private void Start() { waves = GameObject.Find("Waves").GetComponent <WaterPlane>(); waterShader = waves.material; micObject = GameObject.Find("Microphone"); gyroObject = GameObject.Find("Gyroscope"); windController = GameObject.Find("Wind").GetComponent <WindController>(); lightSensor = GameObject.Find("LightSensor").GetComponent <LightSensorInput>(); deployClouds = GameObject.Find("CloudManager").GetComponent <Deploy_Clouds>(); perl = transform.FindChild("black_perl"); boat = GetComponent <Rigidbody>(); direction = new Vector3(); development = false; transform.rotation = Quaternion.identity; //for some reason the boat spawns sideways... boatCamera = Camera.main.GetComponent <SmoothFollow>(); cameraDistanceInit = boatCamera.distance; cloudTransform = transform.FindChild("Cloud"); cloudSystem = cloudTransform.GetComponent <ParticleSystem>(); cloudSystem.enableEmission = false; //windZone = transform.FindChild("WindZone").GetComponent<WindZone>(); cylinder = transform.GetChild(7); }
public void setTile(GridTile til) { tile = til; WindController.GetWindAtTile(til, 0); biome.text = biomes[Mathf.FloorToInt(tile.biome)]; if (true /*tile.occupant == null*/) { occupant.text = "None"; } //else //{ // if (tile.occupant.obj.name.Equals("RockEmpty(Clone)") || tile.occupant.obj.name.Equals("StoneCubeEmpty(Clone)")) // { // occupant.text = "A rock"; // } else if (tile.occupant.obj.name.Equals("House Colored")) // { // occupant.text = "A house"; // } else if(tile.occupant.obj.name.Equals("NewTreeEmpty(Clone)")) // { // occupant.text = "A tree"; // } else if (tile.occupant.obj.name.Equals("CactusEmpty(Clone)")) // { // occupant.text = "A cactus"; // } // else // { // occupant.text = "Wind Turbine"; // } //} //position.text = tile.position.ToString("F0"); }
private void RestoreWind(Level level) { level.Wind = Instance.SavedLevel.Wind; WindController windController = level.Entities.FindFirst <WindController>(); WindController savedWindController = Instance.SavedLevel.Entities.FindFirst <WindController>(); windController.CopyFields(savedWindController, "pattern"); }
// Start is called before the first frame update void Start() { windController = GameObject.Find("Wind").GetComponent <WindController>(); updateTarget(); StartCoroutine(moveCloud()); speed = Random.Range(0.2f, 0.5f); }
/// <summary> /// Finds the wind object, gets wind vector and sets local version. This is called by oceancontroller when tile is changed. /// This way only works if there is only one gameobject with the name "Wind" /// </summary> public void UpdateWind() { WindController windController = GameObject.Find("Wind").gameObject.GetComponent <WindController>(); if (!windController) { throw new UnassignedReferenceException("Cannot find 'WindController' script"); } wind = windController.WindVector; }
void Awake() { #region Singleton if (instance != null) { Debug.LogError("Multiple instances of " + this + " found"); } instance = this; #endregion }
// Use this for initialization void Start() { body = GetComponent <Rigidbody> (); player = GameObject.Find("Player").GetComponent <Player> (); wind = GameObject.Find("Terrain").GetComponent <WindController> (); thermals = GameObject.Find("Thermal").GetComponent <Thermal>(); gliderLines = transform.FindChild("gliderLines").gameObject; Reference.blowables.Add(this); originAngleOfAttack = angleOfAttack; }
private static void FixWindSoundNotPlay(On.Celeste.WindController.orig_SetAmbienceStrength orig, WindController self, bool strong) { if (Audio.CurrentAmbienceEventInstance == null) { Audio.SetAmbience("event:/env/amb/04_main"); } orig(self, strong); }
private void FixedUpdate() { if (isWork && nextTime < Time.time) { windIns = Instantiate(wind, this.transform.position, Quaternion.identity); WindController windPara = windIns.GetComponent <WindController>(); windPara.speed = 1; windPara.banishPoint = 44; nextTime = Time.time + 1; } }
private void applyWind(Level level) { if (Settings.WindEverywhere != 0) { if (!snowBackdropAddedByEVM) { // add the styleground / backdrop used in Golden Ridge to make wind actually visible. // ExtendedVariantWindSnowFG will hide itself if a vanilla backdrop supporting wind is already present or appears. level.Foreground.Backdrops.Add(new ExtendedVariantWindSnowFG() { Alpha = 0f }); snowBackdropAddedByEVM = true; } // also switch the audio ambience so that wind can actually be heard too // (that's done by switching to the ch4 audio ambience. yep) Audio.SetAmbience("event:/env/amb/04_main", true); WindController.Patterns selectedPattern; if (Settings.WindEverywhere == AvailableWindPatterns.Length + 1) { // pick up random wind selectedPattern = AvailableWindPatterns[randomGenerator.Next(AvailableWindPatterns.Length)]; } else { // pick up the chosen wind pattern selectedPattern = AvailableWindPatterns[Settings.WindEverywhere - 1]; } // and apply it; this is basically what Wind Trigger does WindController windController = level.Entities.FindFirst <WindController>(); if (windController == null) { windController = new WindController(selectedPattern); windController.SetStartPattern(); level.Add(windController); level.Entities.UpdateLists(); } else { windController.SetPattern(selectedPattern); } } else if (snowBackdropAddedByEVM) { // remove the backdrop level.Foreground.Backdrops.RemoveAll(backdrop => backdrop.GetType() == typeof(ExtendedVariantWindSnowFG)); snowBackdropAddedByEVM = false; } }
private void ChangeWind(WindController.Patterns wind) { WindController first = Scene.Entities.FindFirst <WindController>(); if (first == null) { Scene.Add(new WindController(wind)); } else { first.SetPattern(wind); } }
void Start() { if (MyFactory == null) { MyFactory = new Factory(); } MyFactory.init(); if (windController == null) { windController = new WindController(); } windController.windChange(); }
bool GetDependencies() { rb = GetComponent <Rigidbody>(); if (GameObject.FindGameObjectWithTag(WindController.gameManagerTag) == null) { Debug.LogError("Can't find WindController from GameManager!"); return(false); } else { wind = GameObject.FindGameObjectWithTag(WindController.gameManagerTag).GetComponent <WindController>(); } return(true); }
public bool levelGenerating; // used to ensure that two levels aren't made at the same time void Start() { audioManager = AudioManager.instance; cameraController = CameraController.instance; cannonController = CannonController.instance; cloudController = CloudController.instance; inputManager = InputManager.instance; prefabPlacer = PrefabPlacer.instance; // set up all pathways target = Target.instance; terrainGenerator = TerrainGenerator.instance; UIManager = UIManager.instance; windController = WindController.instance; cloudController.StartCoroutine(cloudController.CloudSpammer()); // start the cloudSpammer coroutine StartGame(); }
public void WindAction(string parameter) { Module.BirdyHelper.BirdCaw(); WindController.Patterns pattern = WindController.Patterns.Right; if (parameter.IndexOf("left", StringComparison.OrdinalIgnoreCase) >= 0) { pattern = WindController.Patterns.Left; } else if (parameter.IndexOf("right", StringComparison.OrdinalIgnoreCase) >= 0) { pattern = WindController.Patterns.Right; } else if (parameter.IndexOf("up", StringComparison.OrdinalIgnoreCase) >= 0) { pattern = WindController.Patterns.Up; } else if (parameter.IndexOf("down", StringComparison.OrdinalIgnoreCase) >= 0) { pattern = WindController.Patterns.Down; } if (!Settings.WindEnabled) { currentLevel.Foreground.Backdrops.Add(new CrowControlWindSnowFG() { Alpha = 0f }); Audio.SetAmbience("event:/env/amb/04_main", true); WindController controller = currentLevel.Entities.FindFirst <WindController>(); if (controller == null) { controller = new WindController(pattern); controller.SetStartPattern(); currentLevel.Add(controller); } else { controller.SetPattern(pattern); } Settings.WindEnabled = true; } }
private void Awake() { lock (padlock) { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; //Here any additional initialization should occur: State = 0; } } //DontDestroyOnLoad(this.gameObject); }
// Use this for initialization void Start() { m_acc = 22; m_jumpPower = 247; m_maxSpeed = 10; //m_jumpDelay = 2.2f; m_frozen = false; m_facingRight = true; m_grounded = false; m_accVec = new Vector2(m_acc, 0); //m_groundCheckPos0 = new Vector2(transform.position.x - 0.4f, transform.position.y -0.4f); //m_groundCheckPos1 = new Vector2(transform.position.x + 0.4f, transform.position.y -0.4f); m_scoring = GameObject.Find("InGameData").GetComponent <Scoring>(); m_animator = GetComponent <Animator>(); m_inputTouch = GameObject.Find("TouchHandler").GetComponent <InputTouch>(); m_windController = GetComponent <WindController>(); }
void Start() { Screen.orientation = ScreenOrientation.LandscapeLeft; _currentSceneState = SceneState.Unfavorable; _dayNightCycleController = new DayNightCycleController(); _windController = new WindController(); _cloudController = new CloudController(StartCoroutine); _rainController = new RainController(); _temperatureController = new TemperatureController(StartCoroutine, _dayNightCycleController); _waterController = new WaterController(); _terrainController = new TerrainController(StartCoroutine); _snowController = new SnowController(); _treeGrowthStateController = new TreeGrowthStateController(StartCoroutine, _windController.UpdateTreeWindForceOnGrow); _sceneRestarted = false; }
public static void Teleport(this Level self, string levelName, Func <Vector2?> spawnPointFunc) { Glitch.Value = 0f; Engine.TimeRate = 1f; Distort.Anxiety = 0f; Distort.GameRate = 1f; Audio.SetMusicParam("fade", 1f); self.ParticlesBG.Clear(); self.Particles.Clear(); self.ParticlesFG.Clear(); TrailManager.Clear(); if (self.Tracker.GetEntity <Player>() is Player player) { self.Remove(player); } self.UnloadLevel(); GC.Collect(); GC.WaitForPendingFinalizers(); self.Session.Level = levelName; Vector2?spawnPoint = spawnPointFunc.Invoke(); if (spawnPoint == null) { spawnPoint = self.GetSpawnPoint(new Vector2(self.Bounds.Left, self.Bounds.Top)); } self.Session.RespawnPoint = spawnPoint; self.LoadLevel(Player.IntroTypes.None); self.strawberriesDisplay.DrawLerp = 0f; WindController windController = self.Entities.FindFirst <WindController>(); if (windController != null) { windController.SnapWind(); } else { self.Wind = Vector2.Zero; } }
// Use this for initialization void Start() { //m_clouds = new Queue<GameObject>(); WorldLimits worldLimits = Camera.main.GetComponent <WorldLimits>(); m_worldSpaceWidth = worldLimits.WorldSpaceWidth; m_worldSpaceHeight = worldLimits.WorldSpaceHeight; m_player = GameObject.FindWithTag("Player").transform; Debug.Log("Player found at pos: " + m_player.position); m_windController = m_player.gameObject.GetComponent <WindController>(); StartCoroutine("MoveCloudsHorizontal"); LinkedListNode <GameObject> it; for (it = m_clouds.First; it != m_clouds.Last.Next; it = it.Next) { m_windController.registerCloud(it.Value); } //m_mainCameraTransform = Camera.main.transform; //m_platformSpawner = GameObject.Find("Spawner").GetComponent<SpawnJumperPlatforms>(); /*for(ushort i = 0; i < 10; ++i) * { * Vector2 newCloudPos = m_platformSpawner.NewestPlatPos; * newCloudPos.x += (Random.value - 0.5f) * 2f * m_worldSpaceWidth; * newCloudPos.y += (Random.value - 0.5f) * 2f * m_worldSpaceHeight; * GameObject newCloud = Instantiate(m_cloudPrefabs[Random.Range(0, 2)], newCloudPos, Quaternion.identity) as GameObject; * m_clouds.AddLast(newCloud.transform); * } * * StartCoroutine("SpawnClouds");*/ }
float CpDesign() { float V_rated = uniProperties.ratedCutoffProperty.minPropertyValue; float V_cutoff = uniProperties.ratedCutoffProperty.maxPropertyValue; float height = uniProperties.heightProperty.propertyValue; float V = WindController.GetWindAtTile(onGridtile, height); if (V < Vcutin) { return(0); } else if (Vcutin < V && V <= V_rated) { return(CpReference()); } else if (V_rated < V && V <= V_cutoff) { return(CpFormula(V, V_rated, V_cutoff)); } else { return(0); } }
void Start() { wind = GameObject.FindObjectOfType <WindController>(); }
// Use this for initialization void Start() { body = GetComponent<Rigidbody> (); player = GameObject.Find ("Player").GetComponent<Player> (); wind = GameObject.Find ("Terrain").GetComponent<WindController> (); thermals = GameObject.Find("Thermal").GetComponent<Thermal>(); gliderLines = transform.FindChild ("gliderLines").gameObject; Reference.blowables.Add (this); originAngleOfAttack = angleOfAttack; }
void CalculateChunk(object args) { object[] argsArr = (object[])args; int i = (int)argsArr[0]; float time = (float)argsArr[1]; int operationsPerThread = Mathf.CeilToInt(windSpeedChunks.Count / chunkThreads.Length); int windCount = windSpeedChunks.Count; int startK = (int)i * operationsPerThread; int endK = ((int)i + 1) * operationsPerThread; for (int k = startK; k < endK; k++) { if (k >= windCount) { break; } if (!windSpeedChunks[k].isEnabled) { continue; } List <Vector3> vert = threadVerts[k]; for (int j = 0; j < vert.Count; j++) { GridTile tile = GridTile.FindClosestGridTile(vert[j]); if (tile != null && tile.canSeeWind && !tile.isOutsideBorder) { float curWind = WindController.GetWindAtTile(tile, height, time); Vector2 curUv = new Vector2(1 - curWind / WindController.WindMagnitudeAtTime(time), 1 - curWind / WindController.WindMagnitudeAtTime(time)); for (int intp = 0; intp < intpSteps; intp++) { if (curUvs) { Vector2 interpolated = Vector2.Lerp(buffereduvs[k][(intpSteps - 1)][j], curUv, (float)intp / (intpSteps - 1)); uvs[k][intp][j].Set(interpolated.x, interpolated.y); } else { Vector2 interpolated = Vector2.Lerp(uvs[k][(intpSteps - 1)][j], curUv, (float)intp / (intpSteps - 1)); buffereduvs[k][intp][j].Set(interpolated.x, interpolated.y); } if (stopThreads) { return; } } } else if (tile != null && !tile.canSeeWind && !tile.isOutsideBorder) { Vector2 curUv = new Vector2(0.125f, 0.875f); for (int intp = 0; intp < intpSteps; intp++) { if (curUvs) { Vector2 interpolated = Vector2.Lerp(buffereduvs[k][(intpSteps - 1)][j], curUv, (float)intp / (intpSteps - 1)); uvs[k][intp][j].Set(interpolated.x, interpolated.y); } else { Vector2 interpolated = Vector2.Lerp(uvs[k][(intpSteps - 1)][j], curUv, (float)intp / (intpSteps - 1)); buffereduvs[k][intp][j].Set(interpolated.x, interpolated.y); } if (stopThreads) { return; } } } } } }
// Update is called once per frame void Update() { windSpeed.text = WindController.GetMaximumWind().ToString(); windDirection.text = WindDirection(); }
private void Start() { instance = this; PlayerController.respawn = true; }
private void FixedUpdate() { // Calculate wait if (!jump && horizonMove == 0) { ++waitTime; } else { waitTime = 0f; } // Judge player static if (waitTime >= staticWaitTime) { StopFloating(); } // Update floatCheck position floatCheck.position = new Vector3( groundCheck.position.x, floatCheck.position.y, floatCheck.position.z ); // Update ground position groundPos = new Vector3(transform.position.x, groundPos.y, groundPos.z); // Judge if ground isGrounded = false; Collider2D[] colliders = Physics2D.OverlapCircleAll(groundCheck.position, checkRadius, groundLayer); for (int i = 0; i < colliders.Length; i++) { if (colliders[i].gameObject != gameObject) { isGrounded = true; floatCheck.position = groundCheck.position; groundPos = transform.position; floatPos = groundCheck.position.y + floatHeight; } } // Judge if float over ground if (isFloating) { StopFloating(); colliders = Physics2D.OverlapCircleAll(floatCheck.position, checkRadius, groundLayer); for (int i = 0; i < colliders.Length; i++) { if (colliders[i].gameObject != gameObject) { KeepFloating(); } } } // Handle wind force if (inWindZone) { jump = false; WindController wind = windZone.GetComponent <WindController>(); rb2d.velocity = new Vector2(rb2d.velocity.x, 0); rb2d.AddForce(wind.direction * wind.strength); } // Handle Player animation if (!animator.GetCurrentAnimatorStateInfo(0).IsName("CloseEye")) { if (isGrounded || isFloating) { if (horizonMove > 0 && currentState != "Rightward") { animator.Play("Rightward"); currentState = "Rightward"; } else if (horizonMove < 0 && currentState != "Leftward") { animator.Play("Leftward"); currentState = "Leftward"; } else if (horizonMove == 0 && currentState != "Normal") { animator.Play("Normal"); currentState = "Normal"; } } else if (horizonMove == 0) { if (rb2d.velocity.y > 0 && currentState != "Upward") { animator.Play("Upward"); currentState = "Upward"; } else if (rb2d.velocity.y < 0 && currentState != "Downward") { animator.Play("Downward"); currentState = "Downward"; } } } // Handle move Move(); jump = false; }
void Awake() { instance = this; }
// Use this for initialization void Start() { waterPhys = GetComponent<WaterPhysics> (); windPower = GameObject.FindGameObjectWithTag ("GameController").GetComponent<WindController>(); }
public Image windStrength; // image GUI void Start() { cannonController = CannonController.instance; // create the pathways to the instances windController = WindController.instance; }
private static void FixWindSoundNotPlay(On.Celeste.WindController.orig_SetAmbienceStrength orig, WindController self, bool strong) { if (SpeedrunToolModule.Enabled && Audio.CurrentAmbienceEventInstance == null && Engine.Scene.GetSession()?.Area.LevelSet == "Celeste") { Audio.SetAmbience("event:/env/amb/04_main"); } orig(self, strong); }
public float spawnTimeBuffer; // range of time adjustments private void Start() { windController = WindController.instance; // access the windController instance and save the path spawnTimer = averageSpawnTime + spawnTimeBuffer; // set the spawntime to it's maximum possible wait }