// Use this for initialization void Start () { sprite = GetComponent<SpriteRenderer>(); scr_ObjectFactory = GameObject.FindGameObjectWithTag("ObjectFactory").GetComponent<objectFactory>(); collidingManList = new List<GameObject>(); fallDirection = new Vector3(0, -fallSpeed, 0); }
// Use this for initialization void Awake() { scr_ObjectFactory = GameObject.FindGameObjectWithTag("ObjectFactory").GetComponent<objectFactory>(); scoreText = GameObject.FindGameObjectWithTag("scoreText").GetComponent<ScoreManager>(); passedTop = false; rotation = new Vector3(0, 0, 0); blueClimbRotation = new Vector3(0, 0, 0); redClimbRotation = new Vector3(0, 0, 0); isGrounded = true; allowFalling = true; colTrggerCount = 0; redDirectionValue = runningSpeed; blueDirectionValue = -runningSpeed; running = new Vector3(runningSpeed,0.0f); runningSlope = new Vector3(slopeRunningSpeed, slopeRunningSpeed); climbing = new Vector3(0.0f, climbingSpeed); falling = new Vector3(0.0f, -climbingSpeed); currentState = manState.Running; //directionValue = 10.0f; //frontCollider = Instantiate(objectFactory.pdf_ManMiniCollider) as GameObject; //frontCollider.GetComponent<BoxCollider2D>().isTrigger = true; //frontCollider.GetComponent<scr_manMiniCollider>().Initialize(this.gameObject); groundCollider = Instantiate(scr_ObjectFactory.pdf_ManGroundCollider) as GameObject; groundCollider.GetComponent<scr_manGroundCollider>().Initialize(this.gameObject); backCollider = Instantiate(scr_ObjectFactory.pdf_ManMiniCollider) as GameObject; backCollider.GetComponent<scr_manMiniCollider>().Initialize(this.gameObject); manRenderer = GetComponent<Renderer>(); }
public GenericObject(bool stg, bool uro, float d, float s) { myObjFactory = new objectFactory(); mainCam = GameObject.FindWithTag("MainCamera"); snapToGrid = stg; useRotationOffset = uro; distance = d; smooth = s; }
public GenericObject() { myObjFactory = new objectFactory(); mainCam = GameObject.FindWithTag("MainCamera"); myObject = null; snapToGrid = false; useRotationOffset = false; distance = 10; smooth = 10; }
// Use this for initialization void Start() { scr_ObjectFactory = GameObject.FindGameObjectWithTag("ObjectFactory").GetComponent<objectFactory>(); lastFired = 0.0f; LastWasBlue = false; LastWasRed = false; redManStartPosition = new Vector3(951f, -130f); blueManStartPosition = new Vector3(-951f, -130f); }
// Use this for initialization void Start () { allowFire = true; allowFireOverride = false; playGroundHitAnimation = false; scr_ObjectFactory = GameObject.FindGameObjectWithTag("ObjectFactory").GetComponent<objectFactory>(); myDirtMagicScript = myDirtMagic.GetComponent<scr_DirtMagic>(); myGroundHitScript = myGroundHit.GetComponent<scr_groundHit>(); cannonDownRotation = new Vector3(0, 0, -downRotationSpeed); cannonUpRotation = new Vector3(0, 0, upRotationSpeed); speed = Configuration.PlayerSpeed; myCannonAudioSource = myCannon.GetComponent<AudioSource>(); myCannonRotationSpeed = Configuration.CannonRotationSpeed; //myCog = scr_ObjectFactory.createCog(); myCogScript = myCog.GetComponent<cogAniControl>(); lastTimeGroundCreated = Time.fixedTime; switch (playerColour) { case Configuration.playerColourEnum.Red: //myCog.transform.position = new Vector3(myCannon.transform.position.x, myCannon.transform.position.y); //myCog.GetComponent<SpriteRenderer>().flipX = true; //myCog.transform.Rotate(new Vector3(0, 180, 0)); myCannon.transform.Rotate(new Vector3(0, 180, 0)); myCannonYDirection = 180.0f; break; case Configuration.playerColourEnum.Blue: //myCog.transform.position = new Vector3(myCannon.transform.position.x, myCannon.transform.position.y); myCannonYDirection = 0.0f; break; default: break; } }
// Use this for initialization void Start() { blockLimit = Configuration.BlockLimit; blocks = new List<GameObject>(); scr_ObjectFactory = GameObject.FindGameObjectWithTag("ObjectFactory").GetComponent<objectFactory>(); }
// Use this for initialization void Start () { scr_ObjectFactory = GameObject.FindGameObjectWithTag("ObjectFactory").GetComponent<objectFactory>(); gridSize = new Vector2(64, 13); startPosition = new Vector2(-945f, -165f); gridOfGameObjects = new GameObject[(int)gridSize.x][]; for (int x = 0; x < gridSize.x; x++) { gridOfGameObjects[x] = new GameObject[(int)gridSize.y]; for (int y = 0; y < gridSize.y; y++) { GameObject go = Instantiate(scr_ObjectFactory.pfb_ground) as GameObject; Transform t = go.GetComponent<Transform>(); SpriteRenderer sr = go.GetComponent<SpriteRenderer>(); scr_ground scr = go.GetComponent<scr_ground>(); t.position = new Vector3(startPosition.x + (x * sr.bounds.size.x), startPosition.y - ( y * sr.bounds.size.y)); scr.position = new Vector2(x, y); scr.currentState = scr_ground.groundState.Static; gridOfGameObjects[x][y] = go; if(x >= 25 && x <= 38) { scr.indestructible = true; } switch (y) { case 0: sr.sprite = A1; scr.InitializeGroundHP = a_hp; break; case 1: sr.sprite = A2; scr.InitializeGroundHP = a_hp; break; case 2: sr.sprite = B1; scr.InitializeGroundHP = b_hp; break; case 3: sr.sprite = B2; scr.InitializeGroundHP = b_hp; break; case 4: sr.sprite = B3; scr.InitializeGroundHP = b_hp; break; case 5: sr.sprite = B4; scr.InitializeGroundHP = b_hp; break; case 6: sr.sprite = C1; scr.InitializeGroundHP = c_hp; break; case 7: sr.sprite = C2; scr.InitializeGroundHP = c_hp; break; case 8: sr.sprite = C3; scr.InitializeGroundHP = c_hp; break; case 9: sr.sprite = R1; scr.InitializeGroundHP = r_hp; break; case 10: sr.sprite = R2; scr.InitializeGroundHP = r_hp; break; case 11: sr.sprite = R3; scr.InitializeGroundHP = r_hp; break; case 12: sr.sprite = null; scr.indestructible = true; scr.InitializeGroundHP = l_hp; break; default: break; } } } }