public void Activate(uint enemyID, int count, LG_LayerType layer, eLocalZoneIndex zoneIndex, string areaName) { var enemies = UnityEngine.Object.FindObjectsOfType <EnemyAgent>(); int curCount = 0; for (int index = 0; index < enemies.Count && (count == -1 || curCount < count); index++) { var enemy = enemies[index]; var node = enemy.CourseNode; if (node != null && node.LayerType == layer && node.m_zone.LocalIndex == zoneIndex && node.m_area.m_navInfo.Suffix.ToLower() == areaName) { if (enemy.EnemyData.persistentID == enemyID && enemy.AI != null && enemy.Alive) { NM_NoiseData data = new NM_NoiseData() { noiseMaker = null, position = enemy.Position, radiusMin = 0f, radiusMax = 100f, yScale = 1f, node = enemy.CourseNode, type = NM_NoiseType.InstaDetect, includeToNeightbourAreas = true, raycastFirstNode = false }; NoiseManager.MakeNoise(data); curCount++; } } } }
protected override void OnDisable() { base.OnDisable(); AIManager.Get().OnDisableAI(this); NoiseManager.UnregisterReceiver(this); this.m_Visible = false; }
public static void Postfix(pReactorState newState, pReactorState oldState, LG_WardenObjective_Reactor __instance) { if (newState.status == oldState.status) { return; } if (newState.status == eReactorStatus.Shutdown_intro) { __instance.m_sound.Post(EVENTS.LIGHTS_OFF_GLOBAL); __instance.m_sound.Post(EVENTS.REACTOR_SHUTDOWN); var noise = new NM_NoiseData() { noiseMaker = null, position = __instance.m_terminalAlign.position, radiusMin = 7, radiusMax = 100, yScale = 1f, node = __instance.SpawnNode, type = NM_NoiseType.InstaDetect, includeToNeightbourAreas = false, raycastFirstNode = false }; NoiseManager.MakeNoise(noise); } }
private void Awake() { Cursor.lockState = CursorLockMode.Confined; Cursor.visible = false; NoiseManager.AddAudioSource(this.gameObject); _cars = FindObjectsOfType <PlayerCar>(); _music = FindObjectOfType <MusicManager>(); _startPoints = new Transform[_startPositions.childCount]; for (int i = 0; i < _startPositions.childCount; i++) { _startPoints[i] = _startPositions.GetChild(i); } foreach (PlayerCar car in _cars) { car.onKill.AddListener(() => AddCarToKilled(car)); } _countDownWait = new WaitForSeconds(1f); _sorter = new PlayerComparer(); _looserOrder = new List <PlayerCar>(_cars.Length); // add music stuff _music.CurrentMusic = _matchTrack; onMatchStart.AddListener(() => _music.Play(1f)); }
private void Awake() { _rb = GetComponent <Rigidbody>(); _carEffects = GetComponent <CarEffects>(); _playerCar = GetComponent <PlayerCar>(); NoiseManager.AddAudioSource(this.gameObject); PlayerInputs = ReInput.players.GetPlayer(_playerNum); }
public void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Wall") { NoiseManager.MakeNoise(transform.position, noiseAmount); Destroy(this.gameObject); } }
public void Setup() { Music = new MusicManager(); Voice = new VoiceManager(); Noise = new NoiseManager(); Reset(); }
//Load on initialize the game private void Start() { noiseManager = NoiseManager.Instance; player = GameObject.FindGameObjectWithTag("Player").transform; loadRegionDistance = Constants.CHUNK_SIDE * Constants.REGION_SIZE * Constants.VOXEL_SIDE * 0.9f; lastPlayerPos.x = Mathf.FloorToInt(player.position.x / loadRegionDistance) * loadRegionDistance + loadRegionDistance / 2; lastPlayerPos.z = Mathf.FloorToInt(player.position.z / loadRegionDistance) * loadRegionDistance + loadRegionDistance / 2; initRegion(Mathf.FloorToInt(player.position.x / loadRegionDistance), Mathf.FloorToInt(player.position.z / loadRegionDistance)); }
// Start is called before the first frame update void Start() { //nm = GetComponent<NoiseManager>(); nm = GameObject.Find("NoiseManager").GetComponent <NoiseManager>(); //nm.UpdateNoise(noiseIncrement); Debug.Log("YEYEY: " + nm.noiseLevel); //player = GameObject.FindGameObjectWithTag("Player"); }
protected override void OnDisable() { base.OnDisable(); AIManager.Get().OnDisableAI(this); NoiseManager.UnregisterReceiver(this); if (this.IsCat()) { EnemyAISpawnManager.Get().OnDeactivatePredator(this); } }
/// <summary> /// Method that is comprised of the acceleration methods /// </summary> private void Movement() { float input = PlayerInputs.GetAxisRaw("Button0"); if (input > 0.01f && _lastInput <= 0.01f) { _onMovementStart?.Invoke(); if (input > 0.01f && !MatchManager.Started) { NoiseManager.PlaySound(this.gameObject, "car_accelerate3", true, false, true); } } if (input > 0.1f && _carEffects.MoveParticles.isStopped && IsGrounded) { _carEffects.MoveParticles.Play(); if (MatchManager.Started) { NoiseManager.PlaySound(this.gameObject, "car_motor1", true, true); } } if (input < 0.1f && !_carEffects.MoveParticles.isStopped) { _carEffects.MoveParticles.Stop(); NoiseManager.StopSound(this.gameObject); } if (!IsGrounded && !_carEffects.MoveParticles.isStopped) { print("Stop particles"); _carEffects.MoveParticles.Stop(); NoiseManager.StopSound(this.gameObject); } if (!MatchManager.Started) { return; } if (IsGrounded) { VroomVroom(); Skrrrrt(); _lastInput = input; } else { _moveVector = transform.forward * _velocity; _moveVector.y = _rb.velocity.y * 1.03f; _moveVector += (Vector3.forward * -StripMovement.StripSpeed); _rb.velocity = _moveVector; } }
/// <summary> /// Awake is called when the script instance is being loaded. /// </summary> private void Awake() { if (_instance == null) { _instance = this; } DontDestroyOnLoad(_instance); CreateSoundCollection(); _mixerGroup = _sfxMixer; }
public void StartDeath() { _deathParticles.Play(); NoiseManager.PlaySound(this.gameObject, "car_fall" + Random.Range(1, 4)); StartCoroutine(CallAfterTime(.7f, onCarExplosion)); StartCoroutine(CallAfterTime(.7f, () => { _music.Explosion(); NoiseManager.PlaySound(this.gameObject, "car_explosion" + Random.Range(1, 3)); })); }
private void Awake() { if (instance == null) { instance = this; } else if (instance != null) { Destroy(gameObject); } }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); return; } }
// Function executed each time user interact with the inspector public override void OnInspectorGUI() { //base.OnInspectorGUI(); if (DrawDefaultInspector() && Application.isPlaying)//If we changue some value in the NoiseManager and there is a NoiseTerrainViewer we update the terrain { NoiseManager obj = (NoiseManager)target; NoiseTerrainViewer noiseViewer = obj.gameObject.GetComponent <NoiseTerrainViewer>(); if (noiseViewer != null) { noiseViewer.GenerateTerrain(); } } }
protected override void OnEnable() { if (!this.m_StartExecuted) { return; } base.OnEnable(); AIManager.Get().OnEnableAI(this); NoiseManager.RegisterReceiver(this); if (!this.IsHuman() && !this.IsCat() && !this.IsCaiman() && !this.IsStringray()) { Physics.IgnoreCollision(Player.Get().m_Collider, this.m_BoxCollider); } }
protected override void OnEnable() { if (!this.m_StartExecuted) { return; } base.OnEnable(); AIManager.Get().OnEnableAI(this); NoiseManager.RegisterReceiver(this); if (!this.IsHuman() && this.m_ID != AI.AIID.Jaguar) { Physics.IgnoreCollision(Player.Get().GetComponent <Collider>(), this.m_BoxCollider); this.m_BoxCollider.isTrigger = true; } }
//Load on initialize the game private void Start() { noiseManager = NoiseManager.Instance; if (useCameraPosition) { player = Camera.main.transform;//Use the Camera.main as player pos } else { player = GameObject.FindGameObjectWithTag("Player").transform;//Search gameobject with tag Player } loadRegionDistance = Constants.CHUNK_SIDE * Constants.REGION_SIZE * Constants.VOXEL_SIDE * 0.9f; lastPlayerPos.x = Mathf.FloorToInt(player.position.x / loadRegionDistance) * loadRegionDistance + loadRegionDistance / 2; lastPlayerPos.z = Mathf.FloorToInt(player.position.z / loadRegionDistance) * loadRegionDistance + loadRegionDistance / 2; initRegion(Mathf.FloorToInt(player.position.x / loadRegionDistance), Mathf.FloorToInt(player.position.z / loadRegionDistance)); }
public override byte[] GenerateChunkData(Vector2Int vecPos, float[] biomeMerge) { byte[] chunkData = new byte[Constants.CHUNK_BYTES]; float[] noise = NoiseManager.GenerateNoiseMap(scale, octaves, persistance, lacunarity, vecPos); for (int z = 0; z < Constants.CHUNK_VERTEX_SIZE; z++) { for (int x = 0; x < Constants.CHUNK_VERTEX_SIZE; x++) { // Get surface height of the x,z position float height = Mathf.Lerp( NoiseManager.Instance.surfaceLevel, //Biome merge height (((terrainHeightCurve.Evaluate(noise[x + z * Constants.CHUNK_VERTEX_SIZE]) * 2 - 1) * maxHeightDifference) + NoiseManager.Instance.surfaceLevel), //Desired biome height biomeMerge[x + z * Constants.CHUNK_VERTEX_SIZE]); //Merge value,0 = full merge, 1 = no merge int heightY = Mathf.CeilToInt(height); //Vertex Y where surface start int lastVertexWeigh = (int)((255 - isoLevel) * (height % 1) + isoLevel); //Weigh of the last vertex for (int y = 0; y < Constants.CHUNK_VERTEX_HEIGHT; y++) { int index = (x + z * Constants.CHUNK_VERTEX_SIZE + y * Constants.CHUNK_VERTEX_AREA) * Constants.CHUNK_POINT_BYTE; if (y < heightY - 5) { chunkData[index] = 255; chunkData[index + 1] = 4; //Rock } else if (y < heightY) { chunkData[index] = 255; chunkData[index + 1] = 1; //dirt } else if (y == heightY) { chunkData[index] = (byte)lastVertexWeigh; chunkData[index + 1] = 0; //grass } else { chunkData[index] = 0; chunkData[index + 1] = Constants.NUMBER_MATERIALS; } } } } return(chunkData); }
//Load on initialize the game private void Start() { //Debug.Log("ChunkManager Started"); noiseManager = NoiseManager.Instance; player = GameObject.FindGameObjectWithTag("Player").transform; loadRegionDistance = Constants.CHUNK_SIDE * Constants.REGION_SIZE * Constants.VOXEL_SIDE * 0.9f; lastPlayerPos.x = Mathf.FloorToInt(player.position.x / loadRegionDistance) * loadRegionDistance + loadRegionDistance / 2; lastPlayerPos.z = Mathf.FloorToInt(player.position.z / loadRegionDistance) * loadRegionDistance + loadRegionDistance / 2; initRegion(Mathf.FloorToInt(player.position.x / loadRegionDistance), Mathf.FloorToInt(player.position.z / loadRegionDistance)); if (loadedScene) { HiddeRemoveChunk(); CheckNewChunks(); LoadChunkFromList(); CheckRegion(); } startingChunksToLoad = chunkLoadList.Count; }
float[] getNoise(float x, float y, Vector3 chunkOrigin) { float[] generatedNoiseValues = new float[m_vectorNoiseGens.Length]; for (int i = 0; i < m_vectorNoiseGens.Length; i++) { if (m_vectorNoiseGens[i] != null) { NoiseManager p = m_vectorNoiseGens[i]; generatedNoiseValues[i] = p.getNoise(x + chunkOrigin.x, y + chunkOrigin.z, ref m_elevationNoise); } } string str = ""; foreach (var a in generatedNoiseValues) { str += a + " "; } //Debug.Log(str); return(generatedNoiseValues); }
private IEnumerator MatchCountdown(int time) { CountdownTimerUI countdown = FindObjectOfType <CountdownTimerUI>(); // Wait 1 second before the match actually starts yield return(_countDownWait); NoiseManager.PlaySound(this.gameObject, "321GO"); for (int i = time; i > 0; i--) { onMatchStartTimer?.Invoke(i); yield return(_countDownWait); } countdown.Disable(); yield return(_countDownWait); Started = true; onMatchStart?.Invoke(); }
void FixedUpdate() { float horizontal = player.GetAxis("Horizontal"); float vertical = player.GetAxis("Vertical"); bool running = player.GetButton("Run"); Vector2 dir = new Vector2(horizontal, vertical); float speed = running ? runSpeed : walkSpeed; float noiseLevel = rb.velocity.magnitude * volumeMultiplier; rb.AddForce(dir * speed); if (noiseLevel > 0) { NoiseManager.MakeNoise(transform.position, noiseLevel); } // DEBUG noiseCircle.localScale = Vector2.one * noiseLevel * 2; }
private void Update() { PlayerMovement(); if (movementHistory.Count > 10) { movementHistory.RemoveAt(0); } movementHistory.Add(new Vector3(transform.position.x, 0, transform.position.z)); float deltaMovement = 0; for (int i = 0; i < movementHistory.Count - 1; i++) { deltaMovement += Vector3.Distance(movementHistory[i], movementHistory[i + 1]); } NoiseManager.SendNoise(transform.position, deltaMovement * 10); Jump(); }
// Use this for initialization void Start() { NoiseManager.MakeNoise(transform.position, noiseAmount); Destroy(this.gameObject); }
void Awake() { instance = this; OnNoiseMade = new NoiseEvent(); }
public override byte[] GenerateChunkData(Vector2Int vecPos, float[] biomeMerge) { int surfaceStart = NoiseManager.Instance.surfaceLevel; //Avoid too high value that generate bad mesh byte[] chunkData = new byte[Constants.CHUNK_BYTES]; float[] noise = NoiseManager.GenerateExtendedNoiseMap(scale, octaves, persistance, lacunarity, vecPos); for (int z = 0; z < Constants.CHUNK_VERTEX_SIZE; z++) //start a 1 because the noise start at -1 of the chunk vertex { for (int x = 0; x < Constants.CHUNK_VERTEX_SIZE; x++) //start a 1 because the noise start at -1 of the chunk vertex { // Get surface height of the x,z position 1276120704 float height = Mathf.Lerp( NoiseManager.Instance.surfaceLevel, //Biome merge height (terrainHeightCurve.Evaluate(noise[(x + 1) + (z + 1) * (Constants.CHUNK_VERTEX_SIZE + 2)]) * (maxSurfaceheight - surfaceStart) + surfaceStart), //Desired biome height biomeMerge[x + z * Constants.CHUNK_VERTEX_SIZE]); //Merge value,0 = full merge, 1 = no merge //557164096 int heightY = Mathf.CeilToInt(height); //Vertex Y where surface start int lastVertexWeigh = (int)((255 - isoLevel) * (height % 1) + isoLevel); //Weigh of the last vertex float slope = CalculateSlope((x + 1), (z + 1), noise); for (int y = 0; y < Constants.CHUNK_VERTEX_HEIGHT; y++) { int index = (x + z * Constants.CHUNK_VERTEX_SIZE + y * Constants.CHUNK_VERTEX_AREA) * Constants.CHUNK_POINT_BYTE; //apply x-1 and z-1 for get the correct index if (y < heightY - 5) { chunkData[index] = 255; chunkData[index + 1] = 4; //Rock } else if (y < heightY) { chunkData[index] = 255; if (slope > rockLevel) { chunkData[index + 1] = 4; //Rock } else if (slope < dirtLevel && y > snowHeight) //Avoid dirt in snow areas { chunkData[index + 1] = 3; } else { chunkData[index + 1] = 1; //dirt } } else if (y == heightY) { chunkData[index] = (byte)lastVertexWeigh; // if (slope > rockLevel) { chunkData[index + 1] = 4; //Mountain Rock } else if (slope > dirtLevel) { chunkData[index + 1] = 1; //dirt } else { if (y > snowHeight) { chunkData[index + 1] = 3; //snow } else { chunkData[index + 1] = 0; //grass } } } else { chunkData[index] = 0; chunkData[index + 1] = Constants.NUMBER_MATERIALS; } } } } return(chunkData); }
void Start() { //Debug.Log("Make Noise SuperClass"); noiseM = GameObject.Find("NoiseManager").GetComponent <NoiseManager>(); //Debug.Log("YEYEY: " + noiseM.noiseLevel); }
IEnumerator Shoot() { while (App.Instance.isPlaying) { if (weapon != null && !dead && fire) { if (weapon.melee) { float elapsedTime = 0; if (weapon.swingRotate.magnitude != 0) { Quaternion startRot = gun.transform.rotation; while (elapsedTime <= weapon.swingTime) { elapsedTime += Time.deltaTime; gun.transform.rotation = Quaternion.Lerp(startRot, Quaternion.Euler(weapon.swingRotate), elapsedTime / weapon.swingTime); yield return(null); } elapsedTime = 0; while (elapsedTime <= weapon.swingTime * 1.5f) { elapsedTime += Time.deltaTime; gun.transform.rotation = Quaternion.Lerp(Quaternion.Euler(weapon.swingRotate), startRot, elapsedTime / (weapon.swingTime * 1.5f)); yield return(null); } if (GetComponentInChildren <MeleeWeapon>()) { GetComponentInChildren <MeleeWeapon>().senderTag = gameObject.tag; } } else { Vector3 startPos = gunPos.position; Vector3 moveTo = startPos + (gun.transform.right); while (elapsedTime <= weapon.swingTime / 2) { elapsedTime += Time.deltaTime; gun.transform.position = Vector3.Lerp(startPos, moveTo, elapsedTime / (weapon.swingTime / 2)); yield return(null); } elapsedTime = 0; while (elapsedTime <= weapon.swingTime / 2) { elapsedTime += Time.deltaTime; gun.transform.position = Vector3.Lerp(moveTo, gunPos.position, elapsedTime / (weapon.swingTime / 2)); yield return(null); } } weapon.durability--; if (weapon.durability <= 0) { Destroy(gun); weapon = null; } yield return(null); } else if (ammo > 0) { //create bullet foreach (Transform t in shootPos) { Vector3 pos = new Vector3(t.position.x, t.position.y, -1); Bullet b = Instantiate(weapon.bullet, pos, t.rotation).GetComponent <Bullet>(); b.speed += rig.velocity.normalized.magnitude; b.senderTag = gameObject.tag; } StartCoroutine(MuzzleFlash()); NoiseManager.MakeNoise(transform.position, 0.2f, 12.5f, "gun"); if (gameObject.CompareTag("Player")) { App.Instance.cameraController.Shake(weapon.shakeTime); } // Instantiate(weapon.muzzle, shootPos.position, shootPos.rotation); AudioController.PlaySound(weapon.GetRandomClip()); ammo--; if (ammo <= 0) { if (weapon.destroyAfterThrow) { Destroy(gun); } else { ThrowGun(); } if (charAnim != null) { charAnim.SetInteger("weapon", 0); } weapon = null; } if (weapon != null) { yield return(new WaitForSeconds(weapon.fireRate)); } } } yield return(null); } yield return(null); }