public String showing = "Show Slingshot"; //tryb FollowCam void Start() { S = this; //Zdefiniuj singleton level = 0; levelMax = castles.Length; StartLevel(); }
// Update is called once per frame void Update() { if (aimingMode) { //Convert mouse to world coordinates Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); mousePos.z = 0f; //Find the difference from the launchPos to the mouse Position Vector3 diff = mousePos - launchPos; //Limit the diff to be within the radius of the slingshot collider float maxDiff = this.GetComponent <SphereCollider>().radius; if (diff.magnitude > maxDiff) { diff.Normalize(); diff *= maxDiff; } //Move the projectile to this new position Vector3 projPos = launchPos + diff; projectile.transform.position = projPos; //What happens when the mouse is now released? if (Input.GetMouseButtonUp(0)) { aimingMode = false; projectile.GetComponent <Rigidbody>().isKinematic = false; projectile.GetComponent <Rigidbody>().velocity = -diff * velocityMult; FollowCam.S.poi = projectile; //follow the projectile as it flies projectile = null; MissionDemolition.ShotFired(); } } }
public string showing = "Show Slingshot"; // Режим FollowCam // Start is called before the first frame update void Start() { S = this; // Определить объект-одиночку level = 0; levelMax = castles.Length; StartLevel(); }
public string showing = "Show Slingshot"; // // Start is called before the first frame update void Start() { S = this; level = 0; levelMax = castles.Length; StartLevel(); }
void Update() { if (!aimingMode) { return; } Vector3 mousePos2D = Input.mousePosition; mousePos2D.z = -Camera.main.transform.position.z; Vector3 mousePos3D = Camera.main.ScreenToWorldPoint(mousePos2D); Vector3 mouseDelta = mousePos3D - launchPos; float maxMagnitude = this.GetComponent <SphereCollider>().radius; if (mouseDelta.magnitude > maxMagnitude) { mouseDelta.Normalize(); mouseDelta *= maxMagnitude; } Vector3 projPos = launchPos + mouseDelta; projectile.transform.position = projPos; if (Input.GetMouseButtonUp(0)) { aimingMode = false; projectile.GetComponent <Rigidbody>().isKinematic = false; projectile.GetComponent <Rigidbody>().velocity = -mouseDelta * velocityMult; FollowCam.POI = projectile; projectile = null; MissionDemolition.ShotFired(); } }
void Update() { if (!aimingMode) { return; } Vector3 mousePos2D = Input.mousePosition; mousePos2D.z = -Camera.main.transform.position.z; Vector3 mousePos3D = Camera.main.ScreenToWorldPoint(mousePos2D); Vector3 mouseDelta = mousePos3D - launchPos; if (mouseDelta.magnitude > maxMagnitude) { mouseDelta = mouseDelta.normalized * maxMagnitude; } Vector3 projPos = launchPos + mouseDelta; projectile.transform.position = projPos; if (Input.GetMouseButtonUp(0)) { aimingMode = false; FollowCam.S.lockFire(); MissionDemolition.ShotFired(); projectile.GetComponent <Rigidbody>().isKinematic = false; projectile.GetComponent <Rigidbody>().velocity = -mouseDelta * velocityMult; FollowCam.S.poi = projectile; autoReturn = 500; projectile = null; } }
void GetRequest() { // PositionCollider positionCollider = Network.GetData().Result; //if (!isFire) //{ var pc = Network.GetData(firstName); if (pc != null) { projectile = Instantiate(prefabProjectile) as GameObject; // Зробити його кінематичним projectile.GetComponent <Rigidbody>().isKinematic = true; projectileRigidbody = projectile.GetComponent <Rigidbody>(); projectileRigidbody.isKinematic = true; Vector3 myPos = new Vector3(pc.pos.X, pc.pos.Y, pc.pos.Z); //positionCollider.pos;// projectile.transform.position = myPos; projectileRigidbody.isKinematic = false; Vector3 v = new Vector3(pc.velocity.X, pc.velocity.Y, pc.velocity.Z); //positionCollider.velocity; projectileRigidbody.velocity = v; FollowCam.POI = projectile; projectile = null; MissionDemolition.ShotFired(); // a ProjectileLine.S.poi = projectile; isFire = true; } //} Invoke("GetRequest", server_fps); }
public string showing = "Show Slingshot"; // Режим FollowCam // Start is called before the first frame update void Start() { S = this; // Визначити об’єкт-одиночку level = 0; levelMax = castles.Length; StartLevel(); }
public string showing = "Slingshot"; // FollowCam mode // Use this for initialization void Start() { S = this; // Define the Singleton level = 0; levelMax = castles.Length; StartLevel(); }
// Start is called before the first frame update void Start() { S = this; level = 0; levelMax = castles.Length; score = new int[levelMax]; StartLevel(); }
public string showing = "Slingshot"; // FollowCam mode void Start() { S = this; // Define the Singleton level = 0; levelMax = castles.Length; StartLevel(); }
private void Start() { S = this; Level = 0; LevelMax = _castles.Length; StartLevel(); }
private string showing = "Slingshot"; //FollowCam mode /************************************************************************************************* *** Start *************************************************************************************************/ void Start () { S = this; curLevel = 0; maxLevel = castles.Length; StartLevel(); }//void Start
void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Projectile") { Destroy(this.gameObject); MissionDemolition.RemoveShotFired(); } }
void Start() { S = this; // Define the Singleton level = 0; levelMax = castles.Length; rb = projectyle.GetComponent <Rigidbody>(); StartLevel(); }
// Start is called before the first frame update void Start() { S = this; level = 0; levelMax = appleTrees.Length; StartLevel(); }
private void Update() { if (!aimingMode) { return; } Vector3 mousePos2D = Input.mousePosition; mousePos2D.z = -Camera.main.transform.position.z; Vector3 mousePos3D = Camera.main.ScreenToWorldPoint(mousePos2D); Vector3 mouseDelta = mousePos3D - launchPos; // Limit mouse delta to the radius of hte slingshot sphere collider float maxMagnitude = this.GetComponent <SphereCollider>().radius; if (mouseDelta.magnitude > maxMagnitude) { mouseDelta.Normalize(); mouseDelta *= maxMagnitude; } // Move Projectile to the New Position Vector3 projPos = launchPos + mouseDelta; projectile.transform.position = projPos; if (projectile != null) { Vector3[] linePositions = new Vector3[] { leftArm.position, projPos, RightArm.position }; lineRendy.SetPositions(linePositions); } if (Input.GetMouseButtonUp(0)) { aimingMode = false; projectileRigidbody.isKinematic = false; projectileRigidbody.velocity = -mouseDelta * velocityMult; FollowCam.POI = projectile; projectile = null; MissionDemolition.ShotFired(); ProjectileLine.S.poi = projectile; lineRendy.enabled = false; } }
void Start() { S = this; //Define the Singleton currentLevel = "0"; lowestEver = -1; level = 0; levelMax = castles.Length; StartLevel(); }
// Use this for initialization void Start() { S = this; //Define the singleton uiRestartButton.onClick.AddListener(RestartGame); loseButton.onClick.AddListener(RestartGame); level = Convert.ToInt16(SceneManager.GetActiveScene().name.Substring(7)); StartLevel(); }
void Update() { //If Slingshot is not in aimingMode, don't run this code if (!aimingMode) { return; } //Get the current mouse position in 2D screen coordinates Vector3 mousePos2D = Input.mousePosition; mousePos2D.z = -Camera.main.transform.position.z; Vector3 mousePos3D = Camera.main.ScreenToWorldPoint(mousePos2D); //Find the delta from the launchPos to mousePos3D Vector3 mouseDelta = mousePos3D - launchPos; //Limit mouseDelta to the radius of the Slingshot SphereCollider float maxMagnitude = this.GetComponent <SphereCollider>().radius; if (mouseDelta.magnitude > maxMagnitude) { mouseDelta.Normalize(); mouseDelta *= maxMagnitude; } //Move the projectile to this new position Vector3 projPos = launchPos + mouseDelta; projectile.transform.position = projPos; if (Input.GetMouseButtonUp(0)) { //The Mouse has been released aimingMode = false; projectileRigidbody.isKinematic = false; projectileRigidbody.velocity = -mouseDelta * velocityMult; FollowCam.POI = projectile; projectile = null; MissionDemolition.ShotsFired(); ProjectileLine.S.poi = projectile; } }
private void Start() { Instance = this; Level = 0; LevelMax = Castles.Count; StartLevel(); }
public string Showing = "Slingshot"; // Follow camera mode // Use this for initialization void Start() { // Define the singleton S = this; Level = 0; LevelMax = Castles.Length; StartLevel(); }
void Start() { S = this; //Definite Singleton level = 0; levelMax = castles.Length; timeCount = lvl1Time; StartLevel(); }
private void OnCollisionEnter(Collision collision) { if (collision.collider.CompareTag("Projectile") || collision.collider.CompareTag("Goomba") || collision.collider.CompareTag("CanHurtEnemy") && hit == false) { hit = true; MissionDemolition.PointsGained(1); Invoke("Deactivate", 2f); } }
void Update() { if (projectile != null) { band.SetPosition(1, projectile.transform.position); } else { band.SetPosition(1, launchPoint.transform.position); } if (!aimingMode) { return; } Vector3 mousePos2D = Input.mousePosition; // c mousePos2D.z = -Camera.main.transform.position.z; Vector3 mousePos3D = Camera.main.ScreenToWorldPoint(mousePos2D); // Find the delta from the launchPos to the mousePos3D Vector3 mouseDelta = mousePos3D - launchPos; // Limit mouseDelta to the radius of the Slingshot SphereCollider // d float maxMagnitude = this.GetComponent <SphereCollider>().radius; if (mouseDelta.magnitude > maxMagnitude) { mouseDelta.Normalize(); mouseDelta *= maxMagnitude; } // Move the projectile to this new position Vector3 projPos = launchPos + mouseDelta; projectile.transform.position = projPos; if (Input.GetMouseButtonUp(0)) // e // The mouse has been released { print("Band Released"); aimingMode = false; projectileRigidbody.isKinematic = false; projectileRigidbody.velocity = -mouseDelta * velocityMult; FollowCam.POI = projectile; projectile = null; MissionDemolition.ShotFired(); ProjectileLine.S.poi = projectile; } }
void OnCollisionEnter(Collision dataFromCollision) { if (dataFromCollision.gameObject.name == "Trap") { MissionDemolition.ShotFired(); AudioSource trapSound = GameObject.Find("TrapSound").GetComponent <AudioSource>(); trapSound.Play(0); Object.Destroy(this.gameObject); } }
public void bowserDeath() { GameObject.Find("Icons").GetComponent <UI_IconDisplay>().UpdateIconDisplay(); MissionDemolition.PointsGained(10); Invoke("RemoveBowser", 1.5f); if (isGameOver()) { Goal.goalMet = true; } }
private void OnCollisionEnter(Collision collision) { if (collision.collider.name != "CastleGround" && collision.collider.name != "Mario" && collision.collider.tag != "Dummy Projectile" && collision.collider.tag != "Projectile") { this.collisionHasHappened = true; MissionDemolition.PlaySound(1); } }
private void Update() { //If Slingshot is not in aimingMody, don't run if (!aimingMode) { return; } //Get current mouse pos in 2D screen coordinate Vector3 mousePos2D = Input.mousePosition; mousePos2D.z = -Camera.main.transform.position.z; Vector3 mousePos3D = Camera.main.ScreenToWorldPoint(mousePos2D); //Find the delta from the LaunchPos to the mousePos3D Vector3 mouseDelta = mousePos3D - launchPos; //Limit mouseDelta to the radius of the Slingshot SphereCollider float maxMagnitude = this.GetComponent <SphereCollider>().radius; if (mouseDelta.magnitude > maxMagnitude) { mouseDelta.Normalize(); mouseDelta *= maxMagnitude; } Vector3 projPos = launchPos + mouseDelta; projectile.transform.position = projPos; if (Input.GetMouseButtonUp(0)) { //mouse has been released aimingMode = false; FollowCam.POI = projectile; projectile = null; MissionDemolition.shotsFired(); ProjectileLine.S.poi = projectile; /*setting projectile to kinematic gives projectile physics properties, * allowing it to move with respect to velocity and gravity*/ projectileRigidbody.isKinematic = false; //rigidbody of projectile given velocity proportional to distance from launchPos projectileRigidbody.velocity = -mouseDelta * velocityMult; /* sets static public field FollowCam.POI to be newly fired projectile*/ FollowCam.POI = projectile; /*sets to null to allow for another instance of projectile to be created * once the slingshot is fired, allowing another shot*/ projectile = null; } }
// Start is called before the first frame update void Start() { S = this; uibPrevious.onClick.AddListener(PreviousLevel); uibNext.onClick.AddListener(NextLevel); level = 0; levelMax = castles.Length; StartLevel(); }
void OnTriggerEnter(Collider other) { Debug.Log("hit coin"); if (other.gameObject.tag == "Projectile") { Material mat = GetComponent <Renderer>().material; Debug.Log("hi"); Destroy(gameObject); MissionDemolition.CoinGotten(); } }
void Start() { S = this; levelMax = castles.Length; StartLevel(); }
// Use this for initialization void Start() { S = this; // Define the singleton level = 0; levelMax = castles.Length; StartLevel(); }
void Start() { S = this; switchViewButtonText = switchViewButton.GetComponentInChildren<Text>(); level = 0; numOfLevels = castles.Length; StartLevel(); }
void Start() { S = this; level = 0; maxLevel = castles.Length; StartLevel (); }