コード例 #1
0
ファイル: MissileBehaviour.cs プロジェクト: ebudai/TOJam2017
    // Use this for initialization
    void Start()
    {
        CollisionDelegator delegator = gameObject.AddComponent <CollisionDelegator>() as CollisionDelegator;

        delegator.attach(GameController.Instance.handleEnterCollision, GameController.Instance.handleExitCollision);

        StartCoroutine(TimeToLive());
    }
コード例 #2
0
    private void Start()
    {
        CollisionDelegator delegator = gameObject.AddComponent <CollisionDelegator>() as CollisionDelegator;

        delegator.attach(GameController.Instance.handleEnterCollision, GameController.Instance.handleExitCollision);

        myState.alive = true;
        //start a coroutine that will "Bob" up and down
        StartCoroutine(Bob());
    }
コード例 #3
0
    void Start()
    {
        Rigidbody rigidBody = GetComponent <Rigidbody>();

        anim = GetComponent <Animation>();

        CollisionDelegator delegator = gameObject.AddComponent <CollisionDelegator>() as CollisionDelegator;

        delegator.attach(GameController.Instance.handleEnterCollision, GameController.Instance.handleExitCollision);
        //anim = GetComponent<Animator>();

        var aSources = gameObject.GetComponents <AudioSource>();

        fireSound  = aSources[0];
        flybySound = aSources[1];

        myState.playerSpotted = false;
        myState.alive         = true;
        //build subsumption
        rulesList.Add(new SubsumptionRule(60, OrientDown));
        rulesList.Add(new SubsumptionRule(50, RunAway));
        rulesList.Add(new SubsumptionRule(30, Idle));
        rulesList.Add(new SubsumptionRule(10, AttackPlayer));
        foreach (SubsumptionRule currRule in rulesList)
        {
            SubsumptionRules.Add(currRule.priority, currRule);
        }

        var player = GameObject.Find("PlayerShip");

        if (player != null)
        {
            var playerBrain = player.GetComponent <PilotController>();
            if (player.activeInHierarchy && !playerBrain.invuln && !playerBrain.dying)
            {
                Vector3 playerPos    = player.GetComponent <Rigidbody>().position;
                Vector3 deltaVectorP = playerPos - transform.position;
                //Debug.Log("deltaP: " + deltaVectorP.x + "," + deltaVectorP.y + "," + deltaVectorP.z);

                myState.desiredHeading = deltaVectorP;
                myState.dirToPlayer    = deltaVectorP.normalized;
                //Debug.Log("deltaPnormal: " + myState.dirToPlayer.x + "," + myState.dirToPlayer.y + "," + myState.dirToPlayer.z);
                myState.distToPlayer = Vector3.Distance(playerPos, rigidBody.position);
            }
        }

        StartCoroutine(ProcessBehaviours());
    }
コード例 #4
0
    // Use this for initialization
    void Start()
    {
        //FOG
        //Set the background color
        playerCamera.backgroundColor = new Color(0.0f, 0.4f, 0.7f, 1f);
        rearView.backgroundColor     = new Color(0.0f, 0.4f, 0.7f, 1f);
        //=========
        RenderSettings.fog        = true;
        RenderSettings.fogColor   = new Color(0.0f, 0.4f, 0.7f, 0.6f);
        RenderSettings.fogDensity = 0.03f;
        RenderSettings.skybox     = null;
        //END FOG

        var aSources = gameObject.GetComponents <AudioSource>();

        alarmSound    = aSources[0];
        thrusterSound = aSources[1];
        hitSound      = aSources[2];
        deathSound    = aSources[3];
        hitEnemySound = aSources[4];

        MaxThrust  = 100;
        ship       = GetComponent <Rigidbody>();
        laserSound = GameObject.Find("Laser Sound").GetComponent <AudioSource>();

        int i;

        for (i = 0; i < 10; i++)
        {
            healthLevels[i].SetActive(false);
        }

        CollisionDelegator delegator = gameObject.AddComponent <CollisionDelegator>() as CollisionDelegator;

        delegator.attach(GameController.Instance.handleEnterCollision, GameController.Instance.handleExitCollision);

        StartCoroutine(HandleShooting());
        screenFlash.CrossFadeAlpha(0.0f, 0.0f, false);
    }