void Start() { timer = ScriptableObject.CreateInstance <AdvancedTimer>(); timer.Init(1.5f, -1, true, 0, 1.5f, false, false, false); score = new float[numTrials]; reactionTime = new float[numTrials]; forceBlink = new bool[numTrials]; #region Randomly Assign Forced Blinks for (int i = 0; i < (int)numTrials / 2; i++) { int randIndex = Random.Range(0, numTrials); while (true) { if (!forceBlink[randIndex]) { forceBlink[randIndex] = true; break; } else { randIndex = Random.Range(0, numTrials); } } } #endregion Instructions.gameObject.SetActive(true); PromptInput.gameObject.SetActive(false); }
void Start() { intendedPosition = transform.position; kickTimer = ScriptableObject.CreateInstance <AdvancedTimer>(); kickTimer.Init(recoverDur, -1, false, 0, 0, false); kickTimer.Stop(); kickTimer.ContinuousReset = false; }
void Start() { intendedPosition = transform.position; kickTimer = ScriptableObject.CreateInstance<AdvancedTimer>(); kickTimer.Init(recoverDur, -1, false, 0,0, false); kickTimer.Stop(); kickTimer.ContinuousReset = false; }
void Start() { platChar = GetComponent <PlatformerCharacter2D>(); platController = GetComponent <Platformer2DUserControl>(); SetupParticles(); DisableAllParticles(); if (Runner.Inst == null) { Runner.Inst = this; //Debug.Log(Runner.Inst); } score = new float[] { 0.0f, 0.0f, 0.0f, 0.0f }; WorldIndex = 0; shiftTimer = ScriptableObject.CreateInstance <AdvancedTimer>(); shiftTimer.Init(shiftCooldown, 0, true, 0, 0, false, false); healthSlider.maxValue = maxHealth; healthSlider.value = health; //speedSlider.maxValue = maxSpeed; //speedSlider.minValue = minSpeed; //speedSlider.value = speed; speed = (maxSpeed + minSpeed) / 2; //speed = minSpeed; Lanes = new GameObject[4, 4]; Kicks = new CameraKick[4]; ScoreDisplay = new Text[4]; for (int i = 0; i < Cameras.Length; i++) { Kicks[i] = Cameras[i].GetComponent <CameraKick>(); ScoreDisplay[i] = Cameras[i].transform.FindChild("Camera Canvas").FindChild("Panel").FindChild("Score Text").GetComponent <Text>(); } PhaseShift(Random.Range(0, 3)); SetCameras(); }
public void Start() { triggerParticle = Resources.Load <GameObject>("Danger"); string spriteFileName = ""; if (affiliation == Element.Fire) { spriteFileName = "RedBox"; //sRend.material.color = new Color(8f, .25f, .0f); } if (affiliation == Element.Water) { spriteFileName = "BlueBox"; //sRend.material.color = new Color(.3f, .3f, .8f); } if (affiliation == Element.Earth) { spriteFileName = "BrownBox"; //sRend.material.color = new Color(.6f, .6f, .2f); } if (affiliation == Element.Air) { spriteFileName = "GreenBox"; //sRend.material.color = new Color(.2f, .7f, .5f); } resetTimer = ScriptableObject.CreateInstance <AdvancedTimer>(); resetTimer.Init(.75f); resetTimer.ContinuousReset = false; DisabledImage = Resources.Load <Sprite>(spriteFileName + "Disabled"); ActiveImage = Resources.Load <Sprite>(spriteFileName); sRend.sprite = ActiveImage; //normal = sRend.material.color; //disabled = new Color(normal.r, normal.g, normal.b, .3f); }
public void Start() { triggerParticle = Resources.Load<GameObject>("Danger"); string spriteFileName = ""; if (affiliation == Element.Fire) { spriteFileName = "RedBox"; //sRend.material.color = new Color(8f, .25f, .0f); } if (affiliation == Element.Water) { spriteFileName = "BlueBox"; //sRend.material.color = new Color(.3f, .3f, .8f); } if (affiliation == Element.Earth) { spriteFileName = "BrownBox"; //sRend.material.color = new Color(.6f, .6f, .2f); } if (affiliation == Element.Air) { spriteFileName = "GreenBox"; //sRend.material.color = new Color(.2f, .7f, .5f); } resetTimer = ScriptableObject.CreateInstance<AdvancedTimer>(); resetTimer.Init(.75f); resetTimer.ContinuousReset = false; DisabledImage = Resources.Load<Sprite>(spriteFileName + "Disabled"); ActiveImage = Resources.Load<Sprite>(spriteFileName); sRend.sprite = ActiveImage; //normal = sRend.material.color; //disabled = new Color(normal.r, normal.g, normal.b, .3f); }
void Start() { timer = ScriptableObject.CreateInstance<AdvancedTimer>(); timer.Init(1.5f, -1, true, 0, 1.5f, false, false, false); score = new float[numTrials]; reactionTime = new float[numTrials]; forceBlink = new bool[numTrials]; #region Randomly Assign Forced Blinks for (int i = 0; i < (int) numTrials / 2; i++) { int randIndex = Random.Range(0, numTrials); while (true) { if (!forceBlink[randIndex]) { forceBlink[randIndex] = true; break; } else { randIndex = Random.Range(0, numTrials); } } } #endregion Instructions.gameObject.SetActive(true); PromptInput.gameObject.SetActive(false); }