Esempio n. 1
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 public CobraFlip(Plane plane, PlaneMovement planeMovement, TrickManager trickManager) : base(plane,
                                                                                              planeMovement, trickManager)
 {
     trickScoreMultiplier = 1.5f;
     finishTimerTime      = 4;
     cooldown             = 3f;
 }
Esempio n. 2
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    void Update()
    {
        PlaneMovement planeStats = player.GetComponent <PlaneMovement>();

        speed = (int)Mathf.Floor(planeStats.speed) * 2;
        speedText.GetComponent <UnityEngine.UI.Text>().text = speed + " KM/H";
    }
Esempio n. 3
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    private void OnEnable()
    {
        if (instance == null)
        {
            instance = this;
        }
        else
        {
            Destroy(this.gameObject);
        }

        gamePlane = GameObject.Find("Gameplay Plane");

        planeComp    = gamePlane.GetComponentInChildren <PlaneMovement>();
        movementComp = gamePlane.GetComponentInChildren <PlayerMovement>();
        deathComp    = gamePlane.GetComponentInChildren <PlayerDeath>();
        obstacleComp = gamePlane.GetComponentInChildren <ObstaclePlacementState>();
        followComp   = gamePlane.GetComponentInChildren <PlayerFollowTarget>();

        progressObstacle = Resources.Load <GameObject>("ProgressionObstacle");
        endObstacle      = Resources.Load <GameObject>("CompletionObstacle");

        whiteFade      = GameObject.Find("WhiteFade");
        whiteFadeColor = whiteFade.GetComponentInChildren <Image>().color;

        whiteFadeColor.a = 0f;
    }
Esempio n. 4
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 void Start()
 {
     planeTransform = this.transform;
     pl.GetComponent <PlayerManager>();
     current        = this;
     Time.timeScale = 1;         //devo mettere il timescale a 1 perchè quando il gioco va in pausa(il player ha perso) il timescale diventa 0, e se si torna nel menu principale...
     //...il timescale rimane a 0(e ad es. le animazioni dei pulsanti non funzionano)
 }
Esempio n. 5
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    /// <summary>
    /// Instantiates prefabs and variables
    /// </summary>
    private void OnEnable()
    {
        InstantiatePrefabs();

        planeTransform = transform.parent;
        planeComp      = transform.parent.GetComponent <PlaneMovement>();

        obstacleList = new List <GameObject>();
    }
Esempio n. 6
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    private void OnEnable()
    {
        planeComp    = transform.parent.GetComponent <PlaneMovement>();
        movementComp = transform.parent.GetComponentInChildren <PlayerMovement>();
        deathComp    = transform.parent.GetComponentInChildren <PlayerDeath>();
        obstacleComp = transform.parent.GetComponentInChildren <ObstaclePlacementState>();

        target      = transform.parent.GetChild(2).transform;
        smoothSpeed = 0.125f;
        rotateSpeed = 2f;
        rollSpeed   = 800f;
    }
Esempio n. 7
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    private void OnEnable()
    {
        //Instance generation
        InstantiateSingleton();

        playerMovementScript  = transform.parent.GetComponentInChildren <PlayerMovement>();
        playerGenerationState = playerMovementScript.playerState;

        planeMovementScript = transform.parent.GetComponent <PlaneMovement>();

        oceanScript = GetComponent <OceanPlacement>();
        skyScript   = GetComponent <SkyPlacement>();
        caveScript  = GetComponent <CavePlacement>();
    }
Esempio n. 8
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    private void FixedUpdate()
    {
        float rollInput  = inputMaster.Player.Roll.ReadValue <float>();
        float pitchInput = inputMaster.Player.Pitch.ReadValue <float>();
        float yawnInput  = inputMaster.Player.Yawn.ReadValue <float>();

        PlaneMovement.PitchInput(pitchInput);
        PlaneMovement.RollInput(rollInput);
        PlaneMovement.YawnInput(yawnInput);
        PlaneMovement.ThrustInput(inputMaster.Player.Thrust.ReadValue <float>());
        PlaneMovement.Movement();
        TrickManager.TickTricks();
        PlaneAnimatorFacade.SetPitch(pitchInput);
        PlaneAnimatorFacade.SetRoll(rollInput);
        PlaneAnimatorFacade.SetYawn(yawnInput);
    }
    private void OnTriggerEnter(Collider other)
    {
        PlaneMovement planeMovement = other.GetComponent <PlaneMovement>();
        BoatMovement  boatMovement  = other.GetComponent <BoatMovement>();

        if (planeMovement != null)
        {
            GameManager.Instance.RemoveGlobalRegionPopulation(planeMovement.RegionSpawn.m_NameRegion, GameManager.Instance.PlaneScore);
            Destroy(planeMovement.gameObject);
        }
        if (boatMovement != null)
        {
            GameManager.Instance.RemoveGlobalRegionPopulation("Asia", GameManager.Instance.PlaneScore);
            Destroy(boatMovement.gameObject);
        }
    }
Esempio n. 10
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    private void InitComponents()
    {
        if (rbd == null)
        {
            rbd = GetComponent <Rigidbody>();
        }

        if (animator == null)
        {
            animator = GetComponentInChildren <Animator>();
        }

        PlaneMovement = new PlaneMovement(this, rbd, stats, transform);
        TrickManager  = new TrickManager(levelManager, this);
        PlaneMovement.PostConstruct();
        PlaneAnimatorFacade = new PlaneAnimatorFacade(animator);
    }
Esempio n. 11
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    private PlaneShooting p_Shooting;                       // Reference to tank's shooting script, used to disable and enable control.


    public void Setup()
    {
        // Get references to the components.
        p_Movement = p_Instance.GetComponent <PlaneMovement>();
        p_Shooting = p_Instance.GetComponent <PlaneShooting>();

        // Set the player numbers to be consistent across the scripts.
        p_Movement.p_PlayerNumber = p_PlayerNumber;
        p_Shooting.p_PlayerNumber = p_PlayerNumber;

        // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number.
        p_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(p_PlayerColor) + ">PLAYER " + p_PlayerNumber + "</color>";

        // Get all of the renderers of the tank.
        MeshRenderer[] renderers = p_Instance.GetComponentsInChildren <MeshRenderer>();

        // Go through all the renderers...
        for (int i = 0; i < renderers.Length; i++)
        {
            // ... set their material color to the color specific to this tank.
            renderers[i].material.color = p_PlayerColor;
        }
    }
Esempio n. 12
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    /// <summary>
    /// Instantiate component references and variables
    /// </summary>
    private void OnEnable()
    {
        gameManager = GameManager.instance;

        planeComp    = transform.parent.GetComponent <PlaneMovement>();
        movementComp = transform.parent.GetComponentInChildren <PlayerMovement>();
        deathComp    = transform.parent.GetComponentInChildren <PlayerDeath>();
        obstacleComp = transform.parent.GetComponentInChildren <ObstaclePlacementState>();

        progressionObstacle = Resources.Load <GameObject>("ProgressionObstacle");

        target      = transform.parent.GetChild(2).transform;
        smoothSpeed = 0.125f;
        rotateSpeed = 2f;
        rollSpeed   = 800f;

        formTimer = 0f;

        whaleVisual = transform.GetChild(0).GetChild(0).gameObject;
        planeVisual = transform.GetChild(0).GetChild(1).gameObject;
        flareVisual = transform.GetChild(0).GetChild(2).gameObject;

        playerState = movementComp.playerState;
    }
Esempio n. 13
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 protected ATrick(Plane plane, PlaneMovement planeMovement, TrickManager trickManager)
 {
     this.plane         = plane;
     this.planeMovement = planeMovement;
     this.trickManager  = trickManager;
 }
Esempio n. 14
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 public BarrelRoll(Plane plane, PlaneMovement planeMovement, TrickManager trickManager) : base(plane,
                                                                                               planeMovement, trickManager)
 {
     trickScoreMultiplier = 3f;
 }
Esempio n. 15
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 public DriftTrick(Plane plane, PlaneMovement planeMovement, TrickManager trickManager) : base(plane,
                                                                                               planeMovement, trickManager)
 {
 }