Inheritance: MonoBehaviour
	void OnEnable ()
	{
		reloading = false;
		GameObject ob = GameObject.Find ("PauseHandler");
		if(ob != null)
			pause = ob.GetComponent<Pause> ();
	}
    void OnLevelWasLoaded(int l)
    {
        if (respawned)
        {
            lives--;
            Respawn();
        }
		GameObject ob = GameObject.Find ("PauseHandler");
		if(ob != null)
			pause = ob.GetComponent<Pause> ();
			
        if (l == 0)
            Destroy(gameObject);
        if (l == 3)
        {
            transform.position = new Vector2(19.88f ,-65.53f);
        }
        if (l == 2)
        {
            transform.position = new Vector2(18.44f, -9.5f);
        }
        if (l == 4)
        {
            transform.position = new Vector2(20.3f, -53.9f);
        }
            
    }
Esempio n. 3
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 // 初期化
 void Start()
 {
     pause = GameObject.Find("Pause");
     pauseScript = pause.GetComponent<Pause>();
     _renderer = GetComponent<Renderer>();
     offset = _renderer.sharedMaterial.mainTextureOffset;
 }
Esempio n. 4
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 // Use this for initialization
 void Start()
 {
     pause = transform.parent.transform.parent.gameObject.GetComponent<Pause>();
     resume = GameObject.Find("Resume").gameObject;
     reset = GameObject.Find("Reset").gameObject;
     menu = GameObject.Find("Main Menu").gameObject;
 }
    // Use this for initialization
    void Start () {
        blockState = FindObjectOfType<BlockState>();
        pauseScript = FindObjectOfType<Pause>();
        anim = GetComponent<Animator>();
        cam = FindObjectOfType<CameraShake>();


	}
Esempio n. 6
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    void Start ()
    {
        UiRoot = GameObject.Find("Canvas");
        DontDestroyOnLoad(UiRoot);
        pauseScript = FindObjectOfType<Pause>();
        textbox = GameObject.FindGameObjectWithTag("Textbox");

        ActiveMenu = defaultMenu;
    }
	// Use this for initialization
	void Start () {
        UI = GameObject.FindGameObjectWithTag("GameManager").GetComponent<UIManager>();
        pauseScript = FindObjectOfType<Pause>();

        inventory = gameObject.GetComponent<Inventory>();
        fire1 = 0;
        fire2 = 0;
	
	}
    // Use this for initialization
    void Start()
    {
        pauseScript = FindObjectOfType<Pause>();
        textbox = GameObject.FindGameObjectWithTag("Textbox");
        player = GameObject.FindGameObjectWithTag("Player");
        col = GetComponent<CircleCollider2D>();
        cam = FindObjectOfType<CameraController>();
        

    }
Esempio n. 9
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    // 初期化
    void Start()
    {
        pause = GameObject.Find("Pause");
        pauseScript = pause.GetComponent<Pause>();
        renderer = GetComponentInChildren<Renderer>();
        //renderer.enabled = false;
        trapFlag = false;

        gimmickFlag = false;    // ギミックを非有効に
        gimmickCount = 0;       //
        startActionTurn = 1;
    }
    public void displayInstructions()
    {
        display = true;
        GameObject gui = GameObject.FindGameObjectWithTag ("Gui");
        pause = gui.GetComponent<Pause> ();

        //stop them going into pause mode cause it could get screwy otherwise
        pause.enabled = false;

        //stop the time-step, otherwise enemies will move
        Time.timeScale = 0;
    }
Esempio n. 11
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    void Awake()
    {
        pause = pauseButton.GetComponent<Pause>();

        createPlatform = gameObject.GetComponent<CreatePlatform>();

        left = Left.transform.rotation;
        right = Right.transform.rotation;
        towards = Towards.transform.rotation;

        animator = GetComponent<Animator>();
    }
Esempio n. 12
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    // 初期化
    void Start()
    {
        pause = GameObject.Find("Pause");
        pauseScript = pause.GetComponent<Pause>();

        gimmickFlag = false;        // ギミックが有効か判断するフラグに偽を保存
        startActionTurn = 4;        // ギミックを動かし始めるターン数を1に
        gimmickCount = 0;           // ギミックが有効になってからのターン数を0に
        growCount = 0;              // 初期の成長段階
        movePossibleFlag = true;    // 移動可能フラグを真に
        moveCount = 0;
    }
Esempio n. 13
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    // 初期化
    void Start()
    {
        pause = GameObject.Find("Pause");
        pauseScript = pause.GetComponent<Pause>();
        renderer = GetComponentInChildren<Renderer>();

        gimmickFlag = true;     //ギミックが有効かどうか
        startActionTurn = 0;    //ギミックが動き出すターン数
        gimmickCount = 0;       //ギミックが動いた回数

        gimmickActionCount = 0;     // ギミックに触れてからのターン数を0で初期化
        gimmickDrawFlag = true;     // ギミックを表示するかのフラグを真に
        moveCount = 0;
    }
Esempio n. 14
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 void Awake()
 {
     instance = this;
     foreach (Transform t in transform)
         t.gameObject.SetActive(false);
     buttons = new List<Text>();
     buttonAnimation = new List<PauseScale>();
     buttons.Add(transform.FindChild("Resume").GetComponent<Text>());
     buttons.Add(transform.FindChild("MainMenu").GetComponent<Text>());
     buttons.Add(transform.FindChild("Quit").GetComponent<Text>());
     for (int i = 0; i < buttons.Count; i++) {
         buttonAnimation.Add(buttons[i].GetComponent<PauseScale>());
     }
     playerDisplay = transform.FindChild("PlayerDisplay").GetComponent<Text>();
 }
Esempio n. 15
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    public SpawnDrop spawnDrop; //where player starts the game

    #endregion Fields

    #region Methods

    void Awake()
    {
        jgs = GameObject.FindGameObjectWithTag(TagsAndLayers.gameController).GetComponent<JumpGameState>();
        musicController = GameObject.FindGameObjectWithTag(TagsAndLayers.musicController).GetComponent<MusicController>();
        gameTimer = GameObject.FindGameObjectWithTag(TagsAndLayers.gameTimer).GetComponent<GameTimer>();
        deathArea = GameObject.FindGameObjectWithTag(TagsAndLayers.deathArea).GetComponent<DeathArea>();
        spawnDrop = GameObject.FindGameObjectWithTag(TagsAndLayers.spawnDrop).GetComponent<SpawnDrop>();
        menuScreen = GameObject.FindGameObjectWithTag(TagsAndLayers.menuController).GetComponent<MenuScreen>();
        pause = Camera.main.GetComponent<Pause>();
        crosshair = Camera.main.GetComponent<Crosshair>();

        objectSpawners = GameObject.FindGameObjectsWithTag(TagsAndLayers.objectSpawner);
        jumppadPillars = GameObject.FindGameObjectsWithTag(TagsAndLayers.jumppadPillar);
        player = GameObject.FindGameObjectWithTag(TagsAndLayers.player);
    }
Esempio n. 16
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    private void Awake()
    {
        orderMgr = FindObjectOfType<SpriteOrderLayerManager>();
        battleMgr = FindObjectOfType<BattleManager>();
        itemMgr = FindObjectOfType<ItemManager>();
        bgmMgr = FindObjectOfType<BgmManager>();
        isRun = true;
        pauseUI = FindObjectOfType<Pause>();
        isDefenceTurn = true;

        PlayerData.instance.CheckInstance();

        GameEventManager.instance.CheckInstance();

        StartCoroutine(SceneFader.Instance.FadeIn(0.6f));
        GameObject.FindObjectOfType<SceneFader>().transform.SetParent(Camera.main.transform, true);
    }
        public virtual void ActionCallback(MediaSessionEventData eventData)
        {
            Console.WriteLine("MS_" + eventData.ActionType);
            if (string.Equals(eventData.ActionType, "Play", StringComparison.InvariantCultureIgnoreCase))
            {
                Play?.Invoke(this, eventData);
            }
            else if (string.Equals(eventData.ActionType, "Pause", StringComparison.InvariantCultureIgnoreCase))
            {
                Pause?.Invoke(this, eventData);
            }
            else if (string.Equals(eventData.ActionType, "Stop", StringComparison.InvariantCultureIgnoreCase))
            {
                Stop?.Invoke(this, eventData);
            }
            else if (string.Equals(eventData.ActionType, "SeekBackward", StringComparison.InvariantCultureIgnoreCase))
            {
                SeekBackward?.Invoke(this, eventData);
            }
            else if (string.Equals(eventData.ActionType, "SeekForward", StringComparison.InvariantCultureIgnoreCase))
            {
                SeekForward?.Invoke(this, eventData);
            }
            else if (string.Equals(eventData.ActionType, "SeekTo", StringComparison.InvariantCultureIgnoreCase))
            {
                SeekTo?.Invoke(this, eventData);
            }
            else if (string.Equals(eventData.ActionType, "PreviousTrack", StringComparison.InvariantCultureIgnoreCase))
            {
                PreviousTrack?.Invoke(this, eventData);
            }
            else if (string.Equals(eventData.ActionType, "NextTrack", StringComparison.InvariantCultureIgnoreCase))
            {
                NextTrack?.Invoke(this, eventData);
            }
            else if (string.Equals(eventData.ActionType, "SkipAd", StringComparison.InvariantCultureIgnoreCase))
            {
                SkipAd?.Invoke(this, eventData);
            }
            else
            {
                throw new ArgumentOutOfRangeException();
            }

            AnyEvent?.Invoke(this, eventData);
        }
Esempio n. 18
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 public void saveGame(bool optionSelect)
 {
     if (optionSelect)
     {
         saveLoad.SetPositions(transform.position.x, transform.position.y, transform.position.z);
         saveLoad.sectorName = actualSectorLoad;
         saveLoad.SavePlayerSlot(gameSlot);
         PlayerAnimatorUpdate(false, true);
         Invoke("stopSavingAnim", 4f);
     }
     else
     {
         anim.SetBool("Saved", false);
         Pause.UnpausePlayer(playerController);
         unFreezeMoves();
     }
 }
Esempio n. 19
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    // Use this for initialization
    void Start()
    {
        pausescript = GameObject.FindGameObjectWithTag("GamePauser").GetComponent <Pause>();

        if (level5)
        {
            GameObject alias = GameObject.Find("RightController").gameObject;
            alias.SetActive(false);
            pausescript.MenuOff();
            //VRTK.VRTK_SDKManager.instance.UnloadSDKSetup();
            // SceneManager.LoadScene("finaldungeon");
            //SteamVR_LoadLevel.Begin("finaldungeon");
            pausescript.MenuOn();
            pausescript.MenuOff();
            //alias.SetActive(true);
            //alias.SetActive(false);
            //alias.SetActive(true);
            //alias.SetActive(false);
            //alias.SetActive(true);
            StartCoroutine(fixer());
        }
        if (AllItems)
        {
            ItemInventory.hasMicrocontroller = true;
            ItemInventory.hasTNT             = true;
            ItemInventory.hasStopwatch       = true;
            ItemInventory.hasBattery         = true;
            ItemInventory.hasSnorkel         = true;
            ItemInventory.hasAtlas           = true;
            ItemInventory.hasDiskette        = true;
            ItemInventory.hasHeadphones      = true;
            ItemInventory.hasRAM             = true;
            ItemInventory.hasPottery         = true;
            ItemInventory.hasSprocket        = true;
            ItemInventory.hasSnibbet         = true;
            ItemInventory.hasCrucible        = true;
            ItemInventory.hasStatuette       = true;
            ItemInventory.hasToytrain        = true;
            ItemInventory.hasVintagephone    = true;
            ItemInventory.hasGoblet          = true;
            ItemInventory.hasBaseballcap     = true;
            ItemInventory.has3doconsole      = true;
            ItemInventory.hasHuntinghorn     = true;
            ItemInventory.hasOldbottle       = true;
        }
    }
    void Start()
    {
        popup   = GameObject.FindGameObjectWithTag("PopupManager").GetComponent <PopupManager>();
        popdiag = GameObject.FindGameObjectWithTag("PopupDiag");

        pausescript = GameObject.FindGameObjectWithTag("GamePauser").GetComponent <Pause>();

        weaponContainer1 = GameObject.FindGameObjectWithTag("WeaponContainer");
        //scriptofSwitchWeapons = weaponContainer1.GetComponent<SwitchWeapons>();
        //scriptofSwitchWeapons.Persistence();
        //weaponScreen = GameObject.FindGameObjectWithTag("WeaponScreen");
        // weaponinventoryScript = GameObject.FindGameObjectWithTag("Player").GetComponent<WeaponInventory>();
        //weaponinventoryScript.wScreenActive = false;
        //weaponScreen.SetActive(false);
        //scriptofSwitchWeapons.Persistence();
        //scriptofSwitchWeapons.PutAwayPickaxe();
        if (!levelUpScreen)
        {
            levelUpScreen = GameObject.Find("LevelUpScreen");
        }
        levelUpScreen.SetActive(false);
        player = GameObject.FindGameObjectWithTag("Player");

        if (GameModeScript.GameMode == 1)
        {
        }
        if (pixelationOff)
        {
        }
        if (diedNOTportal)
        {
            diedNOTportal = false;
        }
        //StartCoroutine(seconddialogue());
        GameObject.FindGameObjectWithTag("Music").GetComponent <RandomMusic>().PlayMusic();

        //Debug.Log("LevelProgression working" + gameObject.name);
        if (GameObject.FindGameObjectWithTag("Player").transform.Find("Controller (left)").GetComponent <ViveController>().holdingObject)
        {
            GameObject.FindGameObjectWithTag("Player").transform.Find("Controller (left)").gameObject.GetComponent <FixControllerModel>().FixModel();
        }
        if (!GameObject.FindGameObjectWithTag("Player").transform.Find("Controller (right)").GetComponent <ViveController>().holdingObject)
        {
            GameObject.FindGameObjectWithTag("Player").transform.Find("Controller (right)").gameObject.GetComponent <FixControllerModel>().FixModel();
        }
    }
Esempio n. 21
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 private void SavePause_Click(object sender, EventArgs e)
 {
     Exacta.Menu.db = new DataContext(Exacta.Menu.connectionString);
     if (NewPause)
     {
         Pause pause = new Pause();
         GetPauseFDP(pause);
         try
         {
             Tables.TblPauses.InsertOnSubmit(pause);
             Exacta.Menu.db.SubmitChanges();
             MessageBox.Show("New Pause has been added!");
             LoadPause();
         }
         catch (Exception ex)
         {
             MessageBox.Show(ex.ToString());
         }
         NewPause = false;
     }
     else
     {
         if (dgvPause.Rows.Count == 0)
         {
             return;
         }
         var dialog = MessageBox.Show("Do you want to update Pause?", "Pause Update!", MessageBoxButtons.YesNo);
         if (dialog == DialogResult.No)
         {
             return;
         }
         Pause pause = Exacta.Menu.db.GetTable <Pause>().Single(cl => cl.Id.ToString() == SelectedPause);
         try
         {
             GetPauseFDP(pause);
             Exacta.Menu.db.SubmitChanges();
             MessageBox.Show("Pause " + richTextBox1.Text.ToString() + " has been updated!");
             LoadPause();
         }
         catch (Exception ex)
         {
             MessageBox.Show(ex.ToString());
         }
     }
     LoadPause();
 }
Esempio n. 22
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    // Use this for initialization
    void Start()
    {
        //used to know when to allow movement
        GameObject gui = GameObject.FindGameObjectWithTag("Gui");
        pause = gui.GetComponent<Pause>();

        //constructs a plane facing up that is the same level as the water
        //GameObject water = GameObject.Find ("Water");
        horoPlane = new Plane (Vector3.up, new Vector3(0, 0.5f, 0));
        verticalPlane = new Plane (Vector3.forward, new Vector3 (0, 0, 78));

        //Get tongue object script to control rotation
        //tongue = GameObject.FindGameObjectWithTag ("Tongue").GetComponent<Tongue> ();
        tongue = GameObject.Find ("Tongue").GetComponent<NewTongue> ();

        //Starts with old control style
    }
    // Use this for initialization
    void Start()
    {
        player       = GetComponent <Rigidbody2D>();
        pauseScript  = FindObjectOfType <Pause>();
        attackScript = GetComponent <PlayerAttacking>();


        if (!playerExists)
        {
            playerExists = true;
            DontDestroyOnLoad(transform.gameObject);
        }
        else
        {
            Destroy(gameObject);
        }
    }
Esempio n. 24
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        public static IEnumerable <Skift> Process(IEnumerable <Rad> rader)
        {
            var   res   = new List <Skift>();
            Skift skift = null;
            Pause pause = null;

            foreach (var rad in rader)
            {
                switch (rad.Type)
                {
                case RadType.VaktStart:
                {
                    if (skift != null)
                    {
                        skift.Slutt = rad.Tidspunkt.AddMinutes(-1);
                        res.Add(skift);
                    }
                    skift = new Skift()
                    {
                        VaktNr = rad.VaktId, Start = rad.Tidspunkt
                    };
                }
                break;

                case RadType.PauseStart:
                {
                    pause = new Pause()
                    {
                        Start = rad.Tidspunkt
                    };
                }
                break;

                case RadType.PauseSlutt:
                {
                    pause.Slutt = rad.Tidspunkt;
                    skift.Pauser.Add(pause);
                }
                break;
                }
            }

            skift.Slutt = skift.Start.AddHours(8);  // Avslutt siste skift
            res.Add(skift);
            return(res);
        }
Esempio n. 25
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    private void FixedUpdate()
    {
        if (!active)
        {
            return;
        }

        if (Pause.gamePaused())
        {
            transform.rotation = Quaternion.identity;
        }
        else
        {
            transform.rotation = lastRotation;
            lastRotation       = Quaternion.Euler(0f, (transform.rotation.eulerAngles.y + speed) % 360f, 0f);
        }
    }
        private void Pause_Click(object sender, EventArgs e)
        {
            Pause.Focus();
            Pause.Select();

            if (pause)
            {
                timer.Stop();
                pause = false;
            }
            else
            {
                timer.Start();
                pause = true;
            }
            pictureBox1.Focus();
        }
Esempio n. 27
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        private void Init()
        {
            _keyboardHook.KeyDownEvent += (x, y) =>
            {
                _keyStatusManager.SetKeyDown(y.KeyCode);

                if (y.KeyCode == Keys.S && _keyStatusManager.IsAllDown(Keys.LControlKey, Keys.LMenu))
                {
                    Stop?.Invoke();
                }

                if (y.KeyCode == Keys.B && _keyStatusManager.IsAllDown(Keys.LControlKey, Keys.LMenu))
                {
                    Start?.Invoke();
                }

                if (y.KeyCode == Keys.P && _keyStatusManager.IsAllDown(Keys.LControlKey, Keys.LMenu))
                {
                    Pause?.Invoke();
                }

                if (y.KeyCode == Keys.R && _keyStatusManager.IsAllDown(Keys.LControlKey, Keys.LMenu))
                {
                    Resume?.Invoke();
                }

                if (y.KeyCode == Keys.Q && _keyStatusManager.IsAllDown(Keys.LControlKey, Keys.LMenu))
                {
                    Restart?.Invoke();
                }
            };

            _keyboardHook.KeyUpEvent += (x, y) =>
            {
                _keyStatusManager.SetKeyUp(y.KeyCode);
            };

            _mouseHook.MouseDownEvent += (x, y) =>
            {
                if (y.Button == MouseButtons.Left && _keyStatusManager.IsAllDown(Keys.LControlKey, Keys.LMenu))
                {
                    Position?.Invoke(y.Location);
                }
            };
        }
Esempio n. 28
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    protected override void Update()
    {
        if (!Pause.gamePaused() && health.getHealth() > 0f)
        {
            NavMeshHit closestHit;
            if (NavMesh.SamplePosition(gameObject.transform.position, out closestHit, 500, 1))
            {
                gameObject.transform.position = closestHit.position;
            }

            nav.enabled = true;
            base.Update();
        }
        else
        {
            nav.enabled = false;
        }
    }
Esempio n. 29
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    private void Update()
    {
        if (!Pause.isPaused())
        {
            this.timePlaying += Time.deltaTime;

            // Remove dead zombies from list.
            this.cleanZombieList();

            // Update the game mode object.
            if (this.gameMode != null)
            {
                this.gameMode.updateGameMode();
            }

            this.trySpawnZombies();
        }
    }
Esempio n. 30
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    // Use this for initialization
    void Start()
    {
        isDead = false;
        player.GetComponent <Pause>().isDead = false;
        addPoint = true;

        if (levelEditor)
        {
            testM = GameObject.Find("TestManager").GetComponent <TestManager>();
        }

        if (!testM)
        {
            pc          = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>();
            pause       = GameObject.FindGameObjectWithTag("Player").GetComponent <Pause>();
            levelSpeeds = LevelSpeed.FindObjectsOfType <LevelSpeed>();
        }
    }
Esempio n. 31
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    private void LateUpdate()
    {
        // Only show Entities that at the depth being rendered.
        foreach (EntityBase e in this.list)
        {
            e.toggleRendererVisability(
                e.depth == this.worldRenderer.getDepthRendering());
        }

        if (!Pause.isPaused())
        {
            // Update the Entities.
            for (int i = this.list.Count - 1; i >= 0; i--)
            {
                this.list[i].onLateUpdate();
            }
        }
    }
Esempio n. 32
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    private void Start()
    {
        pause = FindObjectOfType <Pause>();

        playerCam = FindObjectOfType <CameraController>();

        player = FindObjectOfType <PlayerController>();

        rectTransform = GetComponent <RectTransform>();

        offScreenPos = rectTransform.anchoredPosition;

        rectTransform.anchoredPosition = offScreenPos;

        timer = 0.0f;

        GetSceneData();
    }
Esempio n. 33
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 private void Interface_Load(object sender, EventArgs e)
 {
     SubtitleDisplayBox.Hide();
     StartPrompt.Hide();
     MoreThanOne.Hide();
     StartButton.Hide();
     CountDown.Hide();
     NotPaused.Hide();
     gettingPaused1.Hide();
     gettingPaused2.Hide();
     gettingPaused3.Hide();
     gettingPaused4.Hide();
     Paused.Hide();
     pictureBox1.Hide();
     pictureBox2.Hide();
     Password.Hide();
     Pause.Hide();
 }
	// Use this for initialization
	void Start () {
        player = GetComponent<Rigidbody2D>();
        pauseScript = FindObjectOfType<Pause>();
        attackScript = GetComponent<PlayerAttacking>();


        if (!playerExists)
        {
            playerExists = true;
            DontDestroyOnLoad(transform.gameObject);
        }
        else
        {
            Destroy(gameObject);
        }

	
	}
Esempio n. 35
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 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         if (!Pause.Paused)
         {
             Pause.PauseGame();
             audioSource.PlayOneShot(pause);
             pauseUI.SetActive(true);
         }
         else
         {
             Pause.UnPauseGame();
             audioSource.PlayOneShot(unpause);
             pauseUI.SetActive(false);
         }
     }
 }
Esempio n. 36
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    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "SandWall" || other.tag == "Fence")
        {
            Destroy(other.gameObject);
        }
        if (other.tag == "Hero" && SceneManager.GetActiveScene().name == "Maze1")
        {
            Pause.DoPause();
            GameObject.Find("UI").GetComponent <StartOptions>().ChangeScene(2);
        }

        if (other.tag == "Hero" && SceneManager.GetActiveScene().name == "Maze2")
        {
            Pause.DoPause();
            GameObject.Find("UI").GetComponent <GameOverScript>().EnableCreditsScreen(GameObject.Find("EventSystem").GetComponent <GameLevelManager>().getScore());
        }
    }
Esempio n. 37
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 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Debug.LogWarning("Singleton Error! : " + this.name);
         Destroy(this);
     }
     SaveManager.FirstLoad(GlobalData.isNewStart);
     viewer = GameObject.Find("Canvas").transform.Find("MapViewer").GetComponent <MapViewer>();
     player = GameObject.Find("Player").GetComponent <Player>();
     pause  = GameObject.Find("Canvas").transform.Find("Pause").GetComponent <Pause>();
     player.MakePalette();
     OnUsingSkill = new voidFunc[5];
 }
    public void Play_OnClick()
    {
        mainPanel.SetActive(false);
        settingsPanel.SetActive(false);
        upgradePanel.SetActive(false);


        //This loads a test scene. To add a scene, go into File > Build Settings and drop a scene in. Then, put the corresponding number below (first scene is 0, second 1, etc)
        //Note that loadscenemode.additive should be used so that Upgrade functionality is retained. Remember to disable any menu objects/UI above before loading the scene
        SceneManager.LoadScene(1, LoadSceneMode.Additive);

        mainCamera.SetActive(false);

        Pause PauseScript = GetComponent <Pause>();

        PauseScript.playing      = true;
        PauseScript.lastCurrency = upgradeControl.GetComponent <UpgradeControl>().currency;
    }
Esempio n. 39
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 public static PauseEntity Create(Pause pause)
 {
     return(new PauseEntity
     {
         Oid = pause.Oid ?? 0,
         OperationId = pause.OperationId,
         OperationName = pause.OperationName,
         Source = pause.Source.ToString(),
         CancellationSource = pause.CancellationSource?.ToString(),
         CreatedAt = pause.CreatedAt,
         EffectiveSince = pause.EffectiveSince,
         State = pause.State.ToString(),
         Initiator = pause.Initiator,
         CancelledAt = pause.CancelledAt,
         CancellationEffectiveSince = pause.CancellationEffectiveSince,
         CancellationInitiator = pause.CancellationInitiator
     });
 }
Esempio n. 40
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    protected void Death()
    {
        if (!enemy) // is player
        {
            GameObject gc   = GameObject.FindGameObjectWithTag("GameController");
            Pause      dead = gc.GetComponent <Pause>();
            dead.gameOver = true;
        }

        if (deathClip != null)
        {
            AudioDeath.Play(0);
            spriteR.enabled = false; // simulate death (i dont want to destory the object before playing sound)
            if (gameObject.GetComponent <EnemyShoot>() != null)
            {
                gameObject.GetComponent <EnemyShoot>().stopShooting = true; // disables the phantom bullets
            }
            if (hasDrop)                                                    // if (drop[0] != null) didn't work to well so f**k it
            {
                for (int i = 0; i < drop.Length; i++)
                {
                    Instantiate(drop[i], transform.position, Quaternion.identity); // look at all this wasted potential. I have a total of 1 enemy that drops an item after death
                }
            }
            if (animeDeath != null) // if death animation doesnt equal null
            {
                Instantiate(animeDeath, transform.position, Quaternion.identity);
            }
            transform.position = new Vector2(transform.position.x, transform.position.y + 10);
            if (enemy)
            {
                Destroy(gameObject, AudioDeath.clip.length); // kills object after some time
            }
        }
        else
        {
            if (enemy)
            {
                Destroy(gameObject);
            }
        }

        invincible = true; // now it wont flash red to ruin the illusion of it actually dying.
    }
Esempio n. 41
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    void Start()
    {
        rabbitRB    = GetComponent <Rigidbody> ();
        anim        = GetComponent <Animator> ();
        pauseScript = GameObject.Find("Canvas").GetComponent <Pause> ();

        if (Prefabs.wolf == null)
        {
            print("PlayerCollisions: No wolf prefab");
        }
        if (Prefabs.loseSeconds == null)
        {
            print("PlayerCollisions: No loseSeconds prefab");
        }

        GameObject uiBarGameObject = GameObject.Find("Full Bar");

        uiBar = uiBarGameObject.GetComponent <UIBar> ();
    }
Esempio n. 42
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 /// <summary>
 /// Gets a value indicating whether alert is displayed or not.
 /// </summary>
 /// <param name="throwWhenNotDisplayed">Indicate whether <see cref="NoAlertPresentException"/> should be thrown if alert is not displayed.</param>
 /// <returns>True if alert is displayed. False if alert is not displayed and <paramref name="throwWhenNotDisplayed"/> is set to false.</returns>
 /// <exception cref="NoAlertPresentException">Thrown when an alert is not found and <paramref name="throwWhenNotDisplayed"/> is true.</exception>
 public bool IsDisplayed(bool throwWhenNotDisplayed = false)
 {
     Pause.PauseExecution(Pause.ScriptWaitDuration.Long);
     try
     {
         _SwitchToAlert();
         Logging.Logging.WriteVerboseLogEntry(GetType().ToString(), "Alert is displayed.");
         return(true);
     }
     catch (NoAlertPresentException)
     {
         Logging.Logging.WriteVerboseLogEntry(GetType().ToString(), "Alert is not displayed.");
         if (throwWhenNotDisplayed)
         {
             throw;
         }
         return(false);
     }
 }
Esempio n. 43
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        private StepMode OnPause(DebugInformation e)
        {
            // If we've been running (not stepping) and got here (through Break), revert to stepping
            Stop();

            IsRunning = false;
            Pause?.Invoke(e);

            // We've now handed control over to the UI. Keep the debugger thread
            // waiting until the UI gets back to us:
            waitForInterface.WaitOne();
            // ... then start the cycle over:
            waitForInterface.Reset();

            IsRunning = true;
            Continue?.Invoke();

            return(nextStep);
        }
Esempio n. 44
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    private bool isEnemyShooting = true;                          // flag allows or not to shoot spawning enemy


    void Awake()
    {
        if (instance == null)
            instance = this;
        else if (instance != this)
            Destroy(gameObject);

        DontDestroyOnLoad(gameObject);

        nextGoldenScore = goldenScore;                            // initial first golden Score
        scoreText.text = "0";

        hierarchyGuard = new GameObject("HierarchyGuard").transform;

        // Get references
        bulletTime = GetComponent<BulletTime>();
        medalAwardingFor = GetComponent<MedalAwardingFor>();
        pause = GetComponent<Pause>();
    }
Esempio n. 45
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    // Update is called once per frame
    void Update()
    {
        if (Input.GetKey("escape"))
        {
            Time.timeScale = 0f;

            //EyeMovement script1 = gameObject.GetComponent<EyeMovement>();
            //script1.enabled = false;

            Pause script2 = gameObject.GetComponent <Pause>();
            script2.enabled = true;

            //HideCourser script3 = gameObject.GetComponent<HideCourser>();
            //script3.enabled = false;

            Screen.showCursor = true;
            pauseactiv        = true;
        }
    }
Esempio n. 46
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        /// <summary>
        /// 静态构造函数只会被执行一次
        /// </summary>
        static EkLogManager()
        {
            var writeTask = new Task(obj =>
            {
                //开启线程写入日志
                while (true)
                {
                    Pause.WaitOne(1000, true);        //阻塞当前线程执行
                    var temp = new List <string[]>(); //temp[0] 存放日志路径,temp[1]存放日志内容
                    foreach (var logItem in LogQueue)
                    {
                        var logPath         = logItem.Item1; //日志路径
                        var logMergeContent = string.Concat(logItem.Item2, Environment.NewLine,
                                                            "----------------------------------------------------------------------------------------------------------------------",
                                                            Environment.NewLine); //日志内容
                        var logArr = temp.FirstOrDefault(d => d[0].Equals(logPath));
                        if (logArr != null)
                        {
                            logArr[1] = string.Concat(logArr[1], logMergeContent);
                        }
                        else
                        {
                            logArr = new[]
                            {
                                logPath,
                                logMergeContent
                            };
                            temp.Add(logArr);
                        }

                        LogQueue.TryDequeue(out var _); //出队列
                    }

                    //日志写入
                    foreach (var item in temp)
                    {
                        WriteText(item[0], item[1]);
                    }
                }
            }, null, TaskCreationOptions.LongRunning);

            writeTask.Start();
        }
Esempio n. 47
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    void Awake()
    {
        manage                = this;
        vibroToggle.isOn      = (PlayerPrefs.GetInt("VibrationActive") == 0) ? true : false;
        Steeringwheel.isOn    = (PlayerPrefs.GetInt("SteeringWheel") == 0) ? true : false;
        buttonControltgl.isOn = (PlayerPrefs.GetInt("ButtonMode") == 0) ? true : false;
        musicToggle.isOn      = (PlayerPrefs.GetInt("Soundtrack") == 0) ? true : false;
        if (SceneManager.GetActiveScene().name == "battle_online")
        {
            Traffic.SetActive(true);
            traff.isOn         = true;
            traff.interactable = false;
            //traff.isOn = (PlayerPrefs.GetInt("Traffic") == 0) ? true : false;
            people.isOn = (PlayerPrefs.GetInt("PeopleAI") == 0) ? true : false;
        }

        if (SceneManager.GetActiveScene().name == "city_single")
        {
            print("PauseCitySingle");
            Traffic.SetActive(true);
            traff.isOn         = true;
            traff.interactable = false;
            people.isOn        = (PlayerPrefs.GetInt("PeopleAI") == 0) ? true : false;
        }

        if (SceneManager.GetActiveScene().name == "city_online")
        {
            Traffic.SetActive(false);
            traff.interactable = false;
            //traff.isOn = (PlayerPrefs.GetInt("Traffic") == 0) ? true : false;
            traff.isOn  = false;
            people.isOn = (PlayerPrefs.GetInt("PeopleAI") == 0) ? true : false;
        }

        if (SceneManager.GetActiveScene().name == "level_top_speed_test")
        {
            Traffic.SetActive(true);
            traff.isOn         = true;
            traff.interactable = false;
            people.isOn        = (PlayerPrefs.GetInt("PeopleAI") == 0) ? true : false;
            //traff.isOn = (PlayerPrefs.GetInt("Traffic") == 0) ? true : false;
        }
    }
        public override int GetHashCode()
        {
            int hash = 1;

            if (CustomState.Length != 0)
            {
                hash ^= CustomState.GetHashCode();
            }
            if (dataCase_ == DataOneofCase.GenericDialog)
            {
                hash ^= GenericDialog.GetHashCode();
            }
            if (dataCase_ == DataOneofCase.Pause)
            {
                hash ^= Pause.GetHashCode();
            }
            if (dataCase_ == DataOneofCase.AdviceOverlay)
            {
                hash ^= AdviceOverlay.GetHashCode();
            }
            if (dataCase_ == DataOneofCase.AdviceInterjection)
            {
                hash ^= AdviceInterjection.GetHashCode();
            }
            if (dataCase_ == DataOneofCase.ConversationInterjection)
            {
                hash ^= ConversationInterjection.GetHashCode();
            }
            if (CallToActionAsset.Length != 0)
            {
                hash ^= CallToActionAsset.GetHashCode();
            }
            if (CallToActionButtonIdentifier.Length != 0)
            {
                hash ^= CallToActionButtonIdentifier.GetHashCode();
            }
            hash ^= (int)dataCase_;
            if (_unknownFields != null)
            {
                hash ^= _unknownFields.GetHashCode();
            }
            return(hash);
        }
    // Use this for initialization
    void Start () {
        textbox = GameObject.FindGameObjectWithTag("Textbox");
        pauseScript = FindObjectOfType<Pause>();

        DontDestroyOnLoad(transform.gameObject);

        if (!cameraExists)
        {
            cameraExists = true;
            DontDestroyOnLoad(transform.gameObject);
        }
        else
        {
            Destroy(gameObject);
        }

        cam = GetComponent<Camera>();

        verExtent = cam.orthographicSize;
        horExtent = verExtent * Screen.width / Screen.height;

    }
Esempio n. 50
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 // 初期化
 void Start()
 {
     pause = GameObject.Find("Pause");
     pauseScript = pause.GetComponent<Pause>();
     gimmickFlag = true;         // ギミックが有効か判断するフラグに真を保存
     startActionTurn = 1;        // ギミックを動かし始めるターン数を1に
     gimmickCount = 0;           // ギミックが有効になってからのターン数を0に
     movePossibleFlag = true;    // 移動可能フラグを真に
     moveCount = 0;
     motionCount = 1;
     GetComponent<Animator>().SetInteger("MotionCount", motionCount);
 }
Esempio n. 51
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // Puts whatever the current keyboard state is into this variable to be used later
            _kbstate = Keyboard.GetState();
            _gpstate = GamePad.GetState(PlayerIndex.One);
                    if (bulletTimer < GameVariables.bTimer)
                    {
                        bulletTimer += gameTime.ElapsedGameTime.TotalSeconds;
                        if (bulletTimer >= GameVariables.bTimer)
                        {
                            bulletTimer = GameVariables.bTimer;
                        }
                    }
            // Finite state machine for the menu, the game, the pause screen,
            // and the game over screen
            switch (gameState)
            {
                #region The Start Menu

                case GameState.Menu:
                    switch (buttonState)                // Press button to alter which item is highlighted to
                    {                                   // to change where player will go on the menu
                        // If the "Play" button is highlighted
                        case Highlighted.Play:
                            {
                                if (SingleKeyPress(Keys.D) || _gpstate.ThumbSticks.Left.X == 1 || _gpstate.DPad.Right == ButtonState.Pressed)             // Press "D" to move right to the Credits option
                                    if (bulletTimer == GameVariables.bTimer)
                                    {
                                        buttonState = Highlighted.Credits;
                                    }

                                if (SingleKeyPress(Keys.Enter) || _gpstate.Buttons.Start == ButtonState.Pressed || _gpstate.Buttons.A == ButtonState.Pressed)         // Press "Enter" to start the game
                                    gameState = GameState.GameManager;
                                break;
                            }

                        // If the "Credits" button is highlighted
                        case Highlighted.Credits:
                            {
                                if (SingleKeyPress(Keys.D) || _gpstate.ThumbSticks.Left.X == 1 || _gpstate.DPad.Right == ButtonState.Pressed)             // Press "D" to move right to the Quit option
                                    buttonState = Highlighted.Quit;

                                else if (SingleKeyPress(Keys.A) || _gpstate.ThumbSticks.Left.X == -1 || _gpstate.DPad.Left == ButtonState.Pressed)        // Press "A" to move left to the Play option
                                    buttonState = Highlighted.Play;

                                if (SingleKeyPress(Keys.Enter) || _gpstate.Buttons.Start == ButtonState.Pressed || _gpstate.Buttons.A == ButtonState.Pressed)         // Press "Enter" to enter the credits menu
                                    gameState = GameState.Credits;
                                break;
                            }

                        // If the "Quit" button is highlighted
                        case Highlighted.Quit:
                            {
                                if (SingleKeyPress(Keys.A) || _gpstate.ThumbSticks.Left.X == -1 || _gpstate.DPad.Left == ButtonState.Pressed)             // Press "A" to move Left to the Credits option
                                    buttonState = Highlighted.Credits;

                                if (SingleKeyPress(Keys.Enter) || _gpstate.Buttons.Start == ButtonState.Pressed || _gpstate.Buttons.A == ButtonState.Pressed)         // Press "Enter" to quit the game
                                    this.Exit();
                                break;
                            }
                    }
                    break;

                #endregion

                 #region The Game

                case GameState.GameManager:
                    MediaPlayer.Pause();                                                        // Stop the music from playing from the menu
                    timer -= gameTime.ElapsedGameTime.TotalSeconds;                             // Start the timer up for later use
                    if (SingleKeyPress(Keys.Escape) || SingleKeyPress(Keys.P) || _gpstate.Buttons.Start == ButtonState.Pressed)
                    {
                        // If "P" or "Escape" is press opent he pause menu
                        gameState = GameState.Pause;
                    }

                    // To move the player
                    if (_kbstate.IsKeyDown(Keys.W) || _gpstate.ThumbSticks.Left.Y > 0 || _gpstate.DPad.Up == ButtonState.Pressed)                 // Press "W" to move up
                    {
                        _p.YValue -= _p.moveSpeed;
                        _p.DState = GamePiece.Direction.Up;
                    }

                    if (_kbstate.IsKeyDown(Keys.A) || _gpstate.ThumbSticks.Left.X < 0 || _gpstate.DPad.Left == ButtonState.Pressed)                 // Press "A" to move left
                    {
                        _p.XValue -= _p.moveSpeed;
                        _p.DState = GamePiece.Direction.Left;
                    }

                    if (_kbstate.IsKeyDown(Keys.S) || _gpstate.ThumbSticks.Left.Y < 0 || _gpstate.DPad.Down == ButtonState.Pressed)                 // Press "S" to move down
                    {
                        _p.YValue += _p.moveSpeed;
                        _p.DState = GamePiece.Direction.Down;
                    }

                    if (_kbstate.IsKeyDown(Keys.D) || _gpstate.ThumbSticks.Left.X > 0 || _gpstate.DPad.Right == ButtonState.Pressed)                 // Press "D" to move right
                    {
                        _p.XValue += _p.moveSpeed;
                        _p.DState = GamePiece.Direction.Right;
                    }

                    if (bulletTimer == GameVariables.bTimer)
                    {
                        if (SingleKeyPress(Keys.Space) || _gpstate.Triggers.Right == 1)
                        {
                            if (ammo > 0)
                            {
                                _b.Active = true;
                                AddProjectile(new Vector2(_p.XValue, _p.YValue));
                                ammo--;
                            }
                        }
                        bulletTimer = 0;
                        //bulletTimer -= gameTime.ElapsedGameTime.TotalSeconds;
                    }
                    foreach (DartCollectible dc in dcs)
                    {
                        if (_p.CheckCollision(dc) == true && dc.GetSetCollected != true && ammo +5 <= 20 )
                        {
                            ammo += GameVariables.dartCollectibleWorth;
                            dc.GetSetCollected = true;
                        }
                    }
                    updateScore();
                    //troll code
                    //if (_kbstate.IsKeyDown(Keys.Space))
                    //{
                    //    AddProjectile(new Vector2(_p.XValue, _p.YValue));
                    //{

                    //makes sure bullets dont fly off the screen
                    UpdateProjectiles();

                    //checks if bullets collide with zombies
                    bulletCollision();

                    //Screen"wrap", more like a big wall
                    ScreenWrap();
                    ScreenWall(_p);
                    // For each zombie activate their AI's and make sure they don't run into one another
                    for (int i = 0; i < _zs.Count; i++)
                    {
                        _zs.ElementAt(i).AI(_p, gameTime.ElapsedGameTime.TotalSeconds);
                        ScreenWall(_zs.ElementAt(i));
                        for (int j = 0; j < _zs.Count; j++)
                        {
                            if (j != i)
                            {
                                _zs.ElementAt(i).HitOtherZomibe(_zs.ElementAt(j));
                            }
                        }
                    }

                    //***game over condition(s) goes here***
                    if (score >= 300 && extracted == false)
                    {
                        extraction = true;
                        currentMaptile.extraction = true;
                    }
                    if (extraction == true)
                    {
                        currentMaptile.GetSetZombieList.Clear();
                        currentMaptile.SpawnZombies(10);

                        foreach (Zombie z in currentMaptile.GetSetZombieList)
                        {
                            _zs.Add(z);
                        }
                        extracted = true;
                        extraction = false;
                    }

                    #if DEBUG
                    if (SingleKeyPress(Keys.NumPad0) == true)
                    {
                        gameState = GameState.GameOver;
                    }
                    #endif
                    break;

                #endregion

                #region The Pause Menu

                case GameState.Pause:
                    switch (highlight)
                    {
                        // If the Resume button is highlighted
                        case Pause.Resume:
                            {
                                if (SingleKeyPress(Keys.D) || _gpstate.ThumbSticks.Left.X == 1 || _gpstate.DPad.Right == ButtonState.Pressed)                 // Press "D" to move right to the Quit option
                                    highlight = Pause.Quit;

                                if (SingleKeyPress(Keys.Enter) || _gpstate.Buttons.Start == ButtonState.Pressed || _gpstate.Buttons.A == ButtonState.Pressed)             // Press "Enter" to go back to the game
                                    gameState = GameState.GameManager;

                                break;
                            }

                        // If the Quit button is highlighted
                        case Pause.Quit:
                            {
                                if (SingleKeyPress(Keys.A) || _gpstate.ThumbSticks.Left.X == -1 || _gpstate.DPad.Left == ButtonState.Pressed)                 // Press "A" to move left to the Resume option
                                    highlight = Pause.Resume;

                                if (SingleKeyPress(Keys.Enter) || _gpstate.Buttons.Start == ButtonState.Pressed || _gpstate.Buttons.A == ButtonState.Pressed)             // Press "Enter" to exit the game
                                {
                                    Reset();                                // Reset the game before exiting
                                    gameState = GameState.Menu;
                                }
                                break;
                            }
                    }
                    break;

                #endregion

                //***pust to options conditions here***//
                #region The GameOver Screen

                case GameState.GameOver:
                    if (SingleKeyPress(Keys.Enter) || _gpstate.Buttons.Start == ButtonState.Pressed || _gpstate.Buttons.A == ButtonState.Pressed)
                    {
                        //reset the values of the game
                        Reset();
                        gameState = GameState.Menu;
                    }
                    //***quick quit from game over conditons could go here if needed***//
                    break;

                #endregion

                #region The Credits Screen

                case GameState.Credits:
                    if (SingleKeyPress(Keys.Escape) || _gpstate.Buttons.B == ButtonState.Pressed || _gpstate.Buttons.Back == ButtonState.Pressed)        // Press "Escape" to exit the Credits screen
                    {
                        gameState = GameState.Menu;
                    }
                    break;

                #endregion
            }

            // Set the current keyboard state into the previous keyboard variable
            _prevKbState = _kbstate;

            base.Update(gameTime);
        }
Esempio n. 52
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    public void triggerThirdTiltStartEvent()
    {
        if (this.ThirdTiltStartEvent != null) {
            this.ThirdTiltStartEvent(this, EventArgs.Empty);
        }
        GetComponent<Animator>().speed = 0;
        currentPause = Pause.ThirdTilt;

        print("GO TO THE LEFT SIDE");
        if (sideTracker.GetComponent<SideTracker>().GetFullFloorSide() != FloorSide.Left) {
            gameController.ActivateLeftUpOutsideState ();
        } else {
            gameController.ActivateRightUpOutsideState ();
        }
    }
Esempio n. 53
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 public PauseForm(Pause origPause)
 {
     _origPause = origPause;
     _tempPause = _origPause.GetCopy() as Pause;
     InitializeComponent();
 }
Esempio n. 54
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 public void triggerSecondTiltEndEvent()
 {
     if (this.SecondTiltEndEvent != null) {
         this.SecondTiltEndEvent(this, EventArgs.Empty);
     }
     GetComponent<Animator>().speed = stormSpeed;
     currentPause = Pause.NoPause;
 }
Esempio n. 55
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    public void triggerThirdTiltEndEvent()
    {
        //bgMusic.playing = false;

        if (this.ThirdTiltEndEvent != null) {
            this.ThirdTiltEndEvent(this, EventArgs.Empty);
        }
        GetComponent<Animator>().speed = stormSpeed;
        currentPause = Pause.NoPause;
        light1.GetComponent<Animator>().SetTrigger("shouldBrighten");
        light2.GetComponent<Animator>().SetTrigger("shouldBrighten");

        gameController.isOgopogAppearanceTriggerEnabled = true;
    }
Esempio n. 56
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    public void triggerInitialPauseEndEvent()
    {
        AudioManager.Main.PlayNewSound("BoatHorn");

        if (this.InitialPauseEndEvent != null) {
            this.InitialPauseEndEvent(this, EventArgs.Empty);
        }
        GetComponent<Animator>().speed = normalSpeed;
        currentPause = Pause.NoPause;
    }
Esempio n. 57
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    public void triggerFirstTiltEndEvent()
    {
        AudioManager.Main.PlayNewSound("ScaryAmbient",true);

        if (this.FirstTiltEndEvent != null) {
            this.FirstTiltEndEvent(this, EventArgs.Empty);
        }
        GetComponent<Animator>().speed = stormSpeed;
        currentPause = Pause.NoPause;
    }
Esempio n. 58
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 public void triggerFinalPauseStartEvent()
 {
     if (this.FinalPauseStartEvent != null) {
         this.FinalPauseStartEvent(this, EventArgs.Empty);
     }
     GetComponent<Animator>().speed = 0;
     currentPause = Pause.Final;
 }
	// Use this for initialization
	void Start () {
		effectObject = GameObject.Find("Offbeat");
		
		fxParticles = new GameObject[2];
		fxParticles[0] = Instantiate(FXParticles);
		fxParticles[1] = Instantiate(FXParticles);
		fxParticlesControl = new CustomParticles[2];
		fxParticlesControl[0] = fxParticles[0].GetComponent<CustomParticles>();
		fxParticlesControl[1] = fxParticles[1].GetComponent<CustomParticles>();

		touches = new Vector3[2];
		deadBunnies =0;
		fxPointer = 0;
		latestTouch = 0;
		time = 0;
		god = GameObject.Find("God").GetComponent<GodDeath>();
		pause = GameObject.Find("Pause").GetComponent<Pause>();
		uint bunnyCount = 0;
		float distanceCoef = (700.0f / 500.0f);
		beat = 0.66666f;
		float expectedBunnyLifetime = GetJumpTimeFromLinearTime((350.0f / (250.0f)) * distanceCoef, beat);

		int latestColor = 0;
		Color []colors = new Color[3]{
			new Color(0,1.0f,59 / 255.0f),
			new Color(0,255 / 255.0f,187 / 255.0f),
			new Color(97 / 255.0f,0,255 / 255.0f),
		};

		float realDuration = 0;
		float []angles = new float[5]{Mathf.PI / 2.0f, 4.6f, 2.65f, 5.6f, 1.4f};
		for (int i = 0; i < 5; i++)
		{
			float endTime = i * beat + expectedBunnyLifetime;
			GameObject bunny = (GameObject) Instantiate(bunnyPrefab);
			BunnyJump bunnyJumpS = bunny.GetComponent<BunnyJump>();
			bunnyJumpS.startTime = 2 * i * 0.66666f + 1.0f * 0.666666f + (i == 0 ? 0 : 2.0f * 0.66666f);;
			bunnyJumpS.expectedBunnyLifetime = expectedBunnyLifetime;
			bunnyJumpS.beat = beat;
			bunnyJumpS.god = god;
			bunnyJumpS.angle = angles[i];
			bunnyJumpS.wiggleSpace = 0.1f;
			bunnyJumpS.velocityMod = false;
			int randomColor = Random.Range(0,3);
			while(randomColor == latestColor || randomColor == GlobalData.godIndex)
			{
				randomColor = Random.Range(0,3);
			}
			latestColor = randomColor;
			bunnyJumpS.color = colors[randomColor];
			bunnyJumpS.Startingu();
			bunnyJumpS.Init();
			
			bunnyCount++;
			bunnies.Add(bunnyJumpS);
		}
		
		cameraMiss = Camera.main.GetComponent<MissFrame>();
		cameraShake = Camera.main.GetComponent<Shake>();

	}
Esempio n. 60
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 void Start()
 {
     cScale = GetComponent<Transform>().localScale;
     cT = this.gameObject.transform;
     if(timeSource == null)
         timeSource = GameObject.Find("Audio Manager").GetComponent<AudioSource>();
     if(GameObject.Find("Pause"))
         pause = GameObject.Find("Pause").GetComponent<Pause>();
     switch(GlobalData.selectedGod)
     {
         case GlobalData.Gods.RHINO:
             animations = SpriteManager.GetInstance().spritesArrays["rhino_dance"];
             moves = SpriteManager.GetInstance().spritesArrays["rhino_moves_normal"];
             doubleMoves = SpriteManager.GetInstance().spritesArrays["rhino_moves_double"];
             break;
         case GlobalData.Gods.BEAR:
             animations = SpriteManager.GetInstance().spritesArrays["bear_dance"];
             moves = SpriteManager.GetInstance().spritesArrays["bear_moves_normal"];
             doubleMoves = SpriteManager.GetInstance().spritesArrays["bear_moves_double"];
             break;
         case GlobalData.Gods.BULL:
             animations = SpriteManager.GetInstance().spritesArrays["bull_dance"];
             moves = SpriteManager.GetInstance().spritesArrays["bull_moves_normal"];
             doubleMoves = SpriteManager.GetInstance().spritesArrays["bull_moves_double"];
             break;
     }
     cR = this.GetComponent<SpriteRenderer>();
     cR.sprite = animations[0];
     beat = GlobalData.beat;
     touchCount = 0;
     timeOfMove = -beat;
     freq = 1.0f / timeSource.clip.frequency;
 }