public void OnUpdate() { if (!activated || finished) { return; } float dt = FrameController.DT(); if (isAlive) { currAliveTimer -= dt; faceTransform.LookAt(Common.GetStealthPlayer().transform.GetPosition(CTransform.TransformSpace.GLOBAL)); if (currAliveTimer < 0.0f) { currAliveTimer = MMath.GetRandomLimitedFloat(_monsterMinActiveTime, _monsterMaxActiveTime); isAlive = false; faceRender.setEnabled(false); } } else { currDeadTimer -= dt; if (currDeadTimer < 0.0f) { currDeadTimer = MMath.GetRandomLimitedFloat(_monsterMinRestTime, _monsterMaxRestTime); isAlive = true; ActivateMonster(); distortScript.Trigger(); } } }
public void State_Dead_Update() { float dt = FrameController.DT(); deadTimer -= dt; if (deadTimer >= totalTimeToDie - timeToDeathRotate) { gameObject.transform.RotateAround(deadForwardVector, deathAngleToRotate / timeToDeathRotate * dt); // finish rotation in 1.2 sec // gameObject.transform.position.y = MMath.Cerp(deadY, 2.0f, deadTimer); // gameObject.transform.position.x = MMath.Cerp(deadX, -1.0f, deadTimer); // gameObject.transform.rotation.Angles.z = MMath.Cerp(deadR, -1.8f, deadTimer); } else if (deadTimer <= 0.0f) { playerScript.SetResetFromDead(); smc.SetState(idle); } if (fadeState == 1) { fadeOpacity += 1.0f / timeToFadeScreen * dt; if (fadeOpacity >= 1.0f) { fadeOpacity = 1.0f; fadeState = 0; // stop fading in } Common.SetOpacityToGameObject(fadeOpacity, Common.GetStealthFadeScreen()); } }
// Update is called once per frame public override void OnUpdate() { if (failed) { float dt = FrameController.DT(); failTimer -= dt; if (failTimer <= 1.0f) { if (failTimer < 0.0f) // Time to reset to show starting button color { failed = false; failTimer = 2.5f; randomTimer = 0.0f; Reset(); } else // Flashing random button colors to animate resetting { randomTimer += dt; if (randomTimer >= timeToRandomise) { randomTimer -= timeToRandomise; // Reset all to white for (int i = 0; i < maxHeight; i++) { int color = MMath.GetRandomInt(1, 3); // [1,2] center[i] = color; } RefreshColorsOnBlocks(false); } } } } }
public void State_FlyTowardsWall_Update() { #if ZERO // Check if sticky cam velocity has changed direction Vector3 dirWithoutY = startThrowDir; dirWithoutY.Y = 0.0f; float lenSqOfDirWithoutY = Vector3.Dot(dirWithoutY, dirWithoutY); Vector3 currVel = camPhysics.rigidCom.Body().LinearVelocity(); currVel.Y = 0.0f; Logger.Log("currVel: " + currVel.ToString() + ", physics trigger: " + camPhysics.mIsTriggered.ToString()); float dotPdt = Vector3.Dot(currVel, startThrowDir); // length of currVel float lenSq = Vector3.Dot(currVel, currVel); float difference = Math.Abs(lenSq - (dotPdt * dotPdt) / lenSqOfDirWithoutY) / lenSq; if (difference > 0.0001f) // Significant change in direction { OnCollidingAgainstWall(wallStuckOn); } #endif Vector3 currVel = camPhysics.rigidCom.Body().LinearVelocity(); currVel.Normalize(); Logger.Log("Sticky Cam vel dir: " + currVel.ToString()); if (!hasHitWall) { timerWhenThrown += FrameController.DT(); if (timerWhenThrown >= timeAllowedToThrowOut) { smc.SetState(flyingBackToPlayer); // Stop the camera from going too far, start returning } } }
public void OnUpdate() { zone.ClampObjectToBounds(gameObject); //paper shuffle if (isBeingHeld && Input.GetHeld(0, "MouseRClick") == 1.0f) { //reset acquired acquiredVelocity = new Vector3(0.0f); acquiredVelocity.X += Input.GetMouseDeltaX() * FrameController.DT() * 0.02f; acquiredVelocity.Z += -Input.GetMouseDeltaY() * FrameController.DT() * 0.02f; velocityAccumulator = 0; velocity = acquiredVelocity; } else { velocityAccumulator += FrameController.DT(); velocityAccumulator = MMath.Clamp01(velocityAccumulator); velocity.X = MMath.Lerp(acquiredVelocity.X, 0, velocityAccumulator); velocity.Z = MMath.Lerp(acquiredVelocity.Z, 0, velocityAccumulator); } gameObject.transform.Translate(velocity); gameObject.transform.SetPositionY(changeY * (gameObject.transform.position.z - initialZ) + initialY); //reset held if (isBeingHeld) { if (Input.GetReleased(0, "MouseRClick") == 1.0f) { isBeingHeld = false; } } }
public void State_Moving_Update() { //Logger.Log(moving.GetPercentageTime().ToString()); timer += FrameController.DT(); gameObject.transform.SetPositionY(MMath.Cerp(startY, endY, MMath.Clamp01(timer / 1.2f))); }
public void OnUpdate() { if (!isactive) { return; } else { float dt = FrameController.DT() * pulseRate; if (fadeOut) { currAtt -= dt; compLight.SetAtt(currAtt); if (currAtt < endAtt) { fadeOut = false; } } else { currAtt += dt; compLight.SetAtt(currAtt); if (currAtt > startAtt) { fadeOut = true; } } } }
void State_Moving_Update() { timer += FrameController.DT(); if (moveTime == 0) { Logger.Log("Elevator moveTime is 0, cannot use script."); return; } if (timer / moveTime > 0.5f) { if (TeleportToHub) { GameObject marker = GameObject.GetGameObjectByName("hubelevatorteleportmarker"); float distx = marker.transform.position.x - gameObject.transform.position.x; float distz = marker.transform.position.z - gameObject.transform.position.z; player.transform.SetPositionX(player.transform.position.x + distx); player.transform.SetPositionZ(player.transform.position.z + distz); gameObject.transform.SetPosition(marker.transform.position); TeleportToHub = false; } } float y = MMath.Cerp(startY, endY, MMath.Clamp01(timer / moveTime)); gameObject.transform.SetPositionY(y); player.transform.SetPositionY(y + 0.2f); }
public void OnUpdate() { if (finished || !activated) { return; } float dt = FrameController.DT(); foreach (CLight obj in lights) { if (!obj.isEnabled()) { continue; } else { if (currTimeBetweenLight < 0.0f) { currTimeBetweenLight = timeBetweenLights; obj.setEnabled(false); } else { currTimeBetweenLight -= dt; } break; } } }
public void OnDrag() { transform.position = Input.mousePosition + mouseDiff; //一番近いFrameがRadius以下の距離にあれば選択、過去のものは破棄 FrameController to = frameManager.Frames.Where(x => x.IsSelectable) .OrderBy(x => Vector3.Distance(x.transform.position, transform.position)).FirstOrDefault(); float distPos = Vector3.Distance(to.transform.position, transform.position); if (distPos < manager.Radius && to != toFrame) { to.Select(); if (toFrame != null) { toFrame.UnSelect(); } toFrame = to; } else if (distPos >= manager.Radius) { if (toFrame != null) { toFrame.UnSelect(); } toFrame = null; } }
protected void Loop() { MakeCurrent(); var update = new FrameController(10, 30, true, game.Update); var render = new FrameController(1, 1000, false, game.Render); game.State = new Running(this); game.Start(); while (Exists && !IsExiting) { if (request_context) { Context.MakeCurrent(null); lock (request_context_lock) { Monitor.Pulse(request_context_lock); Monitor.Wait(request_context_lock); } MakeCurrent(); } update.TryFrame(); render.TryFrame(); } game.Stop(); update = null; render = null; Context.MakeCurrent(null); }
public override void OnUpdate() { if (isDoorUnlocked == 2) { return; } float dt = FrameController.DT(); if (isDoorUnlocked == 1) // Tweening the button when unlocked { isDoorUnlocked = 2; } else { if (!isButtonActive) // Awaiting ocu player's reply or time runs out { requestAccessTimer -= dt; if (requestAccessTimer <= 0.0f) { doorButtonMesh.GetMaterial().SetColor(doorButtonColor); // Reset to original color doorButtonMesh.mEmissiveColor = doorButtonColor; isButtonActive = true; } } } // End of if door is still locked }
public void State_lowerdown_Update() { float dt = FrameController.DT(); if (riseupTimer_ <= riseupTime_) { riseupTimer_ += dt; trans_.SetPositionY(MMath.Cerp(upperTrans_.position.y, lowerTrans_.position.y, riseupTimer_ / riseupTime_)); } if (startupTimer_ <= shutdownTime_) { startupTimer_ += dt; revTime_ = MMath.Lerp(revFinalTime_, 50, startupTimer_ / shutdownTime_); revInc_ = 360.0f / revTime_; } if (riseupTimer_ > riseupTime_ && startupTimer_ > shutdownTime_) { smc.SetState(end); } //else if(riseupTimer_ >= riseupTime_ + transitionTime_) // smc.SetState(riseup); trans_.RotateAround(0, 1, 0, revInc_ * dt); }
public void Awake() { GameManager.instance = this; frameController = gameObject.AddComponent <FrameController>(); frameController.game = this; fpsCounter = GetComponent <FPSCounter>(); }
public void OnUpdate() { float dt = FrameController.DT(); UpdateSplashScreen(dt); UpdateFadeScreen(dt); }
private void ResetFrame() { gameStatus = FindObjectOfType <GameStatus>(); gameStatus.SetLevelText(); gameStatus.SetGameCanvas(true); frameController = gameStatus.frameController; gameStatus.frameController.ResetFrame(); }
public void OnUpdate() { timer += FrameController.DT(); float rgb = MMath.Cerp(0.0f, 1.0f, MMath.Clamp01(timer / 3.0f)); cr.GetMaterial().SetColor(new Color(rgb, rgb, rgb, 1.0f)); }
public NodeModelBase(string nodeName, string type) { NodeName = nodeName; nodeType = type; viewType = FrameController.GetInstence().MainFrameData.GetContent("Node", type, "ViewType"); renderType = FrameController.GetInstence().MainFrameData.GetContent("Node", type, "RenderType"); modelType = FrameController.GetInstence().MainFrameData.GetContent("Node", type, "ModelType"); }
public void OnUpdate() { float dt = FrameController.DT() * 2; gameObject.transform.SetPositionX(gameObject.transform.position.x + velX * dt); gameObject.transform.SetPositionY(gameObject.transform.position.y + velY * dt); gameObject.transform.SetPositionZ(gameObject.transform.position.z + velZ * dt); }
public void OnUpdate() { if (activated) { timer += FrameController.DT() * _frequency; light.SetAtt(((float)Math.Sin(timer) + 1.0f) * _amplitude); } }
void MoveTowards(Vector3 pt, float speedmod) { Vector3 dir = pt - gameObject.transform.position; dir.Y = 0; dir.Normalize(); gameObject.transform.Translate(dir * FrameController.DT() * speed * speedmod); }
void ModifySpeed(float scale) { float speed = 16.0f; float dt = FrameController.DT(); scale *= thumbstickMagnitude; // scale the supposed speed on the thumbstick mag Vector3 dir = playerCamera.transform.GetForwardVector(); dir.Y = 0; dir.Normalize(); // direction for z axis Vector3 right = playerCamera.transform.GetRightVector(); right.Y = 0; right.Normalize(); // direction for x axis Vector3 currVel = playerPhysics.rigidCom.Body().LinearVelocity(); float currentYVelocity = currVel.Y; Vector3 newVel = new Vector3(); // has no y component here newVel = right * speedX; // update X newVel += dir * speedZ; // update Z newVel.Normalize(); newVel = newVel * scale * speed; // scalar for velocity (less speed in air) if (smc.GetCurrentState() == jump) { float limitSpeedInJump = speedWhenJumped * speed; newVel = currVel + newVel * dt; newVel.X = MathHelper.Clamp(newVel.X, -limitSpeedInJump, limitSpeedInJump); newVel.Z = MathHelper.Clamp(newVel.Z, -limitSpeedInJump, limitSpeedInJump); } else { newVel.Y = 0;//currentYVelocity; } playerPhysics.rigidCom.Body().SetLinearVelocity(newVel * dt * 30.0f); #if ZERO float max = 33.0f; // cap it to max if (newVel.LengthSquared() < max * max) { newVel.Y = yVel; playerPhysics.rigidCom.Body().SetLinearVelocity(newVel); } else { newVel.Normalize(); newVel *= max; newVel.Y = yVel; playerPhysics.rigidCom.Body().SetLinearVelocity(newVel); } #endif }
public void OnUpdate() { float dt = FrameController.DT(); dt = 1.0f / dt; string fpsStr = dt.ToString(); fontComp.mText = fpsStr; }
// Use this for initialization void Start() { m_PageMode = PAGEMODE.FLITER_MENU; m_stickerController = GameObject.Find("StickerManager").GetComponent <StickerManager>(); m_frameController = GameObject.Find("FrameManager").GetComponent <FrameController> (); m_textController = GameObject.Find("TextManager").GetComponent <TextManager> (); instance = this; }
public void OnUpdate() { timer_ += FrameController.DT(); if (timer_ > 1.0f) { timer_ = 0.0f; Map.LoadMap("Assets/Levels/introDevices.mocha"); } }
public void OnUpdate() { timer_ += FrameController.DT(); if (timer_ > 5.0f) { timer_ = 0.0f; Map.LoadMap("Assets/Levels/mainMenu.mocha"); } }
public override void OnTriggered() { spin += FrameController.DT() * 30; if (spin > 15.0f) { light.mDiffuse.r = 1.0f; spookEnabled = true; spookg.transform.SetPositionY(startY); } }
private void Awake() { audioController = AudioController.Instance; coinsManager = CoinsManager.Instance; frame = FrameController.Instance; bandGenerator = BandGenerator.Instance; gridController = GridController.Instance; cam = Camera.main.GetComponent <CameraController>(); imageLoader = InGameImageLoader.Instance; }
public static NodeViewModelBase GetNodeViewModel(NodeModelBase nodeModel) { ViewType viewType = (ViewType)Enum.Parse(typeof(ViewType), FrameController.GetInstence().MainFrameData.GetContent("Node", nodeModel.nodeType, "ViewType")); switch (viewType) { case ViewType.CommonNode: return(new CommonNodeViewModel(nodeModel)); } return(new CommonNodeViewModel(nodeModel)); }
public void OnUpdate() { timer += FrameController.DT(); if (timer > 120.0f) { Map.LoadMap("Assets/Levels/Demo.mocha"); timer = 0; return; } }
/// <summary> /// Updates the current <c>VPS</c> frame controllers. /// </summary> private void UpdateCameraSettings(CaptureParameters parameters) { this.SetFlashMode(parameters.FlashMode); // Disable photo confirmation thumbnails for VPS. if (this.CameraController.MediaCapture.VideoDeviceController.PhotoConfirmationControl.Supported) { this.CameraController.MediaCapture.VideoDeviceController.PhotoConfirmationControl.Enabled = false; } VariablePhotoSequenceController controller = this.CameraController.MediaCapture.VideoDeviceController.VariablePhotoSequenceController; controller.DesiredFrameControllers.Clear(); for (int frameIndex = 0; frameIndex < VariablePhotoCapture.NumFrames; frameIndex++) { FrameController frame = new FrameController(); controller.DesiredFrameControllers.Add(frame); } }
void Start() { _theGameManager = FindObjectOfType<GameManager> (); _theCameraManager = FindObjectOfType<CameraManager> (); _theFrameController = FindObjectOfType<FrameController> (); currentPlayer = new GameObject (); currentPlayer.transform.position = new Vector3 (_currentMapPaths [GameManager.CurrentMapPositionIndex].position.x, _currentMapPaths [GameManager.CurrentMapPositionIndex].position.y + 0.7f, 0); PlayerMapPieceSetup (); }