private void CheckContact(GameObject otherGameObject) { if (pickUP.fillAmount < 1f) { return; } ShipColor shipColor = otherGameObject.GetComponent <ShipColor>(); if (shipColor != null) { string sfxName = string.Format("PointCollect{0}", pickUpTier); AudioManager._AUDIOMANAGER.playSound(sfxName); ShipGridManager shipGridManager = otherGameObject.GetComponent <ShipGridManager>(); if (shipGridManager != null) { shipGridManager.colorWake.m_VectorGrid.AddGridForce(otherGameObject.transform.position, collectionForce, collectionRadius, shipGridManager.colorWake.m_Color, true); } GameManager.PlayerColor collectorColor = GameManager._GAMEMANAGER.GetPlayerColor(shipColor.playerNumber); GameManager._GAMEMANAGER.ScorePoints(collectorColor, value); Destroy(gameObject); } }
// Update is called once per frame void Update() { timer -= Time.deltaTime; if (timer <= 0) { PassThrough = (ShipColor)Random.Range(0, 4); if (PassThrough == ShipColor.Green) { gameObject.GetComponent <Renderer>().material.color = GreenS; } if (PassThrough == ShipColor.Red) { gameObject.GetComponent <Renderer>().material.color = RedS; } if (PassThrough == ShipColor.Purple) { gameObject.GetComponent <Renderer>().material.color = PurpleS; } if (PassThrough == ShipColor.Blue) { gameObject.GetComponent <Renderer>().material.color = BlueS; } timer = reset; } }
// Start is called before the first frame update void Start() { hitAudio = GameObject.Find("Boss").GetComponent <AudioSource>(); PassThrough = (ShipColor)Random.Range(0, 4); if (PassThrough == ShipColor.Green) { gameObject.GetComponent <Renderer>().material.color = GreenS; } if (PassThrough == ShipColor.Red) { gameObject.GetComponent <Renderer>().material.color = RedS; } if (PassThrough == ShipColor.Purple) { gameObject.GetComponent <Renderer>().material.color = PurpleS; } if (PassThrough == ShipColor.Blue) { gameObject.GetComponent <Renderer>().material.color = BlueS; } }
/// <summary> /// Start is called on the frame when a script is enabled just before /// any of the Update methods is called the first time. /// </summary> void Start() { shipColor = GetComponentInParent <ShipColor>(); if (shipColor == null) { Debug.LogWarning("ShipWake should be attached to a hierarchy with a ShipColor component", this); enabled = false; } }
public void SetColor(ShipColor _color) { shipColor = _color; core.GetComponent <SpriteRenderer>().color = _color.main; baseplate.color = _color.main; foreach (Armor a in armorPieces) { a.SetColor(_color.highlight); } }
void ChangeShipColor() { if (shipColor == ShipColor.red) { GetComponent<Renderer>().sharedMaterial = purpleShip; shipColor = ShipColor.purple; } else { GetComponent<Renderer>().sharedMaterial = redShip; shipColor = ShipColor.red; } }
//public Material currentColor; // Use this for initialization void Start() { shot = false; shot2 = false; shoot = true; shoot2 = true; coolDown = 15; coolDown2 = 45; shipColor = gameObject.GetComponent <ShipColor>(); }
void ChangeShipColor() { if (shipColor == ShipColor.red) { GetComponent <Renderer>().sharedMaterial = purpleShip; shipColor = ShipColor.purple; } else { GetComponent <Renderer>().sharedMaterial = redShip; shipColor = ShipColor.red; } }
public IEnumerator deadPlayerIEnumerator(GameObject deadPlayer, int time) { ShipColor shipColor = deadPlayer.GetComponent <ShipColor>(); if ((shipColor != null) && !shipColor.isInvulnerable) { AudioManager._AUDIOMANAGER.playSound("Explosion"); deadPlayer.SetActive(false); PlayerColor tempColor = PlayerColor.Dead; Player player = _players[shipColor.playerNumber]; if (player.color != PlayerColor.Dead) { tempColor = player.color; player.color = PlayerColor.Dead; player.gridManager.colorWake.m_VectorGrid.AddGridForce(player.ship.transform.position, deathExplosionForce, deathExplosionRadius, player.gridManager.colorWake.m_Color, true); player.gridManager.leftWake.m_VectorGrid.AddGridForce(player.ship.transform.position, deathExplosionForce, deathExplosionRadius, player.gridManager.colorWake.m_Color, true); player.gridManager.rightWake.m_VectorGrid.AddGridForce(player.ship.transform.position, deathExplosionForce, deathExplosionRadius, player.gridManager.colorWake.m_Color, true); } //wait the timer for (int i = time; i >= 0; i--) { //update time left on UI yield return(new WaitForSeconds(1)); } if (player.ship != null) { deadPlayer.SetActive(true); deadPlayer.transform.position = player.spawnPoint.transform.position; player.color = tempColor; shipColor.isInvulnerable = true; Color tempWakeColor = player.gridManager.colorWake.m_Color; player.gridManager.colorWake.m_Color = Color.white; yield return(new WaitForSeconds(invulnTime)); shipColor.isInvulnerable = false; player.gridManager.colorWake.m_Color = tempWakeColor; } } }
/// <summary> /// Start is called on the frame when a script is enabled just before /// any of the Update methods is called the first time. /// </summary> void Start() { ShipColor shipColor = GetComponent <ShipColor>(); if (shipColor != null) { int playerNumber = shipColor.playerNumber; LeftStickHorizontalAxis = string.Format("P{0}LeftStickHorizontal", playerNumber); LeftStickVerticalAxis = string.Format("P{0}LeftStickVertical", playerNumber); } BoxCollider collider = GetComponent <BoxCollider>(); if (collider != null) { collider.isTrigger = true; } }
// Update is called once per frame void Update() { if (isDead) { return; } if (activeShip == thisShip) { transform.position += Vector3.up * Input.GetAxis("Vertical") * vertSpeed * Time.deltaTime + Vector3.right * Input.GetAxis("Horizontal") * horizSpeed * Time.deltaTime; transform.position = ClampToScreen(transform.position, mainCamera, boundaryPadding); } /*if(Input.GetKeyDown(KeyCode.Space)) { * GameObject shotGO = GameObject.Instantiate(shotPrefab, transform.position, Quaternion.identity); * }*/ if (Input.GetKeyDown(KeyCode.Alpha1)) { activeShip = ShipColor.Green; } if (Input.GetKeyDown(KeyCode.Alpha2)) { activeShip = ShipColor.Blue; } if (Input.GetKeyDown(KeyCode.Alpha3)) { activeShip = ShipColor.Red; } if (Input.GetKeyDown(KeyCode.Alpha4)) { activeShip = ShipColor.Purple; } if (Input.GetButtonUp("Pause")) { TogglePause(); } }
protected override void OnPaint(PaintEventArgs e) { var g = e.Graphics; if (Source != null) { float tileSize = Width / 10f; var water = new SolidBrush(Enabled ? WaterColor : WaterColor.HalveHue()); var hit = new SolidBrush(Enabled ? HitColor : HitColor.HalveHue()); var miss = new SolidBrush(Enabled ? MissColor : MissColor.HalveHue()); var ship = new SolidBrush(Enabled ? ShipColor : ShipColor.HalveHue()); for (int x = 0; x < 10; x++) { for (int y = 0; y < 10; y++) { switch (Source[x, y]) { case PrimaryTile.Ship: g.FillRectangle(ship, tileSize * x, tileSize * y, tileSize, tileSize); break; case PrimaryTile.Miss: g.FillRectangle(miss, tileSize * x, tileSize * y, tileSize, tileSize); break; case PrimaryTile.Hit: g.FillRectangle(hit, tileSize * x, tileSize * y, tileSize, tileSize); break; case PrimaryTile.Water: g.FillRectangle(water, tileSize * x, tileSize * y, tileSize, tileSize); break; } } } } base.OnPaint(e); }
/// <summary> /// OnTriggerEnter is called when the Collider other enters the trigger. /// </summary> /// <param name="other">The other Collider involved in this collision.</param> void OnTriggerEnter(Collider other) { if (playerColor == GameManager.PlayerColor.Dead) { // The color hasn't been set, so not a valid collision. return; } ShipColor shipColor = other.gameObject.GetComponent <ShipColor>(); if (shipColor != null) { GameManager.PlayerColor shipPlayerColor = GameManager._GAMEMANAGER.GetPlayerColor(shipColor.playerNumber); if ((shipPlayerColor != playerColor) && (shipColor.playerNumber != playerNumber)) { GameManager._GAMEMANAGER.KillPlayer(other.gameObject); GameManager._GAMEMANAGER.ScorePoints(playerColor, GameManager._GAMEMANAGER.wakeKillAwardPoints); Debug.Log(string.Format("Player {0} {1} wake killed player {2} {3}", playerNumber, playerColor, shipColor.playerNumber, shipPlayerColor)); Destroy(gameObject); } } }
// Start is called before the first frame update void Start() { thisShipColor = gameObject.GetComponent <PlayerControl>().thisShip; temp = null; }
/// <summary> /// Update ship color /// </summary> /// <param name="color"></param> public void UpdateShipColor(ShipColor color) { ShipColor = color; PlayerPrefs.SetInt("shipColor", (int)ShipColor); }