Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        //Init controllers
        wiimote_start();

        //Turn off mouse pointer and set the cursorImage
        screenpointer                       = (GUITexture)Instantiate(baseGuiTexture);
        Screen.showCursor                   = false;
        screenpointer.texture               = cursorImage;
        screenpointer.color                 = Color.red;
        screenpointer.pixelInset            = new Rect(10, 10, 10, 10);
        screenpointer.transform.localScale -= new Vector3(1, 1, 0);

        //Set ref scripts
        raycastscript      = gameObject.GetComponent("RayCastScript") as RayCastScript;
        rotateScript       = gameObject.GetComponent("RotateScript") as RotateScript;
        scaleScript        = gameObject.GetComponent("ScaleScript") as ScaleScript;
        stackScript        = gameObject.GetComponent("StackScript") as StackScript;
        moveScript         = gameObject.GetComponent("MoveScript") as MoveScript;
        smoothCameraScript = gameObject.GetComponent("SmoothCameraScript") as SmoothCameraScript;
        verwijderScript    = gameObject.GetComponent("VerwijderScript") as VerwijderScript;
        selectieScript     = gameObject.GetComponent("SelectieScript") as SelectieScript;

        //Set initial values
        selectieScript.setSelectionmodeOn();
        selectieScript.playerCam = playerCam;
        modus = Modi.NAV_SEL;
    }
	// Use this for initialization
	void Start () {
		//selectieScript.lastGameObjectHit = null;
		lastHooveredGameObject = null;
	
		//Set ref script
		raycastscript = gameObject.GetComponent("RayCastScript") as RayCastScript;
		rotateScript = gameObject.GetComponent("RotateScript") as RotateScript;
		scaleScript = gameObject.GetComponent("ScaleScript") as ScaleScript;
		stackScript = gameObject.GetComponent("StackScript") as StackScript;
		moveScript = gameObject.GetComponent("MoveScript") as MoveScript;
		smoothCameraScript = gameObject.GetComponent("SmoothCameraScript") as SmoothCameraScript;
		verwijderScript = gameObject.GetComponent("VerwijderScript") as VerwijderScript;
		selectieScript = gameObject.GetComponent("SelectieScript") as SelectieScript;
		selectieScript.setSelectionmodeOn();
		selectieScript.playerCam = playerCam;
		
		//Turn off mouse pointer and set the cursorImage
		screenpointer = (GUITexture)Instantiate(baseGuiTexture);
		Screen.showCursor = false; 
		screenpointer.texture = cursorImage;
		screenpointer.color = Color.red;
		screenpointer.pixelInset = new Rect(-5, -5,10,10);
		screenpointer.transform.localScale -= new Vector3(1, 1, 0);
		
		modus = Modi.NAV_SEL;
	}
	// Use this for initialization
	void Start () {
		//Set ref script
		raycastscript = gameObject.GetComponent("RayCastScript") as RayCastScript;
		rotateScript = gameObject.GetComponent("RotateScript") as RotateScript;
		scaleScript = gameObject.GetComponent("ScaleScript") as ScaleScript;
		stackScript = gameObject.GetComponent("StackScript") as StackScript;
		moveScript = gameObject.GetComponent("MoveScript") as MoveScript;
		smoothCameraScript = gameObject.GetComponent("SmoothCameraScript") as SmoothCameraScript;


		
		//Turn off mouse pointer and set the cursorImage
		screenpointer = (GUITexture)Instantiate(baseGuiTexture);
		Screen.showCursor = false; 
		screenpointer.texture = cursorImage;
		screenpointer.color = Color.red;
		screenpointer.pixelInset = new Rect(10,10,10,10);
		screenpointer.transform.localScale -= new Vector3(1, 1, 0);
	}
Esempio n. 4
0
    // Use this for initialization
    void Start()
    {
        //Set ref script
        raycastscript      = gameObject.GetComponent("RayCastScript") as RayCastScript;
        rotateScript       = gameObject.GetComponent("RotateScript") as RotateScript;
        scaleScript        = gameObject.GetComponent("ScaleScript") as ScaleScript;
        stackScript        = gameObject.GetComponent("StackScript") as StackScript;
        moveScript         = gameObject.GetComponent("MoveScript") as MoveScript;
        smoothCameraScript = gameObject.GetComponent("SmoothCameraScript") as SmoothCameraScript;



        //Turn off mouse pointer and set the cursorImage
        screenpointer                       = (GUITexture)Instantiate(baseGuiTexture);
        Screen.showCursor                   = false;
        screenpointer.texture               = cursorImage;
        screenpointer.color                 = Color.red;
        screenpointer.pixelInset            = new Rect(10, 10, 10, 10);
        screenpointer.transform.localScale -= new Vector3(1, 1, 0);
    }
Esempio n. 5
0
    // Use this for initialization
    void Start()
    {
        //Init controllers
        wiimote_start();

        //Turn off mouse pointer and set the cursorImage
        screenpointer = (GUITexture)Instantiate(baseGuiTexture);
        Cursor.visible = false;
        screenpointer.texture = cursorImage;
        screenpointer.color = Color.red;
        screenpointer.pixelInset = new Rect(10,10,10,10);
        screenpointer.transform.localScale -= new Vector3(1,1,0);

        //Set ref scripts
        raycastscript = gameObject.GetComponent("RayCastScript") as RayCastScript;
        rotateScript = gameObject.GetComponent("RotateScript") as RotateScript;
        scaleScript = gameObject.GetComponent("ScaleScript") as ScaleScript;
        stackScript = gameObject.GetComponent("StackScript") as StackScript;
        moveScript = gameObject.GetComponent("MoveScript") as MoveScript;
        smoothCameraScript = gameObject.GetComponent("SmoothCameraScript") as SmoothCameraScript;
        verwijderScript = gameObject.GetComponent("VerwijderScript") as VerwijderScript;
        selectieScript = gameObject.GetComponent("SelectieScript") as SelectieScript;

        //Set initial values
        selectieScript.setSelectionmodeOn();
        selectieScript.playerCam = playerCam;
        modus = Modi.NAV_SEL;
    }
Esempio n. 6
0
    //[SerializeField] private RockFalling_Land RockFalling_Land_buffer;
    //private bool is_On_Jump;
    //private List<bool> is_On_Jumps_list;
    #endregion

    #region UnityMethods
    void Start()
    {
        #region INICIALISATION
        is_Player_Dead                   = false;
        is_hangedLandCut                 = false;
        is_started                       = false;
        is_strongLanding                 = false;
        is_run_zone_triggered            = false;
        is_up_zone_triggered             = false;
        is_crouch_zone_triggered         = false;
        current_speed                    = forward_speed;
        index_of_current_landset         = 0;
        collected_diamonds_num           = 0;
        is_Acceleration_pressed_one_time = false;
        is_fall_pressed                  = false;
        //is_On_Jump = false;
        is_Running        = false;
        is_diamond_picked = false;
        animator          = GetComponent <UnityArmatureComponent>();
        this_collider     = GetComponent <Collider2D>() as BoxCollider2D;
        //is_on_direction_change = false;
        cameraMovementController = Camera.main.GetComponent <SmoothCameraScript>();
        this_transform           = transform;
        this_rb     = GetComponent <Rigidbody2D>();
        is_Grounded = true;
        is_Jumped   = false;
        _reward_txt = reward_txt.GetComponent <Text>();
        Shadow.SetActive(false);
        GO_UI.SetActive(false);
        GW_UI.SetActive(false);
        fireTurbin.SetActive(false);
        animator.animation.Play("idle");

        //if (challenge_Controller == null)
        //{
        //    challenge_Controller =
        //        GameObject.FindGameObjectWithTag("CHALLENGES_CONTROLLER").GetComponent<Challenge_Controller>();
        //}

        if (SaveGame.Load <int>("DISTANCE") > 0)
        {
            distance_traveled = SaveGame.Load <int>("DISTANCE"); //DISTANCE
        }
        else
        {
            distance_traveled = 0f;
        }

        for (int i = 1; i < lands_sets.Length; i++)
        {
            lands_sets[i].SetActive(false);
        }

        foreach (var item in acceleration_UI)
        {
            item.SetActive(false);
        }

        foreach (var part in bodyParts)
        {
            part.GetComponent <PolygonCollider2D>().enabled = false;
            part.GetComponent <Rigidbody2D>().isKinematic   = true;
        }

        if (SaveGame.Load <int>("SCORE") != 0)
        {
            total_score_num = SaveGame.Load <int>("SCORE");
        }

        //foreach (var item in is_On_Jumps)
        //{
        //    is_On_Jumps_list.Add(item);
        //}
        #endregion

        //we can activate level using button
        AudioManager.instance.Stop("Running");
        try
        {
            Vector2 newPosition = SaveGame.Load <Vector2>("POSITION");
            if (newPosition != Vector2.zero)
            {
                transform.position = newPosition;
            }
        }
        catch
        {
            //to continue
        }


        //StartRunning();
    }