// Use this for initialization void Start() { mom = FindObjectOfType <MotherBehaviour>(); qt = FindObjectOfType <QuicktimeEvent>(); m_running = false; Physics2D.IgnoreLayerCollision(LayerMask.NameToLayer("Endzone"), LayerMask.NameToLayer("Wagen")); }
// Use this for initialization void Start() { anim = GetComponent <Animator>(); audio = GetComponent <AudioSource>(); takeControl = GetComponent <TakeControl>(); quicktimeEvent = FindObjectOfType <QuicktimeEvent>(); quicktimeEvent.gameObject.SetActive(false); if (OnHealthChanged != null) { OnHealthChanged(Health); } animId_bHoldItem = Animator.StringToHash("bHoldItem"); animId_tGrabItem = Animator.StringToHash("tGrabItem"); animId_tThrowItem = Animator.StringToHash("tThrowItem"); }
// Use this for initialization void Start() { audio = GetComponent <AudioSource>(); score = FindObjectOfType <ScoreSystem>(); GetComponent <Rigidbody2D>().velocity = new Vector2(0.75f, 0); if (quicktimeEvent == null) { quicktimeEvent = FindObjectOfType <QuicktimeEvent>(); } anim = GetComponent <Animator>(); animId_tThrowItem = Animator.StringToHash("tThrowItem"); animId_tGiveItem = Animator.StringToHash("tGiveItem"); animId_tTakeItemChild = Animator.StringToHash("tTakeItemChild"); animId_tGrabItem = Animator.StringToHash("tGrabItem"); animId_tFailTakeItemChild = Animator.StringToHash("tFailTakeItemChild"); animId_bIsHolding = Animator.StringToHash("bIsHolding"); }
void GenerateNewSequence(QuicktimeEvent[] theQueue) { int z = 0; while (z < buttonsPerSequence) { float newTimeStart = Time.time + (buttonDelay * (z + 1)); float newTimeEnd = newTimeStart + buttonLife; int rand = UnityEngine.Random.Range(0, ContextActions.QuickActions.Count - 1); KeyCode newKey; newKey = ContextActions.QuickActions[rand].KeyCode; Texture2D newTexture = WhichTexture(rand); ////debug.log(z + " " + theQueue.Length + " " + buttonsPerSequence); //theQueue[z] = new QuicktimeEvent(newTimeStart, newTimeEnd, newKey, newTexture); z++; } //PossessionGUI.RunPossession(); }
QuicktimeSequence GenerateNewSequence(int size) { QuicktimeSequence theSequence = new QuicktimeSequence(); QuicktimeEvent[] theQueue = new QuicktimeEvent[size]; int buttonCount = 0; a = 0; float sequenceStart = Time.time; float sequenceEnd = Time.time; while (buttonCount < buttonsPerSequence) { float newTimeStart = Time.time + (buttonDelay * (buttonCount + 1)); float newTimeEnd = newTimeStart + buttonLife; sequenceEnd = newTimeEnd; int rand = UnityEngine.Random.Range(0, ContextActions.QuickActions.Count - 1); KeyCode newKey; newKey = ContextActions.QuickActions[rand].KeyCode; Texture2D newTexture = ResourceManager.TextureResources[newKey]; GameObject newQte = new GameObject(); GUIMove guiMove = newQte.AddComponent<GUIMove>(); guiMove.FireAway(newTimeStart, newTimeEnd, newTexture, buttonLife); theQueue[buttonCount] = new QuicktimeEvent(newTimeStart, newTimeEnd, newKey, newTexture, newQte); // //debug.log("Genearted: " + Time.time + " " + newTimeStart + " " + newTimeEnd + " " + buttonCount + " " + buttonsPerSequence + " gen"); buttonCount++; } theSequence.theEvents = theQueue; theSequence.timeStart = sequenceStart; theSequence.timeEnd = sequenceEnd; return theSequence; }