void Start() { if (instance == null) { instance = this; } }
// Use this for initialization void Start() { // initiate at 0,0,0 vehiclePos = new Vector3(0, 0, 0); velocity = Vector3.zero; acceleration = Vector3.zero; // set the direction upwards direction = new Vector3(0, 1, 0); // set the speed to 1 maxSpeed = 1; // set rotation to 0 totalRot = 0; // set the acceleration rate accelRate = 0.2f; // zero out cooldown and timer cooldown = 0f; timer = 0f; // find the asteroid manager man = GameObject.Find("SceneManager").GetComponent <AsteroidManager> (); // start off with invulnerability invuln = true; // start without the powerup powerUp = false; // set the timer to 0; pTimer = 0f; }
public void LoadAsteroidView() { if (asteroidManager != null) { asteroidManager.astRepList[selectedAsteroidIndex].GetComponent <astRepControl>().OnDeselect(); } else { asteroidManager = GameObject.Find("GameController").GetComponent <AsteroidManager>(); asteroidManager.astRepList[selectedAsteroidIndex].GetComponent <astRepControl>().OnDeselect(); } //SceneManager.LoadScene("AsteroidScene"); if (StrategicViewCameraObject == null) { StrategicViewCameraObject = GameObject.Find("Main Camera"); } if (asteroidCameraObject == null) { asteroidCameraObject = GameObject.Find("AsteroidCamera"); } StrategicViewCameraObject.GetComponent <Camera>().enabled = false; StrategicViewCameraObject.GetComponent <AudioListener>().enabled = false; asteroidCameraObject.GetComponent <CameraController>().enabled = true; asteroidCameraObject.GetComponent <CameraController>().SetFocusPlanet(asteroidManager.planets[selectedAsteroidIndex]); asteroidCameraObject.GetComponent <Camera>().enabled = true; asteroidCameraObject.GetComponent <AudioListener>().enabled = true; Debug.Log("Loading asteroid view"); Debug.Log(selectedAsteroidIndex); }
public Level1Scene(Game game) : base(game) { // Get the current sprite batch spriteBatch = (SpriteBatch) Game.Services.GetService(typeof(SpriteBatch)); theCamera = new Camera(1280, 1024); game.Services.AddService(typeof(Camera), theCamera); // Get the audio library audio = (AudioLibrary) Game.Services.GetService(typeof(AudioLibrary)); player = new GameObject.Player(game, new Vector3(0, 0, 300)); Components.Add(player.Health); Components.Add(player.Score); tunnel = new GameObject.Tunnel(game, 200, 200); skybox = new SkyBox(game); bulletManager = new BulletManager(game); asteroidManager = new AsteroidManager(game); pgen = new ParticleSystem(game, Game1.pe); game1 = game; Load(); }
void OnCollisionEnter2D(Collision2D collisionInfo) { if (manager == null) { manager = gameObject.transform.parent.GetComponent <AsteroidManager>(); } string name = collisionInfo.gameObject.name; // Debug.Log("collide with " + name ); // explode on high impacts float impactSpeed = collisionInfo.relativeVelocity.magnitude; if (impactSpeed > 2) { float factor = 0.9f; transform.localScale = factor * transform.localScale; if (transform.localScale.x < 0.2f) { manager.RemoveAsteroid(gameObject); } } // spawn dust with size proportional to impactSpeed at every contact point for (int i = 0; i < collisionInfo.contactCount; i++) { Vector2 contact = collisionInfo.GetContact(i).point; GameObject animObject = Instantiate(dust, new Vector3(contact.x, contact.y, 0f), Quaternion.identity); animObject.transform.parent = gameObject.transform; float scaleFactor = 0.4f; animObject.transform.localScale = scaleFactor * impactSpeed * animObject.transform.localScale; } }
void Start() { selected = false; rb = gameObject.GetComponent <Rigidbody> (); levelManager = FindObjectOfType <BaseLevelManager> (); asteroidManager = FindObjectOfType <AsteroidManager>(); }
// Update is called once per frame void Update() { if (manager == null) { manager = gameObject.transform.parent.GetComponent <AsteroidManager>(); } }
private void Awake() { gameController = GameObject.Find("GameController").GetComponent <GameController>(); navManager = GameObject.Find("NavigationManager").GetComponent <NavManager>(); asteroidManager = GameObject.Find("GameController").GetComponent <AsteroidManager>(); asteroidManager.ShiftAway(); int selectedAstIndex = navManager.selectedAsteroidIndex; asteroidPreviouslyGenerated = asteroidManager.asteroids[selectedAstIndex].prevgenerated; if (!asteroidPreviouslyGenerated) { seed = asteroidManager.AsteroidSeeds[selectedAstIndex]; planet = Instantiate(planetPrefab); planet.transform.position = new Vector3(0, 0, 0); Random.InitState(seed); /* List of settings to be randomised: * noise layer 1 centre: Vector3 * noise layer 2 centre: Vector3 * noise layer 3 centre: Vector3 */ ShapeSettings.NoiseLayer[] noiseLayers = planet.GetComponent <Planet>().shapeSettings.noiseLayers; foreach (ShapeSettings.NoiseLayer noiseLayer in noiseLayers) { noiseLayer.noiseSettings.simpleNoiseSettings.centre = new Vector3(Random.Range(-100f, 100f), Random.Range(-100f, 100f), Random.Range(-100f, 100f)); noiseLayer.noiseSettings.rigidNoiseSettings.centre = new Vector3(Random.Range(-100f, 100f), Random.Range(-100f, 100f), Random.Range(-100f, 100f)); } planet.transform.SetParent(gameController.transform); asteroidManager.planets[selectedAstIndex] = planet; } else { asteroidManager.planets[selectedAstIndex].SetActive(true); } }
public override void _Ready() { // load in some nodes asteroidManager = GetNode <AsteroidManager>("AsteroidManager"); endGameDelayTimer = GetNode <Timer>("EndGameDelayTimer"); canvasLayer = GetNode <CanvasLayer>("CanvasLayer"); map = GetNode <Map>("Map"); gui = canvasLayer.GetNode <GUI>("GUI"); techTree = canvasLayer.GetNode <Control>("TechTree"); leaderBoard = canvasLayer.GetNode <Control>("Leaderboard"); quitPopup = canvasLayer.GetNode <ConfirmationDialog>("QuitPopup"); Signals.FinalWaveCompleteEvent += OnFinalWaveComplete; Signals.TerritoryDestroyedEvent += OnTerritoryDestroyed; gui.TechTreeButtonPressedEvent += OnTechTreeButtonPressed; gui.LeaderBoardButtonPressedEvent += OnLeaderBoardButtonPressed; quitPopup.Connect("confirmed", this, nameof(OnQuitPopupConfirmed)); // setup our list of territories per owner map.Territories.ForEach(t => numTerritoriesPerPlayer[t.TerritoryOwner - 1]++); asteroidManager.Territories = map.Territories; AddPlayersToWorld(); // after the world is setup, tell the server to start the timer and begin the game Server.Instance.PostBeginGame(); }
// Use this for initialization void Start() { Debug.Log("Starting"); manager = GameObject.Find("Asteroid Manager").GetComponent <AsteroidManager>(); target = GetTarget(); startMove = transform.position; startTime = Time.time; audio = GetComponent <AudioSource> (); if (type == Type.Large) { GetComponent <SpriteRenderer>().sprite = manager.largeAsteroids[Random.Range(0, manager.largeAsteroids.Count)]; gameObject.AddComponent <PolygonCollider2D>().isTrigger = true; explosion = manager.largeExplosion; audio.clip = manager.lBang; } if (type == Type.Medium) { explosion = manager.mediumExplosion; audio.clip = manager.mBang; } if (type == Type.Small) { explosion = manager.mediumExplosion; audio.clip = manager.sBang; } StartCoroutine(Spin()); }
void Start( ) { // Grab the AsteroidManager script. asteroidManager = GetComponent <AsteroidManager>(); // Set the initial position for the asteroid. transform.position = (transform.position - targetAsteroid.position).normalized * orbitRadius + targetAsteroid.position; }
public CollisionManager(AsteroidManager asteroidManager, PlayerManager playerManager, EnemyManager enemyManager, ExplosionManager explosionManager) { this.asteroidManager = asteroidManager; this.playerManager = playerManager; this.enemyManager = enemyManager; this.explosionManager = explosionManager; }
void Awake() { mainCam = Camera.main; backdrop = mainCam.GetComponent <CameraBehaviour>(); asteroids = GetComponent <AsteroidManager>(); planetManager = GetComponent <PlanetManager>(); systemData = LoadSystemData("Sol"); _minimapManager.GenerateSystemMap(); }
// Use this for initialization void Start() { asteroidManager = GameObject.Find("GameManager").GetComponent <AsteroidManager>(); projectileLayer = LayerMask.NameToLayer("Projectile"); if (big) { AddForceTowardsCenter(); } }
private void Awake() { _interfaceManager = Instantiate(_gameData.Managers.InterfaceManagerPrefab, parent: transform); _wrapManager = Instantiate(_gameData.Managers.WrapManagerPrefab, parent: transform); _asteroidManager = Instantiate(_gameData.Managers.AsteroidManagerPrefab, parent: transform); _playerManager = Instantiate(_gameData.Managers.PlayerManagerPrefab, parent: transform); _bulletManager = Instantiate(_gameData.Managers.BulletManagerPrefab, parent: transform); Events.OnSessionUpdated.Register(OnSessionUpdated); }
public GameController( Hook hook, AsteroidManager asteroidSpawner, HookCrashedSignal hookCrashedSignal, AlienCatchedSignal alienCatchedSignal) { _hookCrashedSignal = hookCrashedSignal; _asteroidSpawner = asteroidSpawner; _hook = hook; _alienCatchedSignal = alienCatchedSignal; }
private void Awake() { if (Instance == null) { Instance = this; } else { Destroy(this); } }
//Spawn a random asteroid in a random direction void Spawn() { //Generate random index into asteroid pieces array int randomIndex = Random.Range(0, asteroidPieces.Length); //Select random asteroid piece GameObject astroidPiece = asteroidPieces[randomIndex]; //Ask the Asteroid Manager to spawn a new asteroid piece at a position AsteroidManager.Spawn(astroidPiece, transform.position); }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } }
// Use this for initialization void Start() { Instance = this; asteroids = new List <GameObject>(); while (asteroids.Count < Density) { RandomlyInstantiateAsteroid(isStart: true); } }
internal void Start() { Ctx = this; Saveload = new SaveLoadManager(); Score = GameObject.Find("ScoreText").GetComponent <ScoreManager> (); Player = GameObject.Find("Player").GetComponent <Player> (); Asteroids = GameObject.Find("Spawner").GetComponent <AsteroidManager> (); Bullets = new BulletManager(GameObject.Find("Bullets").transform); _saveAxis = Platform.GetSaveAxis(); }
int index = 0; //Just one way to change the generation //Init all variables protected override void Start() { if (asteroidManager != null) { Destroy(this); return; } asteroidManager = this; base.Start(); StartCoroutine(InstantiateBotCoroutine()); index = individualsPerGeneration; }
public void init(AsteroidManager asteroidManager, Vector3 position, Vector3 direction) { this.asteroidManager = asteroidManager; this.direction = direction; cachedTransform.position = position; customParticleEmitter = new CustomParticleEmitter(); warper = new Warper(cachedTransform); initParams(); }
private void Awake() { m_ship = FindObjectOfType <ShipMovement>().transform; if (AsteroidManager.m_instance != null) { Destroy(gameObject); } else { AsteroidManager.m_instance = this; } }
private void Awake() { //destroys the gameobject if one already exists if (asteroidManager == null) { asteroidManager = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
void Start() { // Declare a new AsteroidManager. AsteroidManager am = new AsteroidManager(); // Go through all asteroids in the scene. foreach (GameObject asteroid in GameObject.FindGameObjectsWithTag("Asteroid")) { am.SaveAsteroid(asteroid); } am.WriteArray(); }
public void DestroyAsteroid() { if (big) { if (asteroidManager == null) { asteroidManager = GameObject.Find("GameManager").GetComponent <AsteroidManager>(); } asteroidManager.SpawnSmallAsteroids(transform.position); } gameObject.SetActive(false); }
private void Awake() { if (main == null) { // if there is no main object, this will take its place. main = this; } else { // if a main object exists, we'll self-destruct. DestroyImmediate(this); } }
void Start() { AsteroidManager am = new AsteroidManager(); AsteroidData[] asteroidDatas = am.ReadAsteroids(); // Instantiate all asteroids from asteroidDatas. foreach (AsteroidData ad in asteroidDatas) { GameObject newAsteroid = GameObject.CreatePrimitive(PrimitiveType.Sphere); newAsteroid.transform.position = ad.position; newAsteroid.transform.localScale = ad.scale; } }
override protected void initializeRest() { asm = (AsteroidManager)objectsManager; canBeMagnetized = false; minBrokenSpawn = asm.minBrokenSpawn; maxBrokenSpawn = asm.maxBrokenSpawn; minBrokenSize = asm.minBrokenSize; maxBrokenSize = asm.maxBrokenSize; beatAnimation = GetComponent<Animation>(); beatAnimation.wrapMode = WrapMode.Once; RhythmManager.rm.registerCallback(GetInstanceID(), () => { beatAnimation.Play(); }); }
protected override void LoadForeground() { var enemyManager = new EnemyManager(TopDown.EnemyName, TopDown.EnemyBulletName, SpaceGraphics.EnemyShipAsset.First(), 100, 1000, ForegroundLayer, 2, SpaceSounds.Sound_Explosion01, 5, 50); enemyManager.AddObjectEventAction(ObjectEvent.CollisionEnter, EnemyShipDestroyed); ForegroundLayer.Managers.Add(enemyManager); var asteroidManager = new AsteroidManager(SpaceGraphics.AsteroidAsset, SpaceGraphics.MiniAsteroidAsset, ForegroundLayer); ForegroundLayer.Managers.Add(asteroidManager); CreatePlayer(); CreateScoreDisplay(); }
/// <summary> /// Resets the game field /// </summary> public void ResetGameFull() { score = 0; level = 1; Random rand = new Random(); player = new Player(GameRef.Content); asteroids = new AsteroidManager(GameRef.Content); shots = new List<Shot>(); }
/// <summary> /// Sets the asteroids parameters /// </summary> /// <param name="asteroidManager">The manager for this item</param> /// <param name="asteroidType">The type of asteroid (size)</param> /// <param name="rotation">Rotation of the asteroid</param> /// <param name="velocity">Velocity of the asteroid</param> /// <param name="position">Position of the asteroid</param> public void Set(AsteroidManager asteroidManager, ASTEROID_TYPE asteroidType, Vector3 rotation, Vector3 velocity, Vector3 position) { _asteroidManager = asteroidManager; _asteroidType = asteroidType; _rotation = rotation; _velocity = velocity; // We use the Accessor for this member to update the transform position Position = position; }
// Use this for initialization void Start() { incol = false; invis = false; mainstate = GameObject.FindGameObjectWithTag ("GameController").GetComponent<GameController> (); curasteroidstate = GetComponentInParent<AsteroidManager> (); curRig = GetComponent<Rigidbody2D> (); // Scaling // Get main camera component main = Camera.main; // Main camera height and width camheight = main.orthographicSize * 2; camwidth = camheight * main.aspect; // Set temp to ship sprite temp = GetComponent<SpriteRenderer> ().sprite; // How big bg1 is in world units unitWidth = temp.textureRect.width / temp.pixelsPerUnit; //unitHeight = temp.textureRect.height / temp.pixelsPerUnit; // Asteroid Details randomscale = Random.Range (7, 12); speed.x = 0; speed.y = Random.Range (curasteroidstate.speedmin, curasteroidstate.speedmax); turnspeed = Random.Range (-4, 4); // Scale ship according to camera size transform.localScale = new Vector3 (camwidth / (unitWidth * randomscale), camwidth / (unitWidth * randomscale)); //Asteroid Initial speeds curRig.velocity = speed; curRig.AddTorque (turnspeed); }