void Awake() { time = 400; score = 0; coins = 0; if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } spawnMario(Mario, spawn, 1f); //Fiende og powerups Physics2D.IgnoreLayerCollision(11, 12, true); //Fiende og kamera Physics2D.IgnoreLayerCollision(11, 14, true); //Kamera og powerups Physics2D.IgnoreLayerCollision(14, 12, true); //Spiller og powerups. Bruker trigger. Hindrer at powerups bremser opp spillerobjektet. Physics2D.IgnoreLayerCollision(15, 12, true); ui = GameObject.FindGameObjectWithTag("ui").GetComponent <uiController>(); InvokeRepeating("updateTimer", 0, 0.5f); }
private void Start() { Renderer renderer = gameObject.GetComponent <Renderer>(); renderer.material = goalMaterial; uiController = FindObjectOfType <uiController>(); }
private void Start() { ui = FindObjectOfType <uiController>(); rb = GetComponent <Rigidbody2D>(); state = State.Normal; //Sätter state till "Normal" när spelet startas Cursor.lockState = CursorLockMode.Locked; //Låser muspekaren i mitten av skärmen och gör den onsynlig }
// Use this for initialization void Start() { if (uiCtrl == null) { uiCtrl = GameObject.Find("UIController").GetComponent <uiController>(); } }
// Use this for initialization void Start() { // prefabText = prefabText.GetComponent<Text>(); UIControl = GameObject.Find("UiGameObjectController").GetComponent <uiController>(); PlayerController = GameObject.Find("Character").GetComponent <playerController>(); Rigidbody = GetComponent <Rigidbody2D>(); }
void Start() { UIManager = GameObject.FindObjectOfType <uiController> (); if (generateLevel) { boardScript.SetupScene(level); } }
private void OnEnable() { seqGen = GetComponentInParent <seqGenerator>(); uiCtrl = seqGen.uiCtrl; GameObject accoPlayer = GameObject.Find("AccoPlayer"); reverb = accoPlayer.GetComponent <AudioReverbFilter>(); delay = accoPlayer.GetComponent <AudioEchoFilter>(); }
// Use this for initialization void Start() { uiCon = GameObject.Find("UIManager").GetComponent <uiController>(); playerMat = GetComponent <playerController>().myStandardMaterial; BuildMatList(); if (!isLocalPlayer) { return; } SetSkinValue(uiCon.GetCurValue()); AssignMaterial(); }
// Use this for initialization public void Start() { moveSpeed = pf_HorizontalMoveSpeed * Time.deltaTime; CharacterPosition.x = pf_XAxistStartingPosition; CharacterPosition.y = pf_YAxisStartingPosition; CharacterPosition.z = 0; dir = RotateDir.right; currentPlayer = CurrentPlayer.playerOne; CurrentPlayerString = "Player One"; currentplayercount = 1; // AnimationFinished = true; UIControl = GameObject.Find("UiGameObjectController").GetComponent <uiController>(); uiAnimControl = GameObject.Find("PlayerChangeImage").GetComponent <UIAnimatorControl>(); MainCharacterCollider = MainCharacter.GetComponent <PolygonCollider2D>(); }
void Start() { ui = new uiController(this.transform); inc = new InputController(this); string controlsSum = "Controls:"; int nameCount = 1; foreach (Toggler toggle in inc.togglers) { controlsSum += "\n" + toggle.name; nameCount++; } ui.controls = controlsSum; ui.controlsLength = nameCount; screenWidth = Screen.width; screenHeight = Screen.height; transform.rotation = Quaternion.LookRotation(new Vector3(0, -10, 10)); // Look from (0,0,0) towards this point }
void Awake() { if (instance == null) { instance = this; } //Henter inn alle UI elementene må endres GameObject scTemp = GameObject.FindGameObjectWithTag("ui_score"); GameObject tiTemp = GameObject.FindGameObjectWithTag("ui_time"); GameObject coTemp = GameObject.FindGameObjectWithTag("ui_coins"); GameObject toTemp = GameObject.FindGameObjectWithTag("ui_topScore"); GameObject liTemp = GameObject.FindGameObjectWithTag("ui_lives"); GameObject poTemp = GameObject.FindGameObjectWithTag("ui_popup"); scoreText = scTemp.GetComponent <Text>(); if (tiTemp != null) { timeText = tiTemp.GetComponent <Text>(); } if (toTemp != null) { topScoreText = toTemp.GetComponent <Text>(); } if (liTemp != null) { livesText = liTemp.GetComponent <Text>(); } if (poTemp != null) { popupText = poTemp.GetComponent <Text>(); popup = poTemp; popup.SetActive(false); } coinText = coTemp.GetComponent <Text>(); }
void SetCrosshairs() { Vector3 tempVec = new Vector3(); float forwardMulti = 0.0f; RaycastHit hit; Transform bullet_source = transform.Find("turret/face"); Ray downRay = new Ray(bullet_source.position, bullet_source.forward); int layerMask = 1 << 8; layerMask = ~layerMask; if (Physics.Raycast(downRay, out hit, 5000.0f, layerMask)) { forwardMulti = hit.distance; } else { forwardMulti = 1000.0f; } uiController myUICon = GameObject.Find("UIManager").GetComponent <uiController>(); tempVec = bullet_source.position + (bullet_source.forward * forwardMulti); myUICon.turretVector = myCam.GetComponent <Camera>().WorldToScreenPoint(tempVec); myUICon.UpdateMyCrosshairs(); }
void Awake() { uiControl = this; sound = GetComponent <AudioSource> (); }