コード例 #1
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ファイル: ShowHelp.cs プロジェクト: MaturuturuStudios/Drop
 /// <summary>
 /// Unity's method called right after the object is created.
 /// </summary>
 protected void Awake()
 {
     // Retrieves the desired components
     _transform = transform;
     _helpController = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerHelp>();
     _gcic = _helpController.GetComponent<GameControllerIndependentControl>();
     helpObjects = GetComponentsInChildren<HelpItem>();
 }
コード例 #2
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    protected override void OnAwake()
    {
        // Retrieves the desired components
        base.OnAwake();
        _aiComponent = GetComponentInParent<AIBase>();
        _independentControl = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerIndependentControl>();

        // Registers itself to the AIBase events
        _aiComponent.AddListener(this);
    }
コード例 #3
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    void Start()
    {
        // Retrieves the desired components
        // This needs to be done on the start method since this object
        // is going to be instantiated
        _irrigate = GetComponentInParent<Irrigate>();
        _independentControl = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerIndependentControl>();

        // Registers itself to the Irrigate events
        _irrigate.AddListener(this);
    }
コード例 #4
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    /// <summary>
    /// Unity's method (only called if the Object is active): 
    /// This function is called just after the object is enabled. 
    /// </summary>
    public void OnEnable()
    {
        // If we can ground drop
        if (CalculateSpawnPos()) {

            // Get reference to independent control
            _independentControl = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerIndependentControl>();

            // Create the character of target size
            _independentControl.CreateDrop(_spawnPosition, controlled, addToControlList, size);
        }

        Object.Destroy(this.gameObject);
    }
コード例 #5
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    protected override void OnAwake()
    {
        base.OnAwake();

        // Retrieves the desired components
        _characterSize = GetComponentInParent<CharacterSize>();
        _renderers = GetComponentsInChildren<Renderer>();
        _gcic = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerIndependentControl>();
        _character = _characterSize.gameObject;

        // Selects an index for this object
        _index = -indexStep * nextAvailableIndex;	// The index is negative
        nextAvailableIndex++;

        // Sets the controlled flag to false by default
        _wasControlled = false;

        // Sets the renderers' order to the index
        foreach (Renderer renderer in _renderers)
            renderer.sortingOrder += _index;
    }
コード例 #6
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 protected override void OnAwake()
 {
     // Retrieves the desired components
     base.OnAwake();
     _independentControl = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerIndependentControl>();
 }
コード例 #7
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    /// <summary>
    /// Unity's method called when this entity is created, even if it is disabled.
    /// </summary>
    void Awake()
    {
        // Looks for the independent controller component
        _independentControl = FindObjectOfType<GameControllerIndependentControl>();

        // Looks for the independent controller component
        _inputControl = FindObjectOfType<GameControllerInput>();

        // Get component depth of field
        _dof = GetComponent<DepthOfField>();

        // Sets the camera's target to the current character
        SetObjective(_independentControl.currentCharacter);
    }
コード例 #8
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 // Use this for initialization
 void Awake()
 {
     _independentControl = GameObject.FindGameObjectWithTag(Tags.GameController)
                             .GetComponent<GameControllerIndependentControl>();
     _characterSize = GetComponent<CharacterSize>();
 }
コード例 #9
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    void Start()
    {
        // Retrives the independent control component
        _switcher = GetComponent<GameControllerIndependentControl>();
        //_mainCameraController = GetComponentInChildren<MainCameraController>();
        _helpController = GetComponent<GameControllerHelp>();

        _ui = GameObject.FindGameObjectWithTag(Tags.Menus).GetComponent<MenuNavigator>();
        _enabled = true;
    }
コード例 #10
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 /// <summary>
 /// Unity's method called the first frame this object is active.
 /// </summary>
 void Awake()
 {
     // Retrieves the desired componentss
     _gcic = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerIndependentControl>();
 }
コード例 #11
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ファイル: AIBase.cs プロジェクト: MaturuturuStudios/Drop
 /// <summary>
 /// Initialization method.
 /// The character start with size one
 /// </summary>
 public void Awake()
 {
     //get the independ control to know if the detected drop is under control
     _independentControl = GameObject.FindGameObjectWithTag(Tags.GameController)
                             .GetComponent<GameControllerIndependentControl>();
     //get the animator of the enemy
     _animator = commonParameters.enemy.GetComponent<Animator>();
     _animator.SetInteger("LimitSizeDrop", commonParameters.sizeLimitDrop);
     commonParameters.rootEntityPosition = transform;
     commonParameters.initialPositionEnemy = commonParameters.enemy.transform.position;
     commonParameters.initialRotationEnemy = commonParameters.enemy.transform.rotation;
     commonParameters.AI = this;
 }
コード例 #12
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 /// <summary>
 /// Unity's method called right after the object is created.
 /// </summary>
 void Awake()
 {
     // Retrieves the desired components
     _ccc = GetComponentInParent<CharacterControllerCustom>();
     _characterSize = GetComponentInParent<CharacterSize>();
     _characterFusion = GetComponentInParent<CharacterFusion>();
     _characterShoot = GetComponentInParent<CharacterShoot>();
     _animator = GetComponent<Animator>();
     _gcic = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerIndependentControl>();
     _drop = transform.parent.gameObject;
 }
コード例 #13
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 /// <summary>
 /// Unity's method called when the entity is created.
 /// Recovers the desired componentes of the entity.
 /// </summary>
 public void Awake()
 {
     ccc = GetComponent<CharacterControllerCustom>();
     _shootTrajectory = GetComponent<CharacterShootTrajectory>();
     size = GetComponent<CharacterSize>();
     _independentControl = GameObject.FindGameObjectWithTag(Tags.GameController)
                             .GetComponent<GameControllerIndependentControl>();
 }
コード例 #14
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 void Awake()
 {
     // Retrieves the desired components
     _transform = transform;
     _ccc = GetComponent<CharacterControllerCustom>();
     _characterSize = GetComponent<CharacterSize>();
     _characterFusion = GetComponent<CharacterFusion>();
     _characterShoot = GetComponent<CharacterShoot>();
     _controller = GetComponent<CharacterController>();
     _gcic = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerIndependentControl>();
 }
コード例 #15
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    void Start()
    {
        // Get reference to input controller
        _gci = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerInput>();
        // Get reference to independent control
        _gcic = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerIndependentControl>();
        // Get reference to level transition controller
        _levelTransitionController = GetComponent<LevelTransitionController>();

        if (_data == null) {
            _nextScene = new Scene();
            Debug.LogWarning("Next Scene not setted, using Menu by default, please, assign an scene");
            _nextScene.name = "Menu";

        } else {
            string nameScene = SceneManager.GetActiveScene().name;
            _nextScene = _data.GetNextScene(nameScene, out _nextLevel);
            _actualLevel = _data.GetInfoScene(nameScene);

            if (_nextScene==null) {
                _nextScene = _data.GetDefaultScene();
                _nextScene.name = "Thanks";
            }
        }
    }
コード例 #16
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    /// <summary>
    /// Initialization method.
    /// The character start with size one
    /// </summary>
    public void Awake()
    {
        // Retrieves the desired components
        _layerCast = (1 << LayerMask.NameToLayer("Scene"));
        _dropTransform = gameObject.transform;
        _ratioRadius = GetComponent<CharacterController>().radius;

        _controller = GetComponent<CharacterControllerCustom>();
        _independentControl = GameObject.FindGameObjectWithTag(Tags.GameController)
                                .GetComponent<GameControllerIndependentControl>();

        // Initialization
        _setState = false;
        _listeners = new List<CharacterSizeListener>();

        //set the motionless situation clear
        _motionless = false;
        _motionlessTime = 0;

        //set the initial size
        if (initialSize <= 0) {
            initialSize = 1;
        }
        ChangeScale(Vector3.one * initialSize);
        _targetSize = initialSize;
        SetSize(initialSize);
    }
コード例 #17
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ファイル: TriggerArea.cs プロジェクト: MaturuturuStudios/Drop
    /// <summary>
    /// Unity's method called at the beginning of each frame.
    /// Checks if at least one trigger is attached to the object.
    /// </summary>
    void Start()
    {
        // Initialization
        _stayingColliders = new List<Collider>();
        GameObject gameController = GameObject.FindGameObjectWithTag(Tags.GameController);
        if (gameController == null)
            Debug.LogError("Error: No Game Controller was found on the scene.");
        else {
            _gameControllerIndependentControl = gameController.GetComponent<GameControllerIndependentControl>();
            if (_gameControllerIndependentControl == null)
                Debug.LogError("Error: No Independent Control component was found in the Game Controller.");
        }

        // Checks if the colliders are valid
        _colliders = GetComponents<Collider>();
        if (_colliders.Length == 0)
            Debug.LogWarning("Warning: No collider attached to the trigger area!");
        else {
            bool atLeastOneTrigger = false;
            foreach (Collider collider in _colliders)
                if (collider.isTrigger) {
                    atLeastOneTrigger = true;
                    break;
                }
            if (!atLeastOneTrigger)
                Debug.LogWarning("Warning: None of the attached colliders is a trigger!");
        }
    }
コード例 #18
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    /// <summary>
    /// Unity's method called right after the object is created.
    /// </summary>
    public void Awake()
    {
        // Retrieves the desired components
        _originalAudioSource = GetComponent<AudioSource>();
        _gcic = GetComponent<GameControllerIndependentControl>();

        // Creates the audio sources
        _audioSources = new AudioSource[musicClips.Length];

        // Checks if there is at least one clip
        if (musicClips.Length == 0) {
            Debug.LogWarning("Error: No clips where specified. Disabling the music.");
            enabled = false;
            return;
        }

        // The first audio source is the original one
        _audioSources[0] = _originalAudioSource;
        _audioSources[0].clip = musicClips[0].clip;

        // Creates a copy of the audio source for the other music clip
        for (int i = 1; i < musicClips.Length; i++) {
            _audioSources[i] = SoundUtility.CopyAudioSource(_originalAudioSource, gameObject);
            _audioSources[i].clip = musicClips[i].clip;
        }

        //Apply the stored options of the user
        RestoreSettings();
    }
コード例 #19
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    /// <summary>
    /// Unity's method called on start script only one time
    /// </summary>
    void Start()
    {
        // Retrieves the components of the entities.
        _collider = gameObject.GetComponent<BoxCollider>();

        // Retrieves the components of the entity.
        _cameraController = FindObjectOfType<MainCameraController>();

        // Looks for the independent controller component
        _independentControl = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameControllerIndependentControl>();
    }