playerChar = Instantiate(ninja, GameObject.Find("Player_NinjaSpawnPoint").transform.position, Quaternion.identity) as Transform; PlayerCharacter ninjascript = playerChar.GetComponent <NinjaScript>(); // Sets up GUI playergui.gameObject.GetComponent <PlayerHUD>().character = ninjascript; playergui.gameObject.GetComponent <PlayerHUD>().setPortraitNinja(); playergui.gameObject.GetComponent <PlayerHUD>().setCooldownName(1, "Dodge"); playergui.gameObject.GetComponent <PlayerHUD>().setCooldownName(2, "Invisibility"); playergui.gameObject.GetComponent <PlayerHUD>().setCooldownName(3, "Coup de Graçe"); } break; case 4: //Sniper { playerChar = Instantiate(sniper, GameObject.Find("Player_SniperSpawnPoint").transform.position, Quaternion.identity) as Transform; PlayerCharacter sniperscript = playerChar.GetComponent <SniperScript>(); LRWeapon = (GameObject)Instantiate(sniperLRweapon, sniperscript.RightHand.position, Quaternion.identity); GunStats gunstats = LRWeapon.GetComponentInChildren <GunStats>(); LRWeapon.transform.parent = sniperscript.RightHand; //attach the weapon to the right hand //initialising hand IK targets sniperscript.LRWeapon = LRWeapon; sniperscript.LHandPos = gunstats.LHandPos; sniperscript.RHandPos = gunstats.RHandPos; sniperscript.shot_source = gunstats.bulletSpawn; //Sets up GUI playergui.gameObject.GetComponent <PlayerHUD>().character = sniperscript; playergui.gameObject.GetComponent <PlayerHUD>().setPortraitSniper(); playergui.gameObject.GetComponent <PlayerHUD>().setCooldownName(1, "Sniper Zoom"); playergui.gameObject.GetComponent <PlayerHUD>().setCooldownName(2, "Evil Laugh"); playergui.gameObject.GetComponent <PlayerHUD>().setCooldownName(3, "M3GA B34M"); Transform scope = Instantiate(sniperscope, new Vector3(0, 0, 0), Quaternion.identity) as RectTransform; scope.GetComponent <Canvas>().worldCamera = GameObject.Find("Scopecam").camera; } break; default: playerChar = null; break; } //Adds controller to character for the appropriate player number playerChar.gameObject.AddComponent("Controller" + i); cam[i - 1] = playerChar.gameObject.GetComponentInChildren <Camera> (); playergui.GetComponent <Canvas>().worldCamera = cam[i - 1]; //Sets up split screen depending on how many players are playing. if (cam[0] && cam[1] && cam[2] && cam[3]) { //Debug.Log ("Doing 4 cameras"); cam[0].rect = new Rect(0f, 0.5f, 0.5f, 0.5f); cam[1].rect = new Rect(0.5f, 0.5f, 0.5f, 0.5f); cam[2].rect = new Rect(0f, 0f, 0.5f, 0.5f); cam[3].rect = new Rect(0.5f, 0f, 0.5f, 0.5f); } else if (cam[0] && cam[1] && cam[2]) { //Debug.Log ("Doing 3 cameras"); cam[0].rect = new Rect(0f, 0.5f, 1f, 0.5f); cam[1].rect = new Rect(0f, 0f, 0.5f, 0.5f); cam[2].rect = new Rect(0.5f, 0f, 0.5f, 0.5f); } else if (cam[0] && cam[1]) { //Debug.Log ("Doing 2 cameras"); cam[1].rect = new Rect(0f, 0f, 1f, 0.5f); cam[0].rect = new Rect(0f, 0.5f, 1f, 0.5f); } else { } } }
public static void Main(string[] args) { // When a debugger is attached, immediately rethrow unobserved exceptions from asynchronous tasks if (Debugger.IsAttached) { TaskScheduler.UnobservedTaskException += (_, eventArgs) => { if (!eventArgs.Observed) { throw eventArgs.Exception; } }; } else { AppDomain.CurrentDomain.UnhandledException += HandleException; } if (JumpListHandler.Handle(args)) { return; } if (args.Length > 0 && args[0] == "--extract-save") { ExtractSaveArchive.Main(args.Skip(1).ToArray()); return; } if (args.Length == 2 && args[0] == "--mes-to-json") { var mesContent = MesFile.Read(args[1]); var newFile = Path.ChangeExtension(args[1], ".json"); var options = new JsonSerializerOptions(); options.WriteIndented = true; var jsonContent = JsonSerializer.Serialize(mesContent.ToDictionary( kvp => kvp.Key.ToString(), kvp => kvp.Value ), options); File.WriteAllText(newFile, jsonContent); return; } if (args.Length > 0 && args[0] == "--dump-addresses") { var dumper = new AddressDumper(); dumper.DumpAddresses(); return; } string dataDir = null; if (args.Length > 0 && args[0] == "--data-dir") { dataDir = args[1]; } using var startup = new GameStartup { DataFolder = dataDir }; if (startup.Startup()) { startup.EnterMainMenu(); Globals.GameLoop.Run(); } }