Inheritance: MonoBehaviour
    void UpdateDisplay()
    {
        yourBox.Deactivate();
        theirBox.Deactivate();
        if (sequenceIndex >= sequence.dialogue.Length)
        {
            yourBox.Deactivate();
            theirBox.Deactivate();
            manager.EndDialogue(sequence.storySequence);
            gameObject.SetActive(false);
            return;
        }
        DialogueSequence.Dialogue  current   = sequence.dialogue[sequenceIndex];
        DialogueSequence.Character character = sequence.GetCharacter(current.characterIndex);
        DialogueDisplay            box       = character.flipSide ? theirBox : yourBox;

        box.Show(current.character, current.text, character.characterSprite);
        if (character.gameObject && current.target)
        {
            movement mv = character.gameObject.GetComponent <movement>();
            if (mv)
            {
                mv.SetTarget(current.target, false);
            }
        }
    }
Esempio n. 2
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    void Awake()
    {
        current = this;
        Application.targetFrameRate = 60;

        //transform.position = GameObject.Find("bigLeo(Clone)").transform.position;
    }
Esempio n. 3
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 // Start is called before the first frame update
 void Awake()
 {
     hpNow    = hpMax;
     ia       = GetComponent <ia>();
     movement = GetComponent <movement>();
     actions  = GetComponent <actions>();
 }
    IEnumerator Chop(GameObject veg, movement player)
    {
        salad.InChoping();
        //ProgressBar.transform.localScale = Vector3.one;
        player.AllowMove = false;
        float t = veg.GetComponent <Vegetable>().ChoppingTime;
        //float factor = Time.deltaTime / t;
        Vector3 scalefactor = new Vector3(Time.deltaTime / t, 0, 0);

        while (t > 0)
        {
            t -= Time.deltaTime;
            if (ProgressBar.gameObject.transform.localScale.x > 0)
            {
                ProgressBar.transform.localScale -= scalefactor;
            }
            else
            {
                ProgressBar.transform.localScale = Vector3.zero;
            }
            yield return(null);
        }
        player.AllowMove = true;
        salad.EndOfChopping();

        yield return(new WaitForSeconds(1));

        ProgressBar.transform.localScale = Vector3.one;
    }
Esempio n. 5
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    void Start()
    {
        timer = 0;
        audio = GetComponent<AudioSource>();
        upperBody = new List<GameObject>();
        lowerBody = new List<GameObject>();
        upperBodyItems = new string[] { "blouse", "jacket", "shirt", "tank" };
        lowerBodyItems = new string[] { "miniskirt", "shorts", "pants", "dress" };

        for (int i = 0; i < 4; i++)
        {
            upperBody.Add(Resources.Load("Prefabs/" + upperBodyItems[i]) as GameObject);
            lowerBody.Add(Resources.Load("Prefabs/" + lowerBodyItems[i]) as GameObject);
        }

        //shooter ref
        shoot_ref = GameObject.Find("Fashion_Shooter_Gun").GetComponent<shooter>();

        //inventory ref
        invent_ref = GameObject.Find("FashionPolice").GetComponent<InventorySpawnner>();

        //movement ref
        move_ref = GameObject.Find("FashionPolice").GetComponent<movement>();

        //inventroy changeref 
        //= GameObject.Find("").GetComponent<InventoryChanger>();

        score_track = GameObject.Find("FashionPolice").GetComponent<ScoreTracker>();
        speechBubble = GameObject.FindGameObjectWithTag("SpeechBubble").GetComponentInChildren<Image>();
        feedback1 = GameObject.Find("SpeechBubble").GetComponentInChildren<Text>();
        feedback2 = GameObject.Find("SpeechBubble").GetComponentInChildren<Text>();
    }
Esempio n. 6
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 // Start is called before the first frame update
 void Awake()
 {
     movementPlayer = GetComponent <movement>();
     atb            = GetComponent <attributes>();
     AddScores(0);
     canMove = true;
 }
Esempio n. 7
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    public void Setup()
    {
        // Get references to the components.
        m_Movement = m_Instance.GetComponent <movement>();
        //m_Shooting = m_Instance.GetComponent<TankShooting>();
        //m_Health = m_Instance.GetComponent<TankHealth>();
        m_Setup = m_Instance.GetComponent <PlayerSetup>();

        // Get references to the child objects.
        //m_TankRenderers = m_Health.m_TankRenderers;

        //Set a reference to that amanger in the health script, to disable control when dying
        //m_Health.m_Manager = this;

        // Set the player numbers to be consistent across the scripts.
        m_Movement.m_PlayerNumber = m_PlayerNumber;
        m_Movement.m_LocalID      = m_LocalPlayerID;

        //m_Shooting.m_PlayerNumber = m_PlayerNumber;
        //m_Shooting.m_localID = m_LocalPlayerID;

        //setup is use for diverse Network Related sync
        m_Setup.m_Color        = m_PlayerColor;
        m_Setup.m_PlayerName   = m_PlayerName;
        m_Setup.m_PlayerNumber = m_PlayerNumber;
        m_Setup.m_LocalID      = m_LocalPlayerID;
    }
Esempio n. 8
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        public void Move(movement move)
        {
            switch (move)
            {
            case movement.down:
            {
                Y--;
                break;
            }

            case movement.up:
            {
                Y++;
                break;
            }

            case movement.left:
            {
                X--;
                break;
            }

            case movement.right:
            {
                X++;
                break;
            }

            case movement.none:
            {
                break;
            }
            }
        }
Esempio n. 9
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    // Update is called once per frame
    void Update()
    {
        timer += Time.deltaTime;

        if (target == null)
        {
            target = GameObject.FindGameObjectWithTag("Player");
        }
        player_movement = target.GetComponent <movement>();

        //hadi htan kon ana player 3la lard 3ad ytba3ni 3adow
        if (player_movement.standing == true)
        {
            player_Standing = true;
            attenstion.SetActive(true);
        }
        else
        {
            attenstion.SetActive(false);
            player_Standing = false;
        }

        //hadi bash ytba3ni 3adow ila kont kanshof fih
        if (player_Standing == true && iamIlive == true)
        {
            transform.position = Vector3.MoveTowards(transform.position, target.transform.position + distance_between, ratio);
            distance           = transform.position.x - target.transform.position.x;
            Debug.Log(distance);
            Flip(distance);
        }
    }
Esempio n. 10
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 // Use this for initialization
 void Start()
 {
     myMovement  = this.GetComponent <movement>();
     myShoot     = this.GetComponentInChildren <shoot>();
     Players     = GameObject.Find("Players").transform;
     Projectiles = GameObject.Find("Projectiles").transform;
 }
Esempio n. 11
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    public void Update()
    {
        GameObject color   = GameObject.Find("color");
        Image      myImage = color.GetComponent <Image>();

        CurrentHealth  = myImage.fillAmount;
        current_energy = PlayerPrefs.GetInt("energy");


        GameObject tot_n   = GameObject.Find("Bro");
        movement   keimeno = tot_n.GetComponent <movement> ();

        if (keimeno != null)
        {
            Total_Points_Nokia = keimeno.Total_Points_Nokia;
        }
        GameObject      tot_j    = GameObject.Find("Bro");
        movement_justin keimeno2 = tot_j.GetComponent <movement_justin> ();

        if (keimeno2 != null)
        {
            Total_Points_Justin = keimeno2.Total_Points_Justin;
        }

        if (CurrentHealth <= 0 && reduced == false)
        {
            decrease();
            StartCoroutine(MyMethod());
        }
    }
Esempio n. 12
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    void decrease()
    {
        GameObject tot_n   = GameObject.Find("Bro");
        movement   keimeno = tot_n.GetComponent <movement> ();

        if (keimeno != null)
        {
            gTotal = gTotal + Total_Points_Nokia;
            PlayerPrefs.SetInt("Grand_Total", gTotal);
        }



        GameObject      tot_j    = GameObject.Find("Bro");
        movement_justin keimeno2 = tot_j.GetComponent <movement_justin> ();

        if (keimeno2 != null)
        {
            gTotal = gTotal + Total_Points_Justin;
            PlayerPrefs.SetInt("Grand_Total", gTotal);
        }

        reduced         = true;
        current_energy -= 1;

        PlayerPrefs.SetInt("energy", current_energy);
    }
Esempio n. 13
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    void FixedUpdate()
    {
        if (player != null)
        {
            GameObject player_go = GameObject.FindGameObjectWithTag("Player");
            movement   movm      = player_go.GetComponent <movement> ();
            if (movm.isStarted())
            {
                Vector3 pos = transform.position;
                pos.x += prevSpeed * Time.deltaTime;
                transform.position = pos;

                if (prevSpeed < player.GetComponent <Rigidbody2D>().velocity.x + 2f)
                {
                    prevSpeed = player.GetComponent <Rigidbody2D>().velocity.x - 1f;
                    if (prevSpeed < 2f)
                    {
                        prevSpeed = 2f;
                    }
                }
                if (player.GetComponent <Rigidbody2D>().position.x - transform.position.x > -1)
                {
                    prevSpeed += 50f * Time.deltaTime;
                }
            }
            else
            {
                prevSpeed = 0;
            }
        }
    }
Esempio n. 14
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    // Update is called once per frame
    void Update()
    {
        if (target == null)
        {
            target = GameObject.FindGameObjectWithTag("Player");
        }
        player_movement = target.GetComponent <movement> ();


        //hadi htan kon ana player 3la lard 3ad ytba3ni 3adow
        if (player_movement.standing == true)
        {
            player_Standing = true;
        }
        else
        {
            player_Standing = false;
        }

        //hadi bash ytba3ni 3adow ila kont kanshof fih
        if (gotIt)
        {
            if (player_Standing)
            {
                transform.position = Vector3.MoveTowards(transform.position, target.transform.position, ratio);
                distance           = transform.position.x - target.transform.position.x;
                Debug.Log(distance);
                Flip(distance);
            }
        }
    }
    void Start()
    {
        rb2d = GetComponent <Rigidbody2D>();
        mmt  = FindObjectOfType <movement>();

        rb2d.AddForce(-transform.up * 150);
    }
Esempio n. 16
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    void Start()
    {
        animator = GetComponent <Animator>();
        // set starting position & oritentation for seagull
        transform.position = new Vector3(0.0f, soarHeight, radiusOfOrbit);
        transform.Rotate(Vector3.up, 90, Space.Self);

        fireCountDown = fireDelay;

        laser            = gameObject.AddComponent <LineRenderer>();
        laser.material   = laserMaterial;
        laser.endWidth   = 0.4f;
        laser.startWidth = 0.4f;

        movement = Player.GetComponent <movement>();
        audioSrc = GetComponent <AudioSource>();

        switch (gameObject.GetComponent <GameSettings>().GetDifficulty())
        {
        case 0:
            distanceFromPlayer = 50;
            break;

        case 1:
            distanceFromPlayer = 30;
            break;
        }
    }
 private void Awake()
 {
     rb           = GetComponent <Rigidbody2D>();
     inputManager = GameObject.Find("InputManager").GetComponent <InputManager>();
     animator     = GetComponent <Animator>();
     lastMove     = movement.south;
 }
Esempio n. 18
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 void Start()
 {
     anim = GetComponent <Animator>();
     coll = GetComponentInParent <Collision>();
     move = GetComponentInParent <movement>();
     sr   = GetComponent <SpriteRenderer>();
 }
Esempio n. 19
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 // Use this for initialization
 void Start()
 {
     //	Controller = GameObject.Find ("controller2").GetComponent<controllerTut> ();
     Move = Movement.GetComponent <movement> ();
     Red.transform.position = new Vector2(way1.position.x, 5);
     StartCoroutine("stopRed");
 }
Esempio n. 20
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    // Launch Distractors after 3 seconds
    IEnumerator ActivateDistractors()
    {
        yield return(new WaitForSeconds(3));

        // attach movement to controller
        movement mm = distractor.GetComponent <movement> ();

        mm.SetController(this.gameObject);

        // Arrays to keep track of targets and distractors
        GameObject[] targets = GameObject.FindGameObjectsWithTag("Special");
        GameObject[] dists   = GameObject.FindGameObjectsWithTag("Distractor");

        // Launch all distractors
        for (int i = 0; i < distractors; i++)
        {
            Vector3 pos = new Vector3(Random.Range(-13, 13), Random.Range(-5, 5), -2f);

            // Loops to check if spawning is happening inside another object
            bool free = false;
            while (!free)
            {
                bool check = true;
                foreach (GameObject t in targets)
                {
                    if (Vector3.Distance(t.transform.position, pos) < 4)
                    {
                        pos   = new Vector3(Random.Range(-13, 13), Random.Range(-5, 5), -2f);
                        check = false;
                        break;
                    }
                }
                foreach (GameObject dis in dists)
                {
                    if (Vector3.Distance(dis.transform.position, pos) < 4)
                    {
                        pos   = new Vector3(Random.Range(-13, 13), Random.Range(-5, 5), -2f);
                        check = false;
                        break;
                    }
                }
                if (check)
                {
                    free = true;
                }
            }

            // Instantiate distractor and set color alpha to 0.
            GameObject ob    = Instantiate(distractor, pos, Quaternion.Euler(new Vector3(0, 0, 0)));
            Color      color = ob.GetComponent <Renderer> ().material.color;
            color.a = 0;
            ob.GetComponent <Renderer> ().material.color = color;
            dists = GameObject.FindGameObjectsWithTag("Distractor");
        }

        spawning = true;
        fading   = true;
        StartCoroutine(FadeIn());
    }
Esempio n. 21
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 // Start is called before the first frame update
 void Start()
 {
     rb            = GetComponent <Rigidbody2D>();
     target        = GameObject.FindObjectOfType <movement>();
     moveDirection = (target.transform.position - transform.position).normalized * moveSpeed;
     rb.velocity   = new Vector2(moveDirection.x, moveDirection.y);
     Destroy(gameObject, 3f);
 }
Esempio n. 22
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    //Fungsi Untuk Respawn Disaat Player Mati ke tempat yang sudah Ditentukan
    void Respawn(Rigidbody2D col)
    {
        movement move = new movement();

        died = false;
        col.transform.position = respawnPosition.position;
        move.enabled           = true;
    }
    public static void GenerateBooster(movement _player)
    {
        int        rnd     = Random.Range(0, 3);
        GameObject booster = Instantiate(BoosterObj[rnd]);

        booster.GetComponent <Booster>().IsInstantiated = true;
        booster.GetComponent <Booster>().player         = _player;
    }
Esempio n. 24
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 public void MoveToTrash(GameObject Veg, movement player)
 {
     Veg.transform.SetParent(this.transform);
     Veg.transform.localPosition = Vector3.zero;
     items.Add(Veg);
     player.AddScore(vegetableMinusPoint);
     StartCoroutine(Deleteall());
 }
    void Oncollisionenter(collision collisioninfo)    //a function with collision information (object,position etc) as parameter.
    {
        if (collisioninfo.collider.tag == 'Obstacle') //if colliding object is marked as an 'obstacle'. tags are used to mark entities of a type.

        {
            movement enabled = false; // or GetComponent<Playermovement>().enabled=false; //disable movement or force halt.
        }
    }
 void Start()
 {
     tutTimer     = 0.5f;
     mov          = GameObject.Find("cart").GetComponent <movement>();
     textBox.text = "LEVEL " + PlayerPrefs.GetInt("LevelNumber").ToString();
     currentIndex = SceneManager.GetActiveScene().buildIndex;
     Debug.Log("Level " + "Start , " + PlayerPrefs.GetInt("LevelNumber"));
 }
Esempio n. 27
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 void Start()
 {
     destroyed3 = false;
     StartCoroutine(Spawner());
     animator = transform.GetComponentInChildren <Animator>();
     GameObject skori   = GameObject.Find("Bro");
     movement   keimeno = skori.GetComponent <movement> ();
 }
Esempio n. 28
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    // Use this for initialization
    void Start()
    {
        player = FindObjectOfType <movement>();
        moving = false;
        GameObject bro = GameObject.Find("myAnimationBros 1");

        animator_bro = bro.GetComponent <Animator> ();
    }
Esempio n. 29
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 void Start()
 {
     garage        = GameObject.Find("PoliceReturn");
     successChance = Random.Range(0, 100);                           // sets the chance of success for that particular crime
     target        = transform;                                      // sets variable to the transform of object
     script        = policeCar.GetComponent <movement> ();           //Gives me access to movement script
     StartCoroutine(crimeTimer());
 }
Esempio n. 30
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	void Start ()
	{
		garage = GameObject.Find ("PoliceReturn");
		successChance = Random.Range (0, 100);				// sets the chance of success for that particular crime
		target = transform;									// sets variable to the transform of object
		script = policeCar.GetComponent<movement> ();		//Gives me access to movement script
		StartCoroutine (crimeTimer ());
	}
Esempio n. 31
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 void Start()
 {
     angle        = 0f;
     state        = movement.stop;
     acceleration = new Vector3(0f, 0f, 0f);
     velocity     = new Vector3(0f, 0f, 0f);
     Debug.Log(maxSpeed);
 }
Esempio n. 32
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 public void MoveToTrash(Salad salad, movement player)
 {
     salad.gameObject.transform.SetParent(this.transform);
     //salad.gameObject.transform.position = Vector3.zero;
     salad.gameObject.transform.localPosition = Vector3.zero;
     items.Add(salad.gameObject);
     player.AddScore(SaladMinusPoint);
     StartCoroutine(Deleteall());
 }
    void Start()
    {
        deplacement = transform.root.GetComponent<movement>();


        ActivateCamera(true);
        mouse_sensivity = 1.5f;
        max_distance = 3.0f;
    }
Esempio n. 34
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 private void OnTriggerExit2D(Collider2D collision)
 {
     Debug.Log("leave icey boi");
     if (collision.gameObject.CompareTag("Player"))
     {
         movement x = collision.gameObject.GetComponent <movement>();
         x.slide(false);
     }
 }
 void OnCollisionEnter(Collision collision)
 {
     ContactPoint contact = collision.contacts[0];
     if (collision.gameObject.name=="FashionPolice")
     {
         move = collision.gameObject.GetComponent("movement") as movement;
         move.speed = 0.0f;
         collision.gameObject.transform.RotateAround(contact.point, Vector3.up, 20*Time.deltaTime);
     }
 }
Esempio n. 36
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    // Use this for initialization
    void Awake()
    {
        progress = (GameObject)Instantiate(progressBar, transform.position, Quaternion.identity);
        progress.renderer.enabled = false;

        Movement = gameObject.GetComponent<movement>();

        ActionButton = (GameObject)Instantiate(RBButton, transform.position, Quaternion.identity);
        //ActionButton.transform.renderer.enabled = false;
    }
Esempio n. 37
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    public attack(attack a)
    {
        moveList = new List<movement>();
        loops = a.loops;
        extraDamagePerChargeLevel = a.extraDamagePerChargeLevel;
        movementMult = a.movementMult;
        turnMult = a.turnMult;
        staminaDrain = a.staminaDrain;

        for (int i = 0; i < a.moveList.Count; i++)
        {
            movement m = new movement(a.moveList[i]);
            moveList.Add(m);
        }
    }
Esempio n. 38
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    // Use this for initialization
    private void Start()
    {
        progress = null;

        Movement = gameObject.GetComponent<movement>();

        ActionButton = (GameObject)Instantiate(RBButton, transform.position, Quaternion.identity);
        ActionButton.transform.renderer.enabled = false;

        if (Movement == null)
            Debug.Log("ERROR - need to be assigned movement for player");

        for (int i = 0; i < 3; i++)
            Inventory[i] = null;
    }
Esempio n. 39
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    public void insertChargingIfAppropriate(movement m)
    {
        if (!isChargeable())
            return;

        if (moveList[0].isFinished())
        {
            chargeLevel++;

            movement c = new movement(m);

            c.startVec = moveList[0].endVec;
            c.endVec = moveList[0].endVec;
            c.currentChargeLevel = chargeLevel;
            c.chargeLevels = moveList[0].chargeLevels;
            c.updateQuats();

            moveList.Insert(1, c);
        }
    }
Esempio n. 40
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    // Use this for initialization
    private void Start()
    {
        progress = null;

        Offset[0] = new Vector3(-0.4f, -0.81f, 0);
        Offset[1] = new Vector3(-0f, -0.81f, 0);
        Offset[2] = new Vector3(0.4f, -0.81f, 0);

        Movement = gameObject.GetComponent<movement>();

        ActionButton = (GameObject)Instantiate(RBButton, transform.position, Quaternion.identity);
        ActionButton.transform.renderer.enabled = false;

        if (PickupDisplayIcons[2] == null)
            Debug.Log("ERROR - needs PickupDisplayIcons");

        if (Movement == null)
            Debug.Log("ERROR - need to be assigned movement for player");

        for (int i = 0; i < 3; i++)
            Inventory[i] = null;
    }
Esempio n. 41
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    private void Awake()
    {
        //progress = null;
        progress = (GameObject)Instantiate(progressBar, transform.position, Quaternion.identity);
        progress.renderer.enabled = false;

        Offset[0] = new Vector3(-0.4f, -0.81f, 0);
        Offset[1] = new Vector3(-0f, -0.81f, 0);
        Offset[2] = new Vector3(0.4f, -0.81f, 0);

        string path = "Prefabs/" + PickupDisplayIcons[0].name;
        if (Network.connections.Length > 0)
        {
            for(int i = 0; i < 3; i++)
            {
                PickupDisplayIcons[i] = (GameObject) Connector.AddEntityReturn(PickupDisplayIcons[i].name, transform.position, Quaternion.identity, path,
                                "Untagged",
                                false);
                PickupDisplayIcons[i].layer = 4;
                PickupDisplayIcons[i].renderer.enabled = false;
            }
        }

        else
        {
            for(int i = 0; i < 3;i++)
            {
                PickupDisplayIcons[i] = (GameObject)Instantiate(Resources.Load(path), transform.position, Quaternion.identity);
                PickupDisplayIcons[i].name = "PickupDisplayIcons";
                PickupDisplayIcons[i].renderer.enabled = false;
                PickupDisplayIcons[i].layer = 4;
            }

        }

        Movement = gameObject.GetComponent<movement>();

        ActionButton = (GameObject)Instantiate(RBButton, transform.position, Quaternion.identity);
        ActionButton.transform.renderer.enabled = false;

        if (PickupDisplayIcons[2] == null)
            Debug.Log("ERROR - needs PickupDisplayIcons");

        if (Movement == null)
            Debug.Log("ERROR - need to be assigned movement for player");

        for (int i = 0; i < 3; i++)
            Inventory[i] = null;
    }
Esempio n. 42
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    void OnTriggerEnter(Collider collider)
    {
        //Debug.Log(canTalk);
        if (collider.gameObject.name == "FashionPolice")
        {
            // ic = GameObject.FindGameObjectWithTag("Buttons").GetComponent<InventoryChanger>();
            move = collider.gameObject.GetComponent("movement") as movement;
            move.speed = 0.0f;
            Vector3 player = collider.transform.position;
            player.y = transform.position.y;
            transform.LookAt(player);

            //stop bullet firing until selection            
            shoot_ref.setFire(false);
            move_ref.canMove = false;
            
        }
    }
Esempio n. 43
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    public Quaternion tick(float ftime, bool requestChargeup, movement chargeupMove)
    {
        Quaternion Q = Quaternion.identity;

        if(moveList.Count <= 0)
        {
            return Q;
        }

        if(!moveList[0].isGoing())
        {
            moveList[0].fire();
        }

        moveList[0].tick(ftime);

        Q = moveList[0].getRotation();

        turnMult = moveList[0].getTurnCapDeg();
        movementMult = moveList[0].getMovementMult();

        if(requestChargeup)
        {
            insertChargingIfAppropriate(chargeupMove);
        }
        else
        {
            removeChargingIfAppropriate();
        }

        if(moveList[0].isFinished())
        {
            moveList.RemoveAt(0);
            numPopped++;
        }

        return Q;
    }
Esempio n. 44
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    public movement(movement a)
    {
        //init(a.startVec, a.endVec, a.timeSeconds, a.movementMultiplierCurve);
        startVec = a.startVec;
        endVec = a.endVec;
        timeSeconds = a.timeSeconds;
        movementMultiplierCurve = a.movementMultiplierCurve;
        turnAmountMultiplierCurve = a.turnAmountMultiplierCurve;
        interpolateCurve = a.interpolateCurve;
        maxTurncapDeg = a.maxTurncapDeg;
        damage = a.damage;

        //canBeCharged = a.canBeCharged;
        chargeLevels = a.chargeLevels;
        //chargeTime = a.chargeTime;
        currentChargeLevel = a.currentChargeLevel;

        if(startVec.magnitude > Mathf.Epsilon)
            startQuat.SetLookRotation(startVec);

        if(endVec.magnitude > Mathf.Epsilon)
            endQuat.SetLookRotation(endVec);

        isInit = true;
    }
Esempio n. 45
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 public void startAtFinishOfPrev(movement prev)
 {
     startVec = prev.endVec;
 }
Esempio n. 46
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        private static void insertIfValueChanged(int p_cameraId, int p_motionLevel, Int64 p_milliSsecondsSinceStart, string p_profile)
        {
            int statsLimit = statisticsCountLimit;
            bool found = false;

            //keep the list os statistics to a reasonable size
            if (statList.Count > statsLimit)
            {

                statList.RemoveRange(0, 1);

            }

            foreach (LastMovement item in lastMovementList)
            {

                if (item.cameraId == p_cameraId && item.profile == p_profile)
                {

                    found = true;
                    if (item.motionLevel != p_motionLevel)
                    {

                        item.milliSecondsSinceStart = p_milliSsecondsSinceStart;
                        item.motionLevel = p_motionLevel;

                        movement mv = new movement();
                        mv.cameraId = p_cameraId;
                        mv.motionLevel = p_motionLevel;
                        mv.milliSecondsSinceStart = p_milliSsecondsSinceStart;
                        mv.dateTime = DateTime.Now;
                        mv.profile = p_profile;

                        statList.Add(mv);

                    }

                    break;

                }

            }

            if (!found)
            {

                LastMovement mov = new LastMovement();
                mov.cameraId = p_cameraId;
                mov.milliSecondsSinceStart = p_milliSsecondsSinceStart;
                mov.motionLevel = p_motionLevel;
                mov.profile = p_profile;
                lastMovementList.Add(mov);

            }
        }
Esempio n. 47
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 // Use this for initialization
 void Start()
 {
     moveScript = sphere.GetComponent("movement") as movement;
     animScript = gameObject.GetComponent("CharacterAnim") as CharacterAnim;
     tapScript = sphere.GetComponent("touchMonitor") as touchMonitor;
        // bulletSpawn = sphere.GetComponent("bulletSpawn") as bulletSpawn;
     moveHandBone = false;
     touchMonitor.tapMonitor += tapDetected;
     angleEvent += angleMethod;
     // HANDLE THE CASE WHERE HE INSTANTIATES MULTIPLE BULLETS WHEN ANGLES R LOW...
     // USE EVENTS FOR SWIPE
     // EVENTS FOR ANIMS
 }