// Start is called before the first frame update void Start() { _explosionAnimation = GameObject.Find("Explosion").GetComponent <Animator>(); _spawnManager = GameObject.Find("SpawnManager").GetComponent <SpawnManager>(); _playerShip = GameObject.Find("Ship").GetComponent <ShipMovement>(); _destroyAudioClip = GetComponent <AudioSource>(); }
public override void DenyPower() { ShipMovement mover = ship.GetComponent <ShipMovement>(); mover.hasThrustPowerup = false; base.DenyPower(); }
private void Start() { rb = GetComponent <Rigidbody2D>(); shipScr = GameObject.Find("obj_player_ship").GetComponent <ShipMovement>(); UIScr = GameObject.Find("Game Manager").GetComponent <ui_manager_script>(); oldGravity = rb.gravityScale; }
// Start is called before the first frame update void Start() { //_enemySpeed = Random.Range(4, 8); _playerShip = GameObject.Find("Ship").GetComponent <ShipMovement>(); if (_playerShip == null) { Debug.LogError("Player ship is not found"); } _uiManager = GameObject.Find("Canvas").GetComponent <UiManager>(); if (_uiManager == null) { Debug.LogError("Canvas is not found"); } _enemyDeathAnimator = GetComponent <Animator>(); if (_enemyDeathAnimator == null) { Debug.LogError("Animator is not found"); } _enemySprite = GetComponent <SpriteRenderer>(); if (_enemySprite == null) { Debug.LogError("SpriteRenderer is not found"); } _destroyAudioClip = GetComponent <AudioSource>(); if (_playerShip == null) { Debug.Log("Ship GameObject can not be found"); } }
void Start() { RoutePlanner planner = new ElbowRoutePlanner(m_ElbowFactor); ShipMovement ship = new ShipMovement(planner); ship.PhysicsBody.Velocity.Value = m_StartingVelocity; ship.StartUpdate(m_Updater); ShipMovementEvent evt = new ShipMovementEvent(0, "Test", new Path(0, m_Points)); ship.ReceiveEvent(evt); ship.PhysicsBody.Position.Subscribe(pos => m_TestVisuals.position = pos); foreach (var p in m_Points) { var go = GameObject.CreatePrimitive(PrimitiveType.Sphere); go.transform.position = p.Position; } m_View.Model = ship; //ship.PhysicsBody.Position.Subscribe(pos => Debug.Log(pos.ToString("F4"))); //ship.PhysicsBody.Velocity.Subscribe(vel => Debug.Log(vel.ToString("F4"))); }
/// <summary> /// Start() /// Used for initialization /// </summary> void Start() { movement = GetComponent <ShipMovement>(); //sprite = GetComponent<SpriteRenderer>(); mesh = GetComponent <MeshRenderer>(); info = GetComponent <ShipInfo>(); }
/// <summary> /// Rotates the character Anti-Clockwise vertically /// </summary> private void SpinAntiClockwise(float rollSpeed) { Vector3 horzPosition = new Vector3(transform.position.x, 0, transform.position.z); Vector3 verticalPosition = new Vector3(0, startingPosition.y, 0); // Caluclate the circular motion of the y axis verticalPosition.y = rollVerticalMovement + rollVerticalMovement * Mathf.Sin(Mathf.Deg2Rad * (rollTimer - 90)); //Need to move the XZ independantly of the Y. transform.right cannot be used because of object rotation horzPosition = horzPosition + (transform.forward * speed * Time.deltaTime) + (transform.right * rollLateralMovement * Time.deltaTime); horzPosition.y = 0; transform.position = horzPosition + verticalPosition; rollTimer += rollSpeed * Time.deltaTime; transform.Rotate(Vector3.forward, rollSpeed * Time.deltaTime, Space.Self); if (rollTimer > 360) { shipIs = ShipMovement.Normal; Vector3 ang = transform.rotation.eulerAngles; transform.rotation = Quaternion.Euler(ang.x, ang.y, 0.0f); } }
// Use this for initialization IEnumerator Start() { while (!GameManager.S.shipsReady) { yield return(null); } AIManager.debugMode = true; this.comShipMovement = gameObject.GetComponentInChildren <ShipMovement>(); //TODO: Stop doing this this.playerShipMovement = GameObject.Find("Player1").GetComponentInChildren <ShipMovement>(); this.navigationPointPrefab = Resources.Load <GameObject>("Prefabs/NavigationPoint"); this.grid = new List <NavigationPoint>(); this.currentlyTravellingPath = new TravelPath(); //Determine point separation based on the longer side (horizontal length) this.pointSeparation = Mathf.Abs(this.comShipMovement.viewportMaxX - this.comShipMovement.viewportMinX) / this.gridLength; this.BuildGrid(); this.BuildBorders(); this.PopulateAdjacentPoints(); this.shipScanLayerMask = 1 << LayerMask.NameToLayer("NavigationPoint"); }
void Awake() { //Only for debug purposes so i can start the main game scene without going on the menu before //Have to remove this try-catch model later, cannot not have a ShipSelector Instance try{ shipSelectorController = GameObject.FindGameObjectWithTag("ShipSelectorController").GetComponent <ShipSelectorController>(); }catch (Exception e) { Debug.Log("Missing ship selector object \n" + e.Message); } //SetDefaultBulletTypeSprite(); SetBulletTypeImagesByIndex(this.shipSelectorController.currentShipTypeIndex); playerShip = GameObject.FindGameObjectWithTag("Ship"); shipAttackHandler = playerShip.GetComponent <ShipAttack>(); shipMovementHandler = playerShip.GetComponent <ShipMovement>(); shipScoreController = GameObject.FindGameObjectWithTag("GameController").GetComponent <ScoreController>(); weaponTypeTimeBar.SetActive(false); if (shipMovementHandler.shipHaveBoost) { boostBarPanel.SetActive(true); } else { boostBarPanel.SetActive(false); } }
void CmdRequestPilotAuthority() { ShipMovement shipScriptRef = playerShipRef.GetComponent <ShipMovement>(); //Debug.Log("Requesting pilot authority. pilotSeatOccupied is: " + shipScriptRef.pilotSeatOccupied); if (shipScriptRef.pilotSeatOccupied == false) // if, on serverside, pilot seat is NOT occupied { // pilot seat is vacant, give this player the pilot seat //Debug.Log("pilotSeatOccupied is false, therefore we are giving requesting player the pilot seat authority"); NetworkIdentity newPlayerID = playerConnRef.GetComponent <NetworkIdentity>(); NetworkIdentity shipID = playerShipRef.GetComponent <NetworkIdentity>(); NetworkConnection otherShipOwner = shipID.clientAuthorityOwner; if (otherShipOwner != newPlayerID.connectionToClient) // if this player is not already set to own the ship { // Debug.Log("We are not the current owner of this pilot seat, so we will receive pilot seat authority"); if (otherShipOwner != null) // if the ship actually DOES have any owner at all { //Debug.Log("there actually was a different owner, so we are removing his authority"); shipID.RemoveClientAuthority(otherShipOwner); } shipID.AssignClientAuthority(newPlayerID.connectionToClient); // Give ownership to the requesting client } //else //{ // Debug.Log("We are already the owner of the ship. Doing nothing"); //} shipScriptRef.setPilotSeatOccupied(true); // communicate to all clients that pilot seat is now occupied RpcReceivePilotSeat(); // on proper client's computer, their ship will have pilot controls enabled } }
void Awake() { PatternComplete = new UnityEvent(); _ship = this.Find <ShipMovement>(GameTags.Player); _score = this.Find <Score>(GameTags.Score); _ui = this.Find <UI_Controller>(GameTags.IG_GUI); }
void Start() { ship = GetComponent <ShipMovement>(); player = GetComponent <ShipBehaviour>(); _camera = Camera.main; }
private void Start() { shipScr = GameObject.Find("obj_player_ship").GetComponent <ShipMovement>(); uiScr = GameObject.Find("Game Manager").GetComponent <ui_manager_script>(); anim = GetComponent <Animator>(); oldDelay = delayToDeployEgg; }
public override void GrantPower() { ShipMovement mover = ship.GetComponent <ShipMovement>(); mover.hasThrustPowerup = true; base.GrantPower(); }
/// <summary> /// Inicializa los stats generales/comunes de una nave /// </summary> /// <param name="ship">Nave a inicializar</param> /// <param name="baseStats">Stats de la nave a inicializar</param> public void InitializeEnemyGeneralStats(GameObject ship, NaveBaseSO baseStats, Vector2 position) { ship.transform.position = position; ShipMovement sm = ship.GetComponent <ShipMovement>(); sm.SetSpeed(baseStats.movementSpeed); sm.SetSystemOnOff(true); ShipShootingSystem ss = ship.GetComponent <ShipShootingSystem>(); ss.SetSystemOnOff(true); if (baseStats.bulletNum <= 0) { ss.SetSystemOnOff(false); } else { ss.SetSystemOnOff(true); ss.SetShotNumber(baseStats.bulletNum); ss.SetBulletSpeed(baseStats.bulletSpeed); ss.SetFireRate(baseStats.reloadime); } ship.GetComponent <EnemyShipManager>().SetAIStatus(true); ship.GetComponent <HealthManager>().ReplenishLife(); }
void OnTriggerEnter2D(Collider2D other) { ShipMovement ship = other.gameObject.GetComponent <ShipMovement>(); if (ship) { if (ship.GetComponent <ShipHealth>().GetHealth() == 0) { if (!win) { FindObjectOfType <StageManager>().GetComponent <StageManager>().ChangeScene(_cena); } else { if (fim) { FindObjectOfType <StageManager>().GetComponent <StageManager>().ChangeScene("Fim"); } else { FindObjectOfType <StageManager>().GetComponent <StageManager>().ChangeScene(_cenaWin); } } } else { ship.GetComponent <ShipHealth>().Damage(_damage); ship.GetComponent <Rigidbody2D>().AddForce(Vector2.up * _force, ForceMode2D.Impulse); } } }
/// <summary> /// Checks if the character should implement movement /// </summary> private void ShouldMove() { //throw new System.NotImplementedException(); if (ShouldAccelerate() && isPlayerShip) { Accelerate(speedAdjust); } if (ShouldDeccelerate() && isPlayerShip) { Accelerate(-speedAdjust); } if (ShouldStrafeLeft() && isPlayerShip) { //Debug.Log("Strafing Left"); transform.position -= transform.right * strafeSpeed * Time.deltaTime; } if (ShouldStrafeRight() && isPlayerShip) { //Debug.Log("Strafing Right"); transform.position += transform.right * strafeSpeed * Time.deltaTime; } if (ShouldRollLeft() && isPlayerShip) { shipIs = ShipMovement.Rolling_Left; rollTimer = 0; startingPosition = transform.position; } if (ShouldRollRight() && isPlayerShip) { shipIs = ShipMovement.Rolling_Right; rollTimer = 0; startingPosition = transform.position; } Move(); }
protected virtual void OnEnable() { movement = GetComponent <ShipMovement>(); behaviour = GetComponent <ShipBehaviour>(); StartEffect(); }
/// <summary> /// Primary update method. /// </summary> /// <param name="gameTime">This game time variable is updated automagically.</param> protected override void Update(GameTime gameTime) { KeyboardState keystate = Keyboard.GetState(); BasicModel tempModel = _models[0]; _movementDataReporter = ShipMovement.MoveShip(_movementDataReporter, gameTime, ref tempModel); _models[0] = tempModel; if (keystate.IsKeyDown(Keys.Escape)) { this.Exit(); } if (_cameraType == CameraType.TargetCamera) { _camera.Update(); } if (_cameraType == CameraType.FreeCamera) { _lastMouseState = ((FreeCamera)_camera).FreeCameraUpdate(gameTime, _camera, _lastMouseState); } _movementDataReporter = MouseGestures.CheckMouseClicked(_models, _boardPlane, _movementDataReporter, _camera, GraphicsDevice); base.Update(gameTime); }
IEnumerator WaitAndReset(ShipMovement shipmov) { yield return(new WaitForSeconds(5)); shipmov.speed += speedModif; Destroy(gameObject); }
void OnTriggerStay(Collider other) { if (other.tag == "Player") { Ship shipHit = other.gameObject.GetComponentInParent <Ship>(); ShipMovement playerMovement = other.gameObject.GetComponentInParent <ShipMovement>(); if (shipHit.playerEnum != owningPlayer) { //Do damage to the player hit shipHit.TakeDamage(damage); //Slow the player while in the beam playerMovement.SlowPlayer(slowingFactor); GameObject explosion = Instantiate(explosionPrefab, other.transform.position, new Quaternion()) as GameObject; Destroy(explosion, 5f); } } else if (other.tag == "ProtagShip") { DamageableObject otherShip = other.gameObject.GetComponentInParent <DamageableObject>(); otherShip.TakeDamage(damage); GameObject explosion = Instantiate(explosionPrefab, other.transform.position, new Quaternion()) as GameObject; Destroy(explosion, 5f); } }
void OnRespawn(Vector3 spawnPosition, Quaternion spawnRotation) { transform.position = spawnPosition; transform.rotation = spawnRotation; SetVisibility(true); m_Health = 50; OnHealthChanged(); //The OnRespawn functions of other components make sure that all values are properly reset to their initial values again ShipMovement.OnRespawn(spawnRotation.eulerAngles.y); ShipVisuals.OnRespawn(); if (GetComponent <ShipInput>() != null) { GetComponent <ShipInput>().OnRespawn(); } CameraShipFollow cameraFollow = Camera.main.GetComponent <CameraShipFollow>(); if (cameraFollow != null && cameraFollow.GetTarget() == this) { cameraFollow.OnRespawn(); } }
public void RemoveIntent(ShipMovement s) { if (intents.Contains(s)) { intents.Remove(s); SendToThrusters(s, false); } }
// Use this for initialization void Start() { hitPoints = maxHitpoints; selectionBox = GetComponentInChildren <SpriteRenderer> (); selected = false; player = GameObject.Find("Player " + team).GetComponent <Player>(); mover = GetComponent <ShipMovement> (); }
public void AddIntent(ShipMovement s) { if (!intents.Contains(s)) { intents.Add(s); SendToThrusters(s, true); } }
void OnEnable() { SetWeaponPositions(); DroneMovement = gameObject.GetComponent <ShipMovement>(); DroneHealth = gameObject.GetComponent <EnemyHealth>(); StartCoroutine(AttackDecider()); StartCoroutine(MovementDecider()); }
private void Form1_KeyUp_1(object sender, KeyEventArgs e) { // Stop ship from moving when no keys are pressed if (e.KeyCode == Keys.Up || e.KeyCode == Keys.Down || e.KeyCode == Keys.Right || e.KeyCode == Keys.Left) { Ship = ShipMovement.None; } }
public void Awake() { _movement = GetComponentInParent <ShipMovement>(); _health = GetComponentInParent <HealthScript>(); _images = GetComponentsInChildren <Image>(); _texts = GetComponentsInChildren <Text>(); }
public Ship(Team team, WaterCell cell, ShipMovement movement = ShipMovement.None) { Gold = 0; this.team = team; Cell = cell; SelectStrategy(movement); }
void Start() { TogglePanel(0); ship = FindObjectOfType <ShipMovement>(); graphCreator = FindObjectOfType <GraphCreator>(); }
void OnCollisionEnter2D(Collision2D coll) { //Debug.Log ("collision"); if (coll.gameObject.tag == "Bullet") { coll.gameObject.GetComponent<Bullet> ().explode (); Destroy (gameObject); } else if (coll.gameObject.tag == "Player") { //Debug.Log ("hit player!"); ship = coll.gameObject.GetComponent<ShipMovement> (); ship.shieldAmt -= (int)Mathf.Abs (coll.gameObject.GetComponent<Rigidbody2D>().velocity.magnitude - velocityVector.magnitude); //Debug.Log (coll.gameObject.GetComponent<ShipMovement>().shieldAmt); if(ship.shieldAmt <= 0){ GameObject obj = GameObject.Find ("SceneTransitionObject"); obj.GetComponent<SceneTransition>().endTime = (int)(System.DateTime.UtcNow - new DateTime (1970, 1, 1)).TotalSeconds; DontDestroyOnLoad(GameObject.Find ("SceneTransitionObject")); Application.LoadLevel ("EndGame"); } } else if (coll.gameObject.tag == "Asteroid") { velocityVector *= -1; coll.gameObject.GetComponent<AsteroidScript>().velocityVector *= -1; } }
private void Start() { _shipMovement = target.GetComponent<ShipMovement>(); _mainCamera = GetComponent<Camera>(); }
// Use this for initialization void Start() { shipMovement=GetComponent<ShipMovement>(); }
void Start() { parent = transform.parent.gameObject.GetComponent<ShipMovement>(); gameObject.layer = LayerMask.NameToLayer("Player" + parent.joystickIndex.ToString()); }
private void Start() { _shipMovement = GetComponent<ShipMovement>(); }
// Use this for initialization void Start() { if (Input.GetKey(KeyCode.Alpha1)) Application.LoadLevel("Level 1"); _startMenu = GameObject.FindGameObjectWithTag("StartMenu"); _copyright = GameObject.FindGameObjectWithTag("Copyright") .GetComponent<Text>(); _scoreText = GameObject.FindGameObjectWithTag("Score") .GetComponent<Text>(); _countdownText = GameObject.FindGameObjectWithTag("Countdown") .GetComponent<Text>(); _gameWinText = GameObject.FindGameObjectWithTag("GameWin") .GetComponent<Text>(); _gameLoseText = GameObject.FindGameObjectWithTag("GameLose") .GetComponent<Text>(); _credits = GameObject.FindGameObjectWithTag("Credits"); _credits.SetActive(false); var ship = GameObject.FindGameObjectWithTag("Player"); _shipMovement = ship.GetComponentInChildren<ShipMovement>(); _shipFireWeapon = ship.GetComponentInChildren<ShipFireWeapon>(); var camera = GameObject.FindGameObjectWithTag("MainCamera"); _cameraChase = camera.GetComponentInChildren<CameraChase>(); }
// Use this for initialization void Start() { parent = transform.parent.gameObject.GetComponent<ShipMovement>(); joystickIndex = parent.joystickIndex; }
void Start() { characterController = GetComponent<ShipMovement> (); shoot = GetComponent<Shoot> (); controlType = PlayerPrefs.GetInt("Controls"); }
private void Start() { for(int i = 0; i < doorList.Count; i++) { doorList[i].GetComponent<DoorTrigger>().index = i; } player = GameObject.FindGameObjectWithTag("Player"); _shipMovement = player.GetComponent<ShipMovement>(); FillLevelTimeArray(); FillLevelScoreArray(); }
void Awake() { mouse = GetComponent<MouseLook>(); movement = GetComponent<ShipMovement>(); shooter = GetComponent<Shooter>(); }
public virtual void Start() { this.movement = GameObject.FindGameObjectWithTag("ShipBlueprint").GetComponent<ShipMovement>(); }