// Start is called before the first frame update void Start() { progress = GameObject.Find("Progress").GetComponent<ProgressScript>(); if (progress.BeatLevelTwo) { MakeEmail("Mr. Bags", "Nice show last night! I think you have a few fans here now."); } if (progress.BeatLevelOne) { if (progress.LevelTwoLosses > 0) { MakeEmail("Mr. Agent", "You must have lost the few fans you got already!"); } MakeEmail("Mr. Agent", "Looks like you're starting to get a following! I've got another show for you...", "Level 2"); MakeEmail("Mr. Bags", "The show was better than last time, but not by much. It looks like one or two people may have actually liked it this time."); } if (progress.LevelOneLosses > 0) { MakeEmail("Mr. Agent", "That's no way to start a career! I knew this would happen..."); } MakeEmail("Mr. Agent", "Hey Juke, I know you've had no luck making any fans, but how about a gig?", "Level 1"); MakeEmail("Mr. Bags", "You're really bad at DJing! Please don't ask again..."); GameObject.Find("PlayButton").SetActive(false); GameObject.Find("Scrollbar Vertical").GetComponent<Scrollbar>().value = 1.0f; }
void Start() { mine_spawn_script = GameObject.Find("MineButton").GetComponent <mine_spawn>(); Buttons = GameObject.FindGameObjectsWithTag("Button"); gameWrapper = GameObject.Find("Game Wrapper"); progress = gameWrapper.GetComponent <ProgressScript>(); multiplier = gameWrapper.GetComponent <ClickMultiplier>(); }
public void LoadScene() { ProgressScript progress = GameObject.Find("Progress").GetComponent <ProgressScript>(); progress.CurrentLevel = Level; gameObject.GetComponent <AudioSource>().Play(); SceneManager.LoadScene("Level 1"); }
void Start() { audio = GetComponent <AudioSource>(); health = maxHealth; slider.maxValue = maxHealth; slider.value = health; damageScript = slider.GetComponentInChildren <DamageEffect>(); progress = GameObject.Find("Progress").GetComponent <ProgressScript>(); }
private void Start() { ProgressScript progress = GameObject.Find("Progress").GetComponent <ProgressScript>(); if (!progress.FirstLoad) { GetComponent <CameraMove>().enabled = true; Destroy(gameObject.transform.GetChild(0)); } }
// Start is called before the first frame update void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } }
// Start is called before the first frame update void Start() { ProgressScript progress = GameObject.Find("Progress").GetComponent <ProgressScript>(); if (progress.CurrentLevel == "Level 2") { bpm = 118; audio.clip = levelTwoSong; } timePerAction = 60.0f / bpm; audio.Play(); counter = 0; }
// Start is called before the first frame update void Start() { ProgressScript progress = GameObject.Find("Progress").GetComponent <ProgressScript>(); // Generate tile array Mesh mesh = tile.GetComponentsInChildren <MeshFilter>()[0].sharedMesh; grid = new GameObject[gridSize, gridSize]; halfGridSize = gridSize / 2; previousX = halfGridSize; previousZ = halfGridSize; for (int z = -halfGridSize; z <= halfGridSize; z++) { for (int x = -halfGridSize; x <= halfGridSize; x++) { grid[x + halfGridSize, z + halfGridSize] = Instantiate(tile, new Vector3(x * mesh.bounds.size.x, -mesh.bounds.size.y, z * mesh.bounds.size.z), Quaternion.identity); } } // Generate vertical enemies for (int x = -halfGridSize; x <= halfGridSize; x++) { GameObject topEnemy = Instantiate(enemy, new Vector3(x * mesh.bounds.size.x, 0, (halfGridSize + enemyDistance) * mesh.bounds.size.z * 1.26f), Quaternion.identity); GameObject bottomEnemy = Instantiate(enemy, new Vector3(x * mesh.bounds.size.x, 0, (-halfGridSize - enemyDistance) * mesh.bounds.size.z * 1.26f), Quaternion.identity); bottomEnemy.transform.eulerAngles = new Vector3(180, 0, 0); } // Generate horizontal enemies if (progress.CurrentLevel == "Level 2") { for (int z = -halfGridSize; z <= halfGridSize; z++) { GameObject rightEnemy = Instantiate(enemy, new Vector3((halfGridSize + enemyDistance) * mesh.bounds.size.x, 0, z * mesh.bounds.size.z), Quaternion.identity); rightEnemy.transform.eulerAngles = new Vector3(0, 90, 0); GameObject leftEnemy = Instantiate(enemy, new Vector3((-halfGridSize - enemyDistance) * mesh.bounds.size.x, 0, z * mesh.bounds.size.z), Quaternion.identity); leftEnemy.transform.eulerAngles = new Vector3(0, -90, 0); } } GenerateTarget(); // Send data gameObject.BroadcastMessage("SendHalfGridSize", halfGridSize); }
public void init(PhotoAlbum para_albumData, Sprite[] para_photoCompletionIcons,ProgressScript c) { control = c; //Debug.Log("START ALBUM"); contentsPageChild = transform.FindChild("PhotoAlbum_Contents"); photoPageChild = transform.FindChild("PhotoAlbum_PhotoPage"); Rect contentsAreaGUIBounds = WorldSpawnHelper.getWorldToGUIBounds(contentsPageChild.FindChild("ContentsScrollArea").renderer.bounds,new bool[]{false,true,false}); templateContentsRow = new Rect(0,0,contentsAreaGUIBounds.width,contentsAreaGUIBounds.height / (3.5f)); templateContentsRowText = new Rect(0,0,templateContentsRow.width * 0.75f,templateContentsRow.height); templateContentsRowImg = new Rect(templateContentsRow.width * 0.7f,templateContentsRow.height * 0.1f,templateContentsRow.width * 0.25f,templateContentsRow.height - (2 * (templateContentsRow.height * 0.1f))); album = para_albumData; availablePhotoPages = album.getAllAvailablePages(); photoCompletionIcons = para_photoCompletionIcons; displayContentsView(); }
// Start is called before the first frame update void Start() { progressDisplay = this; iceDelivered = new List <IceAttribute>(); menu = transform.parent.parent.GetComponent <MenuScript>(); smoothMove = AnimationCurve.EaseInOut(0, 0, 1, 1); //Muss später in Awake eingestellt werden: goal_Bronze = 3; goal_Silver = 4; goal_Gold = 5; progressPoints = 0; //Hole alle wichtigen elemente: Troph_Bronze = transform.GetChild(0).GetChild(0).GetComponent <Image>(); Troph_Silver = transform.GetChild(0).GetChild(1).GetComponent <Image>(); Troph_Gold = transform.GetChild(0).GetChild(2).GetComponent <Image>(); slider = transform.GetChild(1).GetChild(0).GetChild(0).GetComponent <RectTransform>(); bronzeLimit = transform.GetChild(1).GetChild(1).GetComponent <RectTransform>(); silverLimit = transform.GetChild(1).GetChild(2).GetComponent <RectTransform>(); x_max = slider.rect.width;//silverLimit.anchoredPosition.x; //Baue auf: slider.sizeDelta *= Vector2.up; slider.anchoredPosition = Vector2.zero; bronzeLimit.anchoredPosition = Vector2.right * x_max * goal_Bronze / goal_Gold; silverLimit.anchoredPosition = Vector2.right * x_max * goal_Silver / goal_Gold; Color troph_color = new Color(1, 1, 1, 0.25f); Troph_Bronze.color = troph_color; Troph_Silver.color = troph_color; Troph_Gold.color = troph_color; }
public void init(ProgressScript c, GhostbookManagerLight gb) { unlockedCharacterFaces = new Transform[34] ; lockedCharacterFaces = new Transform[34] ; characterSmallFaces = new Transform[34] ; for(int i =0;i<34;i++){ unlockedCharacterFaces[i] = ((GameObject)Resources.Load("Prefabs/Ghostbook/UnlockedProfilePics/UnlockedPortrait_"+i)).transform; // unlockedCharacterFaces[i] = (Transform)Instantiate(Resources.Load("UnlockedPortrait_"+i)); lockedCharacterFaces[i] = ((GameObject)Resources.Load("Prefabs/Ghostbook/LockedProfilePics/LockedPortrait_"+i)).transform; characterSmallFaces[i] = ((GameObject)Resources.Load("Prefabs/Ghostbook/SmallHeads/SmallHeads_"+i)).transform; } activitySymbols= new Transform[9]; activitySymbols[0] = ((GameObject)Resources.Load("Prefabs/Ghostbook/ActivitySymbols/SmallSymbols_MAIL_SORTER")).transform; activitySymbols[1] = ((GameObject)Resources.Load("Prefabs/Ghostbook/ActivitySymbols/SmallSymbols_WHAK_A_MOLE")).transform; activitySymbols[2] = ((GameObject)Resources.Load("Prefabs/Ghostbook/ActivitySymbols/SmallSymbols_ENDLESS_RUNNER")).transform; activitySymbols[3] = ((GameObject)Resources.Load("Prefabs/Ghostbook/ActivitySymbols/SmallSymbols_HARVEST")).transform; activitySymbols[4] = ((GameObject)Resources.Load("Prefabs/Ghostbook/ActivitySymbols/SmallSymbols_SERENADE_HERO")).transform; activitySymbols[5] = ((GameObject)Resources.Load("Prefabs/Ghostbook/ActivitySymbols/SmallSymbols_MOVING_PATHWAYS")).transform; activitySymbols[6] = ((GameObject)Resources.Load("Prefabs/Ghostbook/ActivitySymbols/SmallSymbols_EYE_EXAM")).transform; activitySymbols[7] = ((GameObject)Resources.Load("Prefabs/Ghostbook/ActivitySymbols/SmallSymbols_TRAIN_DISPATCHER")).transform; activitySymbols[8] = ((GameObject)Resources.Load("Prefabs/Ghostbook/ActivitySymbols/SmallSymbols_DROP_CHOPS")).transform; photoPageCompletionStatusIcons = new Sprite[5] ; for(int i = 0;i<5;i++){ photoPageCompletionStatusIcons[i] = Resources.Load<Sprite>("Prefabs/Ghostbook/PhotoIcon_V"+i); } maskShaderMaterial = (Material)Resources.Load("Prefabs/Ghostbook/ScrollMaskMat"); maskShaderMaterialForText = (Material)Resources.Load("Prefabs/Ghostbook/ScrollMaskMatForText"); ghostBookWordBoxPrefab = ((GameObject)Resources.Load("Prefabs/Ghostbook/GBookWordBox")).transform; textBannerNarrowPrefab = ((GameObject)Resources.Load("Prefabs/Ghostbook/TextBannerNarrow")).transform; //textBannerThickPrefab = ((GameObject)Resources.Load("Prefabs/Ghostbook/TextBannerThick")).transform; newsIconPrefab = ((GameObject)Resources.Load("Prefabs/Ghostbook/NewsBanner")).transform; this.loadTextures(); this.prepUIBounds(); //customTRSMat = Matrix4x4.TRS(Vector3.zero,Quaternion.identity,new Vector3(Screen.width/virtualWidth,Screen.height/virtualHeight,1.0f)); this.gbMang = gb; this.control = c; //albumCollectionScrollPos = new Vector2(); //smallFacesNormTexBounds = extractNormTexBoundsForMultisprites(characterSmallFaces); //activitySymbolsNormTexBounds = extractNormTexBoundsForMultisprites(activitySymbols); //constructTabbedGhostbook(); //loadContactGridPage(); //ghostbookGObj.SetActive(false); setupReady = true; //this.enabled = false; }
void Start() { audio = GetComponent <AudioSource>(); progress = GameObject.Find("Progress").GetComponent <ProgressScript>(); }
void Start() { float iconifiedBounds_Width = Screen.width * 0.15f; float iconifiedBounds_Height = Screen.height * 0.15f; if(iconifiedBounds_Width > iconifiedBounds_Height) { iconifiedBounds_Width = iconifiedBounds_Height; } else { iconifiedBounds_Height = iconifiedBounds_Width; } float iconifiedBounds_X = Screen.width - iconifiedBounds_Width; float iconifiedBounds_Y = Screen.height - iconifiedBounds_Height; clickableArea = new Rect(iconifiedBounds_X,iconifiedBounds_Y,iconifiedBounds_Width,iconifiedBounds_Height); walkers = new GameObject[LocalisationMang.getNPCnames().Count]; visibleWalkers = new List<int>(); isPaused = false; currPlayerDestCell = new int[2] {-1,-1}; playerNavigationFlag = true; dialogEventRequired = false; dialogTargetCharID = -1; // Disable any debug scene related things. makeAllClickablesTransparent(); // Apply Clothing Config to Main Avatar. applyPlayerAvatarClothing(); clonePlayerAv(); // Calculate World Bounds. gPropMapWorldBounds = calculateWorldMapBounds(mapSize); WorldSpawnHelper.initObjWithinWorldBounds(blankCollisionBox, blankCollisionBox.transform.renderer.bounds.size.x, blankCollisionBox.transform.renderer.bounds.size.y, "WorldColBox", new Rect(gPropMapWorldBounds.x,gPropMapWorldBounds.y,gPropMapWorldBounds.totalWidth,gPropMapWorldBounds.totalHeight), null, gPropMapWorldBounds.z, upAxisArr); // Remove Scroll Cam and use Follow Cam. Destroy(GameObject.Find("GlobObj").GetComponent(typeof(ScrollCam))); FollowScript followScrpt = Camera.main.transform.gameObject.AddComponent<FollowScript>(); followScrpt.init(GameObject.Find("MainAvatar"),new bool[3] { true, true, false }); // Init Nav Graph. string bnwMapFilePath = "Textures/WorldView/WorldView_B&W"; ImgToWorldNavGraphBuilderV2 navBuilder = new ImgToWorldNavGraphBuilderV2(bnwMapFilePath,gPropMapWorldBounds); List<ColorGraphTypeInfo> graphRequirements = new List<ColorGraphTypeInfo>() { new ColorGraphTypeInfo(new string[] { "FreeSpace", "MainCharacterSpawns" }, new Color[] { Color.white, Color.red }) }; List<ColoredNavGraph> graphList = navBuilder.constructColorGraphs(graphRequirements); worldNavGraph = graphList[0]; List<System.Object> paramList = new List<System.Object>(); paramList.Add(worldNavGraph); paramList.Add(gPropMapWorldBounds); terrainHandle = new BasicTerrainHandler(); terrainHandle.constructTerrainStructures(paramList); Animator mainPlayerAvatarAni = GameObject.Find("MainAvatar").GetComponent<Animator>(); //mainPlayerAvatarAni.Play("MainAvatar_walkDown"); mainPlayerAvatarAni.speed = 0; SoundPlayerScript sps = transform.GetComponent<SoundPlayerScript>(); //sps.triggerSoundLoopAtCamera("WindAmbient","WorldAmbientBox",0.3f,true); ambientSound = sps.triggerSoundLoopAtCamera("Serenade Band Tracks/Serenade_Bass_01.00","WorldAmbientBox",0.3f,true); // Init input detectors. inputDetectors = new List<AbsInputDetector>(); ClickDetector cd = transform.gameObject.AddComponent<ClickDetector>(); cd.registerListener("WorldScript",this); cd.setMaxDelayBetweenClicks(0.0001f); inputDetectors.Add(cd); // Persistent Obj Check. int index = 0; //Hide all recognised characters and destroy extra ones foreach(string para_namePrefix in new string[]{"AvatarChar-","SecChar-"}){ int counter = 0; bool foundItem = true; while(foundItem) { GameObject tmpObj = GameObject.Find(para_namePrefix+""+counter); counter++; if(tmpObj == null) { foundItem = false; } else { if(index >= walkers.Length){ Destroy(tmpObj); }else{ rootItemToMapGrid(tmpObj); walkers[index++] = tmpObj; List<SpriteRenderer> sRends = CommonUnityUtils.getSpriteRendsOfChildrenRecursively(tmpObj); if(sRends != null) { for(int i=0; i<sRends.Count; i++) { sRends[i].enabled = false; } } tmpObj.collider.enabled = false; //tmpObj.SetActive(false); } } } } isStillPerformingUnlockSequence = false; GameObject poRef = PersistentObjMang.getInstance(); control = poRef.GetComponent<ProgressScript>(); if(control == null) { control = poRef.AddComponent<ProgressScript>(); }/*else{ Debug.Log("Enable progress script"); control.enabled = true; }*/ Debug.LogWarning("Position of avatar not initialised"); //placeExistingItemInCell("MainAvatar",int[]{});//NEW control.attemptActivityDebrief(this); // Switch player controls off until the intro effect is over. togglePlayerInputState(false); setupReady = false; Debug.Log("Fading removed"); respondToEvent("", "FadeEffectDone", null); }
private void spawnAsteroid() { int chooseType = random.Next(1, 11); int randomNumber; GameObject ast; if (chooseType == 1) { ast = Instantiate(threeHitAsteroidPrefab) as GameObject; minimumScale = 0.06f; maximumScale = 0.1f; } else if (chooseType == 2 || chooseType == 3) { ast = Instantiate(wavyAsteroidPrefab) as GameObject; minimumScale = 0.01f; maximumScale = 0.03f; } else if (chooseType == 4) { ast = Instantiate(largeAsteroidPrefab) as GameObject; minimumScale = 0.06f; maximumScale = 0.07f; } else { minimumScale = 0.03f; maximumScale = 0.07f; randomNumber = random.Next(0, 5); asteroidPrefab.GetComponent <SpriteRenderer>().sprite = spriteList[randomNumber]; ast = Instantiate(asteroidPrefab) as GameObject; } Vector2 spawn = new Vector2(0, 0); ast.transform.parent = Asteroids.transform; asteroid_float astScript = ast.GetComponent <asteroid_float>(); ProgressScript prog = gameObject.GetComponent <ProgressScript>(); //Gets the game score from progress script //TODO: this area will most likely simplify upon a major revamp, getting components together //such as spawn_asteroids shouldn't be in camera, but in Game Wrapper - This can happen later if (chooseType == 2 || chooseType == 3) { //astScript.wavy = true; // debugging } if (oldScore + 20 < prog.secondsPassed) { oldScore = prog.secondsPassed; level += 1; asteroidSpeed += 0.35f * level; rate = rate / level; print("Level: " + level); } randomNumber = random.Next(1, 5); if (randomNumber == 1) { spawn = new Vector2(screenBounds.x * 2, UnityEngine.Random.Range(-screenBounds.y, screenBounds.y)); } else if (randomNumber == 2) { spawn = new Vector2(-screenBounds.x * 2, UnityEngine.Random.Range(-screenBounds.y, screenBounds.y)); } else if (randomNumber == 3) { spawn = new Vector2(UnityEngine.Random.Range(-screenBounds.x, screenBounds.x), screenBounds.y * 2); } else if (randomNumber == 4) { spawn = new Vector2(UnityEngine.Random.Range(-screenBounds.x, screenBounds.x), -screenBounds.y * 2); } astScript.speed = asteroidSpeed; ast.transform.position = spawn; float size = UnityEngine.Random.Range(minimumScale, maximumScale); ast.transform.localScale += new Vector3(size, size); }