/// <summary> /// Overriden method for when scripts starts /// </summary> protected override void Start() { base.Start(); action = GetComponentInChildren <WheelAction>(); toggle = GetComponentInChildren <LightToggle>(); outAnglePrevious = action.outAngle; audioSource = GetComponent <AudioSource>(); }
/// <summary> /// Method for when scripts starts /// </summary> protected void Start() { action = GetComponentInChildren <WheelAction>(); toggle = GetComponentInChildren <LightToggle>(); //Tests if game needs to start automatically if (autoStart) { StartGameSequence(); } }
/// <summary> /// Overrriden method for when scripts starts /// </summary> protected override void Start() { base.Start(); selectedLightColor = possibleColors[Random.Range(0, possibleColors.Count)]; possibleColors.Remove(selectedLightColor); lastLightColour = selectedLightColor; indentifer.GetComponent <MeshRenderer>().material = new Material(indentifer.GetComponent <MeshRenderer>().material.shader); indentifer.GetComponent <MeshRenderer>().material.color = selectedLightColor; lightCount = possibleColors.Count; toggle = GetComponentInChildren <LightToggle>(); audioSource = GetComponent <AudioSource>(); }
/// <summary> /// Method for when scripts starts /// </summary> protected void Start() { if (isRandom) { possibleColors.Remove(selectedLightColor); } selectedLightColor = possibleColors[startingColour]; lastLightColour = selectedLightColor; indentifer.GetComponent <MeshRenderer>().material = new Material(indentifer.GetComponent <MeshRenderer>().material.shader); indentifer.GetComponent <MeshRenderer>().material.color = selectedLightColor; toggle = GetComponentInChildren <LightToggle>(); //Tests if game needs to auto start if (autoStart) { StartGameSequence(); } }
void Start() { flashLight = GameObject.Find("FlashLight Light"); battery = flashLight.GetComponent <LightToggle> (); }
void OnTriggerStay(Collider other) { if (other.gameObject == player) { //playerInSight = false; //Debug.Log(playerInSight); Vector3 direction = other.transform.position - transform.position; float angle = Vector3.Angle(direction, transform.forward); // Debug.Log(angle); //Check front cone of view if (angle < fieldOfViewAngle * 0.5f) { RaycastHit hit; if (Physics.Raycast(transform.position + transform.up, direction.normalized, out hit, col.radius)) { if (hit.collider.gameObject == player) { playerInSight = true; previousSighting = playerPos; } } } else { // small radius check around the cyclops so to agro player. if (Vector3.Distance(transform.position, playerPos) < 50) { playerInSight = true; previousSighting = playerPos; } else { playerInSight = false; } } } else if (other.gameObject.tag == "Lamps") { Light current = other.gameObject.GetComponentInChildren <Light>(); LightToggle LTscript = current.GetComponent <LightToggle>(); //Debug.Log(current.enabled); if (current.enabled) { nav.destination = current.transform.position; float dist = Vector3.Distance(transform.position, current.transform.position); if (dist < 20) { current.enabled = false; //cyclopsAI.state = CyclopsAI.State.PATROLLING; } } } else if (other.gameObject.tag == "Projectile") { //cyclopsAI.state = CyclopsAI.State.CHASING; playerInSight = true; nav.destination = playerPos; } }
// Update is called once per frame void Update() { CharacterController controller = GetComponent <CharacterController>(); //Camera controlls transform.Rotate(0, Input.GetAxis("Mouse X") * rotateSpeed, 0); //Moving the mouse left and right turns the whole object Camera.main.transform.Rotate(-1 * Input.GetAxis("Mouse Y"), 0, 0); //Moving the mouse up and down only tilts the camera //Movement Vector3 forward = transform.TransformDirection(Vector3.forward); //Used to set movement relative to current orientation Vector3 right = transform.TransformDirection(Vector3.right); //Used to set movement relative to current orientation Vector3 up = transform.TransformDirection(Vector3.up); float verticalSpeed = Input.GetAxis("Vertical") * speed; float horizontalSpeed = Input.GetAxis("Horizontal") * speed; isSprinting = false; float finalSpeed = speed; if (Input.GetKeyDown(KeyCode.Escape)) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } //Crouching if (Input.GetButtonUp("Crouch")) //If Q is pressed the player will crouch { if (isCrouching) //and if it is pressed again the player will uncrouch { isCrouching = false; this.transform.localScale = this.transform.localScale * 2; //If uncrouched set Player scale back to normal } else { isCrouching = true; this.transform.localScale = this.transform.localScale / 2; //If crouched set Player scale to be half it's normal size } } if (isCrouching) //If crouching movement is half it's normal speed { horizontalSpeed = horizontalSpeed / 2; verticalSpeed = verticalSpeed / 2; finalSpeed = speed / 2; } //Sprinting //If left shift is held down if (Input.GetButton("Sprint") && !isCrouching && stamina > 0 && !refilling) //and the player is not crouching, they will move twice { verticalSpeed = verticalSpeed * 2; //their normal speed and isSprinting = true horizontalSpeed = horizontalSpeed * 2; //otherwise isSprinting = false isSprinting = true; finalSpeed = speed * 2; } if (controller.isGrounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= finalSpeed; if (Input.GetButton("Jump")) { moveDirection.y = jumpSpeed; } } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); //Applying movement to the player controller //controller.SimpleMove (forward * verticalSpeed); //Foward and backward movement //controller.SimpleMove (right * horizontalSpeed); //Side to side movement //Fire Projectiles if (fireRate > 0.0) { fireRate -= Time.deltaTime; } if (Input.GetButtonDown("Fire1") && fireRate <= 0.0) { //creates an instance of GameObject projectile based on the location and rotation of GameObject projectileLocation Instantiate(projectile, projectileLocation.transform.position, projectileLocation.transform.rotation); fireRate = fireRateConst; } //Stamina if (stamina <= 0 && !Input.GetButton("Sprint") || refilling) { refilling = true; RefillWait(); } if (isSprinting) { DepleteStamina(); } else if (!isSprinting && !Input.GetButton("Sprint") && !refilling) { RefillStamina(); } //Visibility float tempVisAmount = 0.0f; //visibilityAmount = 0.0f; foreach (GameObject obj in lights) { LightToggle light = obj.GetComponent <LightToggle>(); if (light.playerInLight) { if (isCrouching) { tempVisAmount += (light.currentLight.intensity * 1 / (light.distance + 0.0000001f)) / 2.0f; } else { tempVisAmount += light.currentLight.intensity * 1 / (light.distance + 0.0000001f); } } } visibilityAmount = tempVisAmount; /* * if(visibilityAmount >= visibilityThreshold) * { * isVisible = true; * } * else * { * isVisible = false; * } */ if (distVisibility >= visibilityThreshold) { isVisible = true; } else { isVisible = false; } }
// Use this for initialization void Start() { flashLight = GameObject.Find("FlashLight Light"); lightToggle = flashLight.GetComponent <LightToggle> (); batteryValue = GetComponent <Text> (); }