// Use this for initialization void Start() { myLevelNumber = GetComponentInChildren <TextMesh> (); levelSelectMachineScript = GameObject.Find("LevelSelectMachine").GetComponent <levelSelectMachineController>(); doorScript = GameObject.FindWithTag("Door").GetComponent <doorController>(); }
//public int currentSquarePos; // Use this for initialization void Start() { heavyColor = new Color(1, 1, 1, 1); middleColor = new Color(1, 1, 1, 1); lightColor = new Color(1, 1, 1, 1); currentColor = new Color(1, 1, 1, 1); doorScript = GameObject.FindWithTag("Door").GetComponent <doorController>(); drumstick = GameObject.Find("drumstick"); mySpriteRenderer = GetComponent <SpriteRenderer>(); me = gameObject; canSwitchCharacters = false; Vector3 pos = transform.position; //We start one to the left of the instruction square pos.x = -6f; pos.y = 1f; pos.z = -0.15f; //currentSquarePos = 0; transform.position = pos; drumstick.transform.localPosition = pos; drumstick.SetActive(false); }
// Use this for initialization void Start() { doorScript = GameObject.FindWithTag("Door").GetComponent <doorController>(); me = GetComponent <Camera>(); //me.orthographic = false; }
// Use this for initialization void Start() { doorScript = GameObject.FindGameObjectWithTag("Door").GetComponent <doorController>(); myTextMesh = GetComponent <TextMesh>(); myColor.a = 0; }
/* I HAVE WRITTEN DOWN THE CURRENT MAP IN A SPREADSHEET * REMEMBER TO CHANGE IT WHENEVER YOU CHANGE THE CODE HERE PLEASE */ // Use this for initialization void Start() { doorScript = GameObject.FindWithTag("Door").GetComponent <doorController>(); for (int x = 0; x < Mathf.Sqrt(mapArray.Length); x++) { for (int n = 0; n < Mathf.Sqrt(mapArray.Length); n++) { mapArray[x, n] = 0; } } /* * //Levels 1-13 in straight line from [0, 9] to [14, 9] * for (int x = 0; x < 7; x++){ * mapArray[x + 1, 2] = x + 7; * } */ /* * mapArray[6, 1] = 16; * mapArray[6, 0] = 17; * * mapArray[6, 3] = 15; * mapArray[7, 3] = 14; * * mapArray[0, 3] = 21; * mapArray[1, 3] = 1; * mapArray[2, 3] = 2; * mapArray[3, 3] = 3; * * mapArray[1, 4] = 6; * mapArray[2, 4] = 5; * mapArray[3, 4] = 4; */ mapArray[1, 1] = 15; mapArray[1, 2] = 14; mapArray[1, 3] = 10; mapArray[1, 4] = 11; mapArray[1, 5] = 12; mapArray[2, 2] = 1; mapArray[2, 3] = 9; mapArray[2, 5] = 13; mapArray[3, 2] = 2; mapArray[3, 3] = 8; mapArray[4, 2] = 3; mapArray[4, 3] = 4; mapArray[4, 4] = 5; mapArray[5, 3] = 7; mapArray[5, 4] = 6; }
void Start() { Enemy = GameObject.Find("troll2"); Player = GameObject.Find("Player"); thePlayer = FindObjectOfType <PlayerController> (); dControl = thePlayer.GetComponent <doorController> (); EHMan = gameObject.GetComponent <EnemyHealthManager> (); }
// Use this for initialization void Start() { doorScript = GameObject.FindWithTag("Door").GetComponent <doorController>(); mySpriteRenderer = GetComponent <SpriteRenderer>(); patternSpriteRenderer = myPattern.GetComponent <SpriteRenderer>(); dontDestroyUs = true; reset(); }
// Use this for initialization void Start() { myAudioSource = GetComponent <AudioSource>(); myAudioSource.clip = mySound; mySpriteRenderer = GetComponent <SpriteRenderer>(); doorScript = GameObject.FindWithTag("Door").GetComponent <doorController>(); youScript = GameObject.FindWithTag("Player").GetComponent <youController>(); mySpriteRenderer.color = doorScript.CurrentColorPalette[1]; }
// Use this for initialization void Start() { //mySpriteRenderer = GetComponent<SpriteRenderer>(); doorScript = GameObject.FindGameObjectWithTag("Door").GetComponent <doorController>(); mySpriteRenderer = GetComponent <SpriteRenderer>(); progressBarCover = GameObject.Find("Progress Bar Cover"); progressBarCoverSpriteRenderer = progressBarCover.GetComponent <SpriteRenderer>(); //Make the progress bar 8 long transform.localScale = new Vector3(8f, 0.4f, 1f); }
void testaColisaoRaycast() { RaycastHit2D hit = Physics2D.Raycast(Raypoint.position, new Vector2(horizontal, vertical), 0.11f, interacao); if (hit && !_TC.isDoor) { doorController temp = hit.transform.gameObject.GetComponent <doorController>(); if (temp.doorSpecialEvent) { if (temp.monsters.Count == 0) { _TC.isDoor = true; _TC.startFade(temp); } } else if (!temp.doorLocked) { _TC.isDoor = true; temp.doorClosed = false; temp.atualizaSprite(); _TC.startFade(temp); } else { if (temp.idKey == 0 && doorKeys.Count > 0) { _TC.isDoor = true; temp.doorClosed = false; temp.doorLocked = false; temp.atualizaSprite(); _TC.startFade(temp); } else { if (doorKeys.Exists(element => element == temp.idKey)) { _TC.isDoor = true; temp.doorClosed = false; temp.doorLocked = false; temp.atualizaSprite(); _TC.startFade(temp); } } } } }
// Use this for initialization void Start() { myAudioSource = GetComponent <AudioSource>(); myAudioSource.clip = mySound; mySpriteRenderer = GetComponent <SpriteRenderer>(); myTextMesh = GetComponentInChildren <TextMesh>(); doorScript = GameObject.FindWithTag("Door").GetComponent <doorController>(); youScript = GameObject.FindWithTag("Player").GetComponent <youController>(); backdropScript = GameObject.Find("backdrop").GetComponent <backdropController>(); int myDisplayNumber = myNumber + 1; myTextMesh.text = myDisplayNumber + ""; squareNumberController myNumberDisplayController = myNumberDisplay.GetComponent <squareNumberController>(); myNumberDisplayController.mySpriteRenderer.sprite = numbers[myNumber]; }
private void OnTriggerExit2D(Collider2D other) { if (other.tag == "Tornado") { canTornado = true; anim.SetBool("inTornado", false); } if (other.CompareTag("Door")) { currentDoor = null; } if (other.CompareTag("ResetDamaging")) { graceFrames = maxGraceFrames; } if (other.CompareTag("Water")) { steps.isSubmerged = false; } }
// Use this for initialization void Start() { Vector3 pos = transform.position; pos.x = 0.5f; pos.y = 1f; pos.z = 20f; transform.position = pos; Quaternion rot = transform.rotation; rotX = -45f; rotY = 45f; rotZ = 0f; rot = Quaternion.Euler(rotX, rotY, rotZ); transform.rotation = rot; doorScript = GameObject.FindWithTag("Door").GetComponent <doorController>(); dontDestroyUs = true; }
void Start() { thePlayer = FindObjectOfType <PlayerController> (); dControl = thePlayer.GetComponent <doorController> (); }
public void startFade(doorController portaS) //passa como parâmetro o script da porta { door = portaS; animator.SetTrigger("FadeOut"); }
// Use this for initialization void Start() { doorScript = GameObject.FindWithTag("Door").GetComponent <doorController>(); }
// Update is called once per frame void Update() { if (CollisionFlag == true) { Balloon.SetActive(true); if (Input.GetKeyDown(KeyCode.C)) { if (SwitchFlag == true) { SwitchController Switch = obj.gameObject.GetComponent <SwitchController> (); Switch.TurnSwitch(); } else if (RockFlag == true) { obj.gameObject.SetActive(false); } else if (Switch_GarekiFlag == true) { SwitchController Switch = obj.gameObject.GetComponent <SwitchController>(); Switch.TurnSwitch(); obj.SetActive(false); } else if (BridgeFlag == true) { BridgeController Bridge = obj.gameObject.GetComponent <BridgeController>(); Bridge.BridgeAction(); } else if (PCFlag == true) { if (PC.player == PlayerControler.playerType.Ed) { PC.player = PlayerControler.playerType.Dola; } else { PC.player = PlayerControler.playerType.Ed; } } else if (doorFlag == true) { doorController dc = obj.gameObject.GetComponent <doorController>(); dc.Moving(); } else if (waterFlag == true) { waterType++; waterType %= 4; switch (waterType) { case 0: water.Event = WaterController.eventType.BtoA; break; case 1: water.Event = WaterController.eventType.AtoB; break; case 2: water.Event = WaterController.eventType.BtoC; break; case 3: water.Event = WaterController.eventType.CtoB; break; } water.EventFlag = true; } else if (keyFlag == true) { if (KC.open == true) { KC.gateClose(); } else { KC.gateOpen(); } } } } else { Balloon.SetActive(false); } }
private void OnTriggerEnter2D(Collider2D other) { List <Collider2D> hitters = new List <Collider2D>(); other.GetContacts(hitters); //Because the hitboxes appear as children, we have to filter AllyHitboxes out //Otherwise you could get hurt by whacking brambles or something //We can probably use this to implement hitlag when hurting things.. foreach (Collider2D h in hitters) { if (h.tag == "AllyHitbox") { continue; } //if (other.transform.tag == "ResetDamaging" && !invulnerable) //{ // if (graceFrames > 0) // { // graceFrames--; // } // else // { // resetPosition = true; // } //} if (intangibleStates.Contains(state)) { return; } //if (other.gameObject.layer == LayerMask.NameToLayer("Danger") && !invulnerable) //{ // if (other.CompareTag("ResetDamaging") && graceFrames > 0) return; // startBonk(1, resetPosition); // return; //} if (other.tag == "Tornado" && canTornado) { resetAnimator(); SoundManager.Instance.playClip("LevelObjects/EnterTornado"); canTornado = false; state = State.Tornado; currentTornado = other.transform; Deformer nadoDeformer = other.GetComponent <Deformer>(); if (nadoDeformer) { nadoDeformer.startDeform(new Vector3(1.75f, .75f, 1.0f), 0.1f); } } if (other.CompareTag("Door")) { if (other.GetComponent <doorController>().enterable) { currentDoor = other.GetComponent <doorController>(); } } if (other.tag == "Follower") { followController other_fc = other.GetComponent <followController>(); if (!other_fc.canCollect) { return; } int numFollowers = 0; other_fc.following = getFollower(GetComponent <followController>()); other_fc.following.followedBy = other_fc; other_fc.canCollect = false; followController getFollower(followController fc) { if (!fc.followedBy) { return(fc); } else { numFollowers++; return(getFollower(fc.followedBy)); } } SoundManager.Instance.playClip("Collectibles/starShard", numFollowers); } if (other.CompareTag("BroomCollectible") && state == State.Broom && hanger.childCount == 0) { other.transform.parent = hanger; other.transform.position = hanger.position - Vector3.up * 0.15f; other.SendMessage("BroomPickUp"); } if (other.CompareTag("Water")) { steps.isSubmerged = true; } } }
// Use this for initialization void Start() { /* * //play background music at half volume, looped * myAudioSource = GetComponent<AudioSource>(); * myAudioSource.clip = backgroundMusic; * myAudioSource.loop = true; * myAudioSource.volume = 0.15f; * * //Don't play just yet * myAudioSource.Play(); */ AudioSource[] audioSources = GetComponents <AudioSource>(); //play background music at half volume, looped backgroundBassSource = audioSources[0]; backgroundBassSource.clip = backgroundBass; backgroundBassSource.loop = true; backgroundBassSource.volume = 0f; backgroundBassDrumSource = audioSources[1]; backgroundBassDrumSource.clip = backgroundBassDrum; backgroundBassDrumSource.loop = true; backgroundBassDrumSource.volume = 00f; backgroundClickSource = audioSources[2]; backgroundClickSource.clip = backgroundClick; backgroundClickSource.loop = true; backgroundClickSource.volume = 0f; backgroundSnareSource = audioSources[3]; backgroundSnareSource.clip = backgroundSnare; backgroundSnareSource.loop = true; backgroundSnareSource.volume = 0f; backgroundMelodySource = audioSources[4]; backgroundMelodySource.clip = backgroundMelody; backgroundMelodySource.loop = true; backgroundMelodySource.volume = 0f; backgroundBassSource.Play(); backgroundSnareSource.Play(); backgroundBassDrumSource.Play(); backgroundClickSource.Play(); backgroundMelodySource.Play(); backgroundBassSource.volume = bassVolume; /* * backgroundBassSource.volume = bassVolume; * backgroundSnareSource.volume = snareVolume; * backgroundClickSource.volume = clickVolume; * backgroundBassDrumSource.volume = bassDrumVolume; * backgroundMelodySource.volume = melodyVolume; */ //Get door script doorScript = GameObject.FindWithTag("Door").GetComponent <doorController>(); backgroundObjectScript = backgroundObject1.GetComponent <backgroundObject1Controller>(); backgroundObjectSquareScript = backgroundSquare.GetComponent <backgroundObject1Controller>(); backgroundCircleScript = backgroundCircle.GetComponent <backgroundObject1Controller>(); spawn(6, 8, 8, true, true, false); }
// Use this for initialization void Start() { mySpriteRenderer = GetComponent <SpriteRenderer>(); doorScript = GameObject.FindWithTag("Door").GetComponent <doorController>(); }
// Use this for initialization void Start() { myAudioSource = GetComponent <AudioSource>(); mySpriteRenderer = GetComponent <SpriteRenderer>(); myTextMesh = GetComponentInChildren <TextMesh>(); doorScript = GameObject.FindWithTag("Door").GetComponent <doorController>(); openDoorColor = doorScript.CurrentColorPalette[2]; closedDoorColor = doorScript.CurrentColorPalette[3]; mySolutionCompleted = false; doorOpenPlayed = false; myAudioSource.clip = doorOpen; //we do this up here so the doors don't flash when we change levels //(this became a problem when we moved the doors to the edge of the screen) if (readyForLevelChange == true) { mySpriteRenderer.color = openDoorColor; } Vector3 pos = transform.position; Vector3 size = transform.localScale; //Move us to the correct location //Move us to the correct location if (myDirection == "RIGHT") { pos = new Vector3(7.15f, 1f, 0f); size = new Vector3(1f, 3f, 1f); myTextMesh.transform.localScale = new Vector3(1f, 0.33f, 1f); myOutline.transform.localScale = new Vector3(1.1f, 1.03f, 1f); } else if (myDirection == "LEFT") { pos = new Vector3(-6.16f, 1f, 0f); size = new Vector3(1f, 3f, 1f); myTextMesh.transform.localScale = new Vector3(1f, 0.33f, 1f); myOutline.transform.localScale = new Vector3(1.1f, 1.03f, 1f); } else if (myDirection == "UP") { pos = new Vector3(1f, 6f, 0f); size = new Vector3(3f, 1f, 1f); myTextMesh.transform.localScale = new Vector3(0.33f, 1f, 1f); myOutline.transform.localScale = new Vector3(1.03f, 1.1f, 1f); } else if (myDirection == "DOWN") { pos = new Vector3(1f, -4f, 0f); size = new Vector3(3f, 1f, 1f); myTextMesh.transform.localScale = new Vector3(0.33f, 1f, 1f); myOutline.transform.localScale = new Vector3(1.03f, 1.1f, 1f); } transform.position = pos; transform.localScale = size; //END NEW CODE }