// Use this for initialization void Awake() { //Make a reference to this current = this; //tweak position of the asteroid spawner spawnValues = transform.position; //SET THE POOLINGLIST, AND ADD INACTIVE GAMEOBJECTS hazardPool = new List <GameObject> (); //Loop through all the asteroid types for (int i = 0; i < hazards.Count; i++) { //Get a hazard from list hazard = hazards [i]; //Add all the asteroids to the pool for (int p = 0; p < maxHazPool; p++) { //Instatiate the Asteroid GameObject obj = (GameObject)Instantiate(hazard); //make the hazards child of the Spawner obj.transform.parent = transform; //Set the pooled hazard to inactive obj.SetActive(false); //Add the pooled hazard to the hazardslist. hazardPool.Add(obj); } } //Start the SpawnWave routine StartCoroutine(SpawnWave()); }
public void setValues(float health, Vector2 direction, Size size, AsteroidSpawner parent) { this.parent = parent; parent.changeAsteroidCount(1); this.health = health; this.baseHealth = health; this.maxDamage = this.maxDamage - ((2 - (int)size) * 0.25f) * this.maxDamage; this.score = (int)(this.score - ((2 - (int)size) * 0.25f) * this.score); this.direction = direction; this.rb.velocity = direction; this.size = size; if (size == Size.Large) { this.rb.mass = 8f; this.transform.localScale = new Vector3(1f, 1f, 1f); } else if (size == Size.Medium) { this.rb.mass = 4f; this.transform.localScale = new Vector3(0.65f, 0.65f, 0.65f); } else if (size == Size.Small) { this.rb.mass = 2f; this.transform.localScale = new Vector3(0.35f, 0.35f, 0.35f); } //this.rb.angularVelocity = Random.Range(-3.8f* (2 - (int)size), 3.8f * (2 - (int)size)); }
public Game(MainWindow window) { Window = window; Scene = new Scene(this); AS = new AsteroidSpawner(this, 30, 100, 150, 100, 120, 1.7); }
public override void OnInspectorGUI() { AsteroidSpawner astSpawner = (AsteroidSpawner)target; DrawDefaultInspector(); if (GUILayout.Button("Create Asteroid")) { if (astSpawner.asteroid != null) { DestroyImmediate(ProcAsteroid.asteroid); DestroyImmediate(astSpawner.asteroid); } astSpawner.CreateAsteroid(); } if (astSpawner.asteroid && GUILayout.Button("Save Asteroid")) { System.IO.Directory.CreateDirectory(path); Mesh mesh = astSpawner.asteroid.GetComponent <MeshFilter>().sharedMesh; AssetDatabase.CreateAsset(mesh, assetpath + mesh.name + ".asset"); AssetDatabase.SaveAssets(); PrefabUtility.SaveAsPrefabAsset(astSpawner.asteroid, assetpath + filename + ".prefab"); DestroyImmediate(ProcAsteroid.asteroid); DestroyImmediate(astSpawner.asteroid); } }
void OnEnable() { spawner = GameObject.Find("GameController").GetComponent <AsteroidSpawner>(); // when the asteroid is made, add force in a random direction as an impulse rb.AddForce(new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f)) * pushForce, ForceMode2D.Impulse); }
/// <summary> /// Start() /// Used for initialization /// </summary> void Start() { playerData = GetComponent <PlayerData>(); shipInfo = ship.GetComponent <ShipInfo>(); spawner = GetComponent <AsteroidSpawner>(); guiHandler = GetComponent <GUIHandler>(); inputHandler = GetComponent <InputHandler>(); }
void OnDisable() { Score.OnChanged -= ScoreChanged; if (AsteroidSpawner.Exists()) { AsteroidSpawner.Instance.OnAsteroidDestroyed -= AsteroidDestroyed; } }
/// <summary> /// Start() /// Used for initialization /// </summary> void Start() { shipMovement = ship.GetComponent <ShipMovement>(); shipShooting = ship.GetComponent <ShipShooting>(); shipInfo = ship.GetComponent <ShipInfo>(); guiHandler = GetComponent <GUIHandler>(); asteroidSpawner = GetComponent <AsteroidSpawner>(); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { AsteroidSpawner script = this.transform.parent.GetComponent <AsteroidSpawner>(); script.startStop(); } }
//Property public static AsteroidSpawner GetInstance() { if (Instance == null) { Instance = new AsteroidSpawner(); } return(Instance); }
public void TriggerSpawnpoints() { for (int i = 0; i < gameObject.transform.GetChildCount(); i++) { Transform _child = gameObject.transform.GetChild(i); _spawner = _child.gameObject.GetComponent <AsteroidSpawner>(); _spawner.SpawnWithChance(); } }
// Start is called before the first frame update void Start() { Instance = this; Spawn(1); Spawn(2); Spawn(3); Spawn(4); }
void Awake() { lifeTracker = GameObject.FindGameObjectWithTag(Tags.guiController).GetComponent <LifeTracker>(); respawnPosition = GameObject.FindGameObjectWithTag(Tags.player).transform.position; respawnRotation = GameObject.FindGameObjectWithTag(Tags.player).transform.rotation; hash = GameObject.FindGameObjectWithTag(Tags.dataController).GetComponent <HashIDs>(); gameOver = GameObject.FindGameObjectWithTag(Tags.guiController).GetComponent <GameOverGUI>(); spawner = GameObject.FindGameObjectWithTag(Tags.dataController).GetComponent <AsteroidSpawner>(); }
// Use this for initialization void Start() { TimeSinceLastSpawn = 0; Spawning = false; Instance = this; style = new GUIStyle(); style.fontSize = 32; style.normal.textColor = Color.black; style.alignment = TextAnchor.MiddleCenter; }
protected override void Awake() { instance = this; base.Awake(); spawner = GetComponent <AsteroidSpawner>(); ufoSpawner = GetComponent <UFOSpawner>(); BulletSpawner = GetComponent <BasicBulletSpawner>(); spawner.AsteroidSplitDepth = DefaultAsteroidSplitCount; asteroidSplitCount = DefaultAsteroidSplitCount; }
private void OnEnable() { // Init new "empty" Asteroid object AsteroidSpawner asteroidSpawner = GameObject.FindWithTag("Spawner").GetComponent <AsteroidSpawner>(); data = asteroidSpawner.asteroidData; level = 0; Player = FindPlayer(); SetLifeAndSprite(); }
private void Start() { if (instance != null) { Destroy(gameObject); return; } instance = this; }
void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } }
public void Start() { CurrentLevelState = LevelState.Paused; AsteroidThreatList = new ArrayList(); CurrentHomePosition = new Vector2(0, 0); levelIndex = 0; asteroidSpawner = SpawnerObject.GetComponent <AsteroidSpawner>(); _initializeSolarSystem(); }
void Start() { // Initialize components _asteroidSpawner = Camera.main.GetComponent <AsteroidSpawner>(); _rigidBody = this.GetComponent <Rigidbody2D> (); _collider = this.GetComponent <CircleCollider2D> (); rad = _collider.radius; colliderHalfWidth = rad; colliderHalfHeight = rad; }
private void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); } else { instance = this; } }
public AsteroidsPool(AsteroidModel asteroidModel, List <AsteroidView> asteroidsView, Transform poolsParent, SpawnerModel spawnerModel, DestructionAsteroidView destructionAsteroidView) { PoolManager.SetRoot(poolsParent); foreach (var asterod in asteroidsView) { PoolManager.WarmPool(asterod.gameObject, asteroidModel.AsteroidsCountInPool); } PoolManager.WarmPool(destructionAsteroidView.gameObject, 5); _spawner = new AsteroidSpawner(spawnerModel, asteroidModel, GetAsteroidsByType(asteroidsView), destructionAsteroidView); }
void Start() { Go.defaultEaseType = GoEaseType.CircIn; score = GameObject.Find("Score").GetComponent <Score>(); spawner = GameObject.Find("Asteroid Spawner").GetComponent <AsteroidSpawner>(); canvas = GameObject.Find("Canvas").GetComponent <Canvas>(); autopilot = GameObject.Find("Autopilot").GetComponent <Autopilot>(); welcomeText = GameObject.Find("WelcomeText").GetComponent <Text>(); autopilot.enabled = false; }
void Start() { Aspawner = FindObjectOfType <AsteroidSpawner>(); effectSpawner = FindObjectOfType <EffectSpawner>(); target = GameObject.FindGameObjectWithTag("Ship").transform; initialPosition = transform.position; StartCoroutine(MoveBetweenTwoLocations(destinations)); InvokeRepeating("ShootPlayerShip", 1.5f, 2.0f); }
public override void OnInspectorGUI() { DrawDefaultInspector(); AsteroidSpawner myScript = (AsteroidSpawner)target; if (GUILayout.Button("Regenerate")) { myScript.destroyAsteroids(); myScript.spawnAsteroids(); } }
void Start() { Go.defaultEaseType = GoEaseType.CircIn; score = GameObject.Find("Score").GetComponent<Score>(); spawner = GameObject.Find("Asteroid Spawner").GetComponent<AsteroidSpawner>(); canvas = GameObject.Find("Canvas").GetComponent<Canvas>(); autopilot = GameObject.Find("Autopilot").GetComponent<Autopilot>(); welcomeText = GameObject.Find("WelcomeText").GetComponent<Text>(); autopilot.enabled = false; }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
public override void Initialize() { Camera = new Camera((AsteroidDestroyer)game, new Vector3(0, 3, 10), 5f); skybox = new Skybox(game, Resources.Instance.GetModel("skybox"), Resources.Instance.GetTexture("stars"), this); game.Components.Add(skybox); spawner = new AsteroidSpawner((int)Resources.Instance.GameSize, (int)Resources.Instance.GameCount); modelLookup = new Dictionary<int, MobileMeshModel>(); base.Initialize(); }
void Awake() { if (instance != null) { Destroy(gameObject); } else { instance = this; } hitListener = new UnityAction(SpawAsteroids); }
void Awake() { if (instance != null) { Destroy(gameObject); } else { instance = this; // DontDestroyOnLoad(gameObject); } asteroids = new GameObject("asteroids"); }
// spawn the asteroids when game is running // if it is currently level one, will spawn one set of asteroids every fix peroid of time // if it is currently level two, will spawn two set ... void SpawnAsteroids() { instantiationTimer -= Time.deltaTime; if (instantiationTimer <= 0 && gameRunning == true) { for (int i = 0; i < currentLevel; i++) { AsteroidSpawner.GetInstance().SpawnAsteroids(prefabs); } //spawn new asteroids every set seconds after the initial spawn instantiationTimer = respawnSeconds; } }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } spaceShip = FindObjectOfType <Spaceship>(); }
void Awake() { if (this.gameObject.tag != "AsteroidSpawner") { this.gameObject.tag = "AsteroidSpawner"; Debug.LogWarning("AsteroidSpawner tag was missing, adding."); } if (spawnerGod == null) { spawnerGod = this; Log("spawnerGod set to : " + this.gameObject.name); } //spawnerExists = true; }
void Awake () { asteroidSpawner = GetComponent<AsteroidSpawner> (); }