//-------------- // AWAKE //-------------- void Awake() { maxSoundDistance = 300f;// For sounds volume calculation in Play functions int i; // SET UP EXTRA AUDIO SOURCES FOR THE SOUND MANAGER maxAudioSources = 10; SFX_SOURCE = new AudioSource[maxAudioSources]; // LETS SET 10 MAXIMUM SOUNDS PLAYING AT ONCE for (i = 0; i < (maxAudioSources); i++) { SFX_SOURCE[i] = gameObject.AddComponent <AudioSource> (); SFX_SOURCE[i].volume = 1.0f; SFX_SOURCE[i].priority = 128; SFX_SOURCE[i].minDistance = 200f; SFX_SOURCE[i].maxDistance = 205f; SFX_SOURCE[i].playOnAwake = false; } //Find and get INPUT MANAGER SCRIPT - Totally necessary :) tempObject = GameObject.Find("A_GameWrapper"); inp = tempObject.GetComponent <ScriptAInputManager> (); // //Find and get Camera tempObject = GameObject.Find("PlayerCamera"); camera = tempObject.transform; transform.parent = camera; // Parent to all pool objects - need to re-parent just in case when destroyed NullPool = GameObject.Find("A_Null_Pool_Library"); }
//------------------- // AWAKE //------------------- void Awake() { pointsValue = 1500; armour = 5; // subtracted from any hit damage values this enemy may receive bulletXY = new Vector3[4]; //for 4 BARRELS: offsets on the end of the turret Gun: 2x2 grid bulletXY[0] = new Vector3(0, 0, 0); bulletXY[1] = new Vector3(0, 0, 0); bulletXY[2] = new Vector3(0, 0, 0); bulletXY[3] = new Vector3(0, 0, 0); turretZOffset = 0f; // Makes Missile appear on end of 'barrel' Z and not from its pivot point state = mode.passive; attackRadius = 350; blindRadius = 100; // Switches off the targeting if too close GameObject tempObject = GameObject.Find("GunView"); target = tempObject.transform; tempObject = GameObject.Find("PlayerCamera"); playerCamera = tempObject.GetComponent <Camera>(); // sfx = tempObject.GetComponent <FXManager>(); // //Find and get INPUT MANAGER SCRIPT - Totally necessary :) tempObject = GameObject.Find("A_GameWrapper"); inp = tempObject.GetComponent <ScriptAInputManager>(); // tempObject = GameObject.Find("A_Scene_Manager"); sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]' file necessary // NGUI LABELS POOL tempObject = GameObject.Find("A_Null_Labels"); pointsScript = tempObject.GetComponent <ScriptPointsManager>(); // Get Turret hinge for (int i = 0; i < transform.childCount; i++) { Transform c = transform.GetChild(i); if (c.name == "turntable") { hinge = c; } } // Get turret //for (int i = 0; i < hinge.transform.childCount; i++) { Transform c = hinge.transform.GetChild(i); if (c.name == "gun") { turret = c; } } }
//------------------- // AWAKE //------------------- void Awake() { pointsValue = 850; armour = 15; // subtracted from any hit damage values this enemy may receive state = mode.passive; attackRadius = 260; blindRadius = 70; // Switches off the targeting if too close GameObject tempObject = GameObject.Find("GunView"); target = tempObject.transform; tempObject = GameObject.Find("PlayerCamera"); playerCamera = tempObject.GetComponent <Camera>(); // sfx = tempObject.GetComponent <FXManager>(); // //Find and get INPUT MANAGER SCRIPT - Totally necessary :) tempObject = GameObject.Find("A_GameWrapper"); inp = tempObject.GetComponent <ScriptAInputManager>(); // tempObject = GameObject.Find("A_Scene_Manager"); sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]' file necessary // NGUI LABELS POOL tempObject = GameObject.Find("A_Null_Labels"); pointsScript = tempObject.GetComponent <ScriptPointsManager>(); // Get Turret hinge for (int i = 0; i < transform.childCount; i++) { Transform c = transform.GetChild(i); if (c.name == "turret") { hinge = c; } } if (hinge) { for (int i = 0; i < hinge.transform.childCount; i++) { Transform c = hinge.transform.GetChild(i); if (c.name == "gun") { turret = c; } } } }
//------------------- // AWAKE //------------------- void Awake() { pointsValue = 15000; armour = 45; // subtracted from any hit damage values this enemy may receive state = mode.passive; attackRadius = 260; GameObject tempObject = GameObject.Find("GunView"); target = tempObject.transform; tempObject = GameObject.Find("PlayerCamera"); playerCamera = tempObject.GetComponent <Camera>(); // sfx = tempObject.GetComponent <FXManager>(); // //Find and get INPUT MANAGER SCRIPT - Totally necessary :) tempObject = GameObject.Find("A_GameWrapper"); inp = tempObject.GetComponent <ScriptAInputManager>(); // tempObject = GameObject.Find("A_Scene_Manager"); sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]' file necessary // NGUI LABELS POOL tempObject = GameObject.Find("A_Null_Labels"); pointsScript = tempObject.GetComponent <ScriptPointsManager>(); Transform temp = null; for (int i = 0; i < transform.childCount; i++) { Transform c = transform.GetChild(i); if (c.name == "comms") { temp = c; } } // Get turret for (int i = 0; i < temp.transform.childCount; i++) { Transform c = temp.transform.GetChild(i); if (c.name == "hinge") { hinge = c; } } }
//------------------- // PREFAB FINDER //------------------- void Get_Prefab_Pointers() { GameObject tempObject = GameObject.Find("A_Scene_Manager"); sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]' file necessary //Find and get INPUT MANAGER SCRIPT - Totally necessary :) tempObject = GameObject.Find("A_GameWrapper"); inp = tempObject.GetComponent <ScriptAInputManager>(); // tempObject = GameObject.Find("PlayerCamera"); Camera playerCamera = tempObject.GetComponent <Camera>(); // sfx = tempObject.GetComponent <FXManager>(); // Sound and particles // NGUI LABELS POOL tempObject = GameObject.Find("A_Null_Labels"); pointsScript = tempObject.GetComponent <ScriptPointsManager>(); //pre = tempObject.GetComponent<ScriptASceneManager>(); //for (int i = 0; i < pre.objectPoolList.Length; i++) //{ // Assign Default projectile for this enemy to Shoot //if (pre.objectPoolList[i].name == "bulletTracer") { projectile = pre.objectPoolList[i]; } // Basic Thrust Particle Effect to be added to the missile so find a reference in the object pool and assign it //if (pre.objectPoolList[i].name == "P_fx_thrust01") { fx = pre.objectPoolList[i]; } //} //------------------- // Find Spawn positions for bullet sparks on Player's helicopter gunView = GameObject.Find("innerA").transform; // for 'Quickly' lining up bullets with end of barrel - Use as Muzzle flash too i = 0; for (i = 0; i < gunView.transform.childCount; i++) { Transform c = gunView.transform.GetChild(i); string st = c.name; //if (st.Contains("spp")) { Destroy(c.renderer); Mesh mesh = c.GetComponent<MeshFilter>().mesh; DestroyImmediate(mesh); Debug.Log("found!"); } if (st.Contains("spp")) { sparkList.Add(c); } } }
//------------------- // AWAKE //------------------- void Awake() { pointsValue = 850; armour = 15; // subtracted from any hit damage values this enemy may receive state = mode.passive; attackRadius = 260; GameObject tempObject = GameObject.Find("GunView"); target = tempObject.transform; tempObject = GameObject.Find("PlayerCamera"); playerCamera = tempObject.GetComponent <Camera>(); // sfx = tempObject.GetComponent <FXManager>(); // //Find and get INPUT MANAGER SCRIPT - Totally necessary :) tempObject = GameObject.Find("A_GameWrapper"); inp = tempObject.GetComponent <ScriptAInputManager>(); // tempObject = GameObject.Find("A_Scene_Manager"); sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]' file necessary // NGUI LABELS POOL tempObject = GameObject.Find("A_Null_Labels"); pointsScript = tempObject.GetComponent <ScriptPointsManager>(); // Get Turret hinge for (int i = 0; i < transform.childCount; i++) { Transform c = transform.GetChild(i); if (c.name == "BladesFrontSpinning") { c.renderer.enabled = false; } } for (int i = 0; i < transform.childCount; i++) { Transform c = transform.GetChild(i); if (c.name == "BladesBackSpinning") { c.renderer.enabled = false; } } for (int i = 0; i < transform.childCount; i++) { Transform c = transform.GetChild(i); if (c.name == "BladesFrontStill") { fRotor = c; } } for (int i = 0; i < transform.childCount; i++) { Transform c = transform.GetChild(i); if (c.name == "BladesBackStill") { bRotor = c; } } }
//-------------------------------------------------------- // Use this for initialization //-------------------------------------------------------- //GameObject cube; void Awake() { //cube = GameObject.CreatePrimitive(PrimitiveType.Cube); layerMask = 1 << 13; // Terrain layer hits only // DontDestroyOnLoad (transform.gameObject);// KEEP CAMERA AND ALL CHILDREN THROUGH OUT GAME CYCLE // CAMERA HAS A FRUSTRUM CHILD ATTACHED as a mesh so i can use the verts to calculate waht objects are in view foreach (Transform child in transform) { //For fadeScreens //if(child.name == "blackScreen") { blackScreen = child; child.renderer.enabled = true; blackScreenOn = true; break; } if (child.name == "cameraFrustrum_prefabs") { foreach (Transform c in child.transform) { frustrum = c; frustrum.parent = null; frustrum.parent = transform; Destroy(child.gameObject); //Debug.Log(" Found Camera Frustrum"); Mesh mesh = frustrum.GetComponent <MeshFilter>().mesh; Vector3[] vertices = mesh.vertices; FrustrumView = new Vector2[vertices.Length]; //this remains static camView = new Vector2[vertices.Length]; // this will be updated int i = 0; while (i < vertices.Length) { //Add verts to camera frustrum custom array FrustrumView[i].x = vertices[i].x; FrustrumView[i].y = vertices[i].z; // Convert the vector2 Y to the vector3 Z //Debug.Log(" Verts: " + FrustrumView[i]); i++; } //c.renderer.enabled = false; Destroy(c.gameObject); // REORDER VERTS TO SEQUENTIAL; i = 0; while (i < FrustrumView.Length) { if (i == 0) { camView[i].x = FrustrumView[0].x; camView[i].y = FrustrumView[0].y; } if (i == 1) { camView[i].x = FrustrumView[3].x; camView[i].y = FrustrumView[3].y; } if (i == 2) { camView[i].x = FrustrumView[1].x; camView[i].y = FrustrumView[1].y; } if (i == 3) { camView[i].x = FrustrumView[2].x; camView[i].y = FrustrumView[2].y; } i++; } FrustrumView = camView; camView = null; camView = new Vector2[vertices.Length]; // this will be updated //i = 0; // while (i < FrustrumView.Length) // { //Debug.Log(" Verts " + i + ": " + FrustrumView[i] ); // i++; // } } } } //Find and get INPUT MANAGER SCRIPT - Totally necessary :) tempObject = GameObject.Find("A_GameWrapper"); inp = tempObject.GetComponent <ScriptAInputManager> (); // tempObject = GameObject.Find("A_Scene_Manager"); asm = tempObject.GetComponent <ScriptASceneManager>(); // tempObject = null; Set_Fog(); }
void Get_Prefab_Pointers() { //GameObject tempObject; tempObject = GameObject.Find("A_Scene_Manager"); ScriptASceneManager pre; pre = tempObject.GetComponent <ScriptASceneManager>(); for (i = 0; i < pre.objectPoolList.Length; i++) { //Default Bullet if (pre.objectPoolList[i].name == "bulletDefault") { bulletDefault = pre.objectPoolList[i]; } //Tracer Bullet if (pre.objectPoolList[i].name == "bulletTracerPlayer") { bulletTracer = pre.objectPoolList[i]; } //Hi Ex Bullet if (pre.objectPoolList[i].name == "bullet_hi_ex") { bulletHiEx = pre.objectPoolList[i]; } //Hi Ex Bullet if (pre.objectPoolList[i].name == "bullet_lo_ex") { bulletLoEx = pre.objectPoolList[i]; } if (pre.objectPoolList[i].name == "bulletMachineGun(Clone)") { bulletMachineGun = pre.objectPoolList[i]; } // Debug.Log("bulletMachineGun Found!!"); } tempObject = GameObject.Find("A_GameWrapper"); inp = tempObject.GetComponent <ScriptAInputManager>(); gunFlare = transform.Find("gunDummy"); // for 'Quickly' lining up bullets with end of barrel - Use as Muzzle flash too gunFlare.renderer.enabled = false; gunFlareLeft = transform.Find("gunFlareLeft"); // for 'Quickly' lining up bullets with end of barrel - Use as Muzzle flash too gunFlareLeft.renderer.enabled = false; gunFlareRight = transform.Find("gunFlareRight"); // for 'Quickly' lining up bullets with end of barrel - Use as Muzzle flash too gunFlareRight.renderer.enabled = false; recoilStartPosition = transform.localPosition; gunView = GameObject.Find("GunView"); // for 'Quickly' lining up bullets with end of barrel - Use as Muzzle flash too //------------------- // Find Spark FX permitted spawn dummy objects (linked children) and delete 3DSMAX meshes - only want their transform positions //------------------- tempObject = GameObject.Find("innerA"); // for 'Quickly' lining up bullets with end of barrel - Use as Muzzle flash too i = 0; for (i = 0; i < tempObject.transform.childCount; i++) { Transform c = tempObject.transform.GetChild(i); string st = c.name; //if (st.Contains("spp")) { Destroy(c.renderer); Mesh mesh = c.GetComponent<MeshFilter>().mesh; DestroyImmediate(mesh); Debug.Log("found!"); } if (st.Contains("spp")) { Destroy(c.renderer); Destroy(c.GetComponent("MeshFilter")); } } //------------------- //------------------- //Find and get FX Manager - For sounds and any other custom visual FX tempObject = GameObject.Find("PlayerCamera"); playerCamera = tempObject.GetComponent <Camera>(); // sfx = tempObject.GetComponent <FXManager>(); // // Make the rigid body not change rotation if (rigidbody) { rigidbody.freezeRotation = true; } originalRotation = playerCamera.transform.localRotation; }
//*********************** void Awake() { showArrow = false; // SET Arrow scale according to percentage of target resolution of 1920 pixels width arrowScaleX = (100f / 1920f) * Screen.width; arrowScaleY = (arrowTex.height / 80f) * arrowScaleX; arrowScaleX = (arrowTex.width / 80f) * arrowScaleX; menuActive = false; NGUIRoot = GameObject.Find("UI Root (2D)"); panelShop = GameObject.Find("panelShop"); panelScore = GameObject.Find("panelScore"); panelHelp = GameObject.Find("panelHelp"); panelMore = GameObject.Find("panelMore"); panelOptions = GameObject.Find("panelOptions"); //--------------------------------------------- // GET NGUI EVENT LISTENER to check for Raycasts and Button Presses etc. //Set_NGUI_Listeners (); // add hooks for Button events //--------------------------------------------- //Find and get INPUT MANAGER SCRIPT - Totally necessary :) GameObject tempObject = GameObject.Find("A_Input_Manager"); inp = tempObject.GetComponent <ScriptAInputManager> (); // tempObject = GameObject.Find("HUDDoors"); //HUDDoorsScript = tempObject.GetComponent<ScriptHUDDoors> (); // Get Handle to Scene Manager Script to access ARRAYS // GET OPTIONS SCREEN OBJECT opMenu = GameObject.Find("menuOptionsFrame"); //optionsMenuScript = opMenu.GetComponent<ScriptOptionsMenu> (); // GET OPTIONS BACK GROUND OBJECT menuOptionsBackground = GameObject.Find("menuOptionsBackground"); // THE SCREEN EDGE EFFECT FOR THE BACKGROUND LAYER menuOptionsBackDarkEdges = GameObject.Find("menuOptionsBackEdges"); // WORKS CLOSELY WITH THE SCENE MANAGER AND SO NEEDS HANDLES A_FX_Manager = GameObject.Find("A_FX_Manager"); if (A_FX_Manager) { FXManagerScript = A_FX_Manager.GetComponent <FXManager> (); // Get Handle to Scene Manager Script to access ARRAYS } //Find and get Camera tempObject = GameObject.Find("Player_Camera"); camera = tempObject.transform; cameraScript = tempObject.GetComponent <ScriptPlayerCamera> (); // Get Handle to Scene Manager Script to access ARRAYS // FIND HUD MATERIALS int i = 0; string s = "Nano_MainMenu"; Material[] tempList = Resources.FindObjectsOfTypeAll(typeof(Material)) as Material[]; foreach (Material mat in tempList) { if (mat.name == s) { menuMat = mat; Debug.Log("Found Main Menu Mat"); break; } i++; } // GET BACK GROUND OBJECT tempObject = GameObject.Find("mainMenuBackground"); menuBackground = tempObject.transform; string tempString; //Component[] thisTransform; //thisTransform = GetComponentsInChildren<Transform> (); foreach (Transform child in transform) { child.renderer.sharedMaterial = menuMat; tempString = child.name; switch (tempString) { case "butBegin": { butBegin = child; } break; case "butBeginLit": { butBeginLit = child; child.renderer.enabled = false; child.collider.enabled = false; child.gameObject.layer = 31; } break; case "butHelp": { butHelp = child; } break; case "butHelpLit": { butHelpLit = child; child.renderer.enabled = false; child.collider.enabled = false; child.gameObject.layer = 31; } break; case "butMore": { butMore = child; } break; case "butMoreLit": { butMoreLit = child; child.renderer.enabled = false; child.collider.enabled = false; child.gameObject.layer = 31; } break; case "butOptions": { butOptions = child; } break; case "butOptionsLit": { butOptionsLit = child; child.renderer.enabled = false; child.collider.enabled = false; child.gameObject.layer = 31; } break; case "butScore": { butScore = child; } break; case "butScoreLit": { butScoreLit = child; child.renderer.enabled = false; child.collider.enabled = false; child.gameObject.layer = 31; } break; case "butShop": { butShop = child; } break; case "butShopLit": { butShopLit = child; child.renderer.enabled = false; child.collider.enabled = false; child.gameObject.layer = 31; } break; } } transform.eulerAngles = new Vector3(0f, 0f, 3.5f); Hide_This_Object(); }