void Awake() { if (instance == null) { instance = this; } }
void Start() { DontDestroyOnLoad(this); if (GameObject.FindObjectOfType <Painter>()) { painter = GameObject.FindObjectOfType <Painter>(); } ChangeColor(Color.black); currentSpeed = minSpeed; if (useAcceleration) { sprintModifier = 0; } if (PlayerBounds.S == null) { GameObject bounds = new GameObject("Bounds"); bounds.AddComponent <PlayerBounds>().Awake(); } if (!PlayerBounds.S.lockedObjects.Contains(transform)) { PlayerBounds.Bind(transform); } }
void Awake() { boxCollider = GetComponent <BoxCollider2D>(); bounds = new PlayerBounds(); bounds.left = Camera.main.ScreenToWorldPoint(new Vector3(0, 0, 0)).x + boxCollider.bounds.extents.x; // Debug.Log("bounds.left : " + bounds.left); bounds.right = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, 0, 0)).x - boxCollider.bounds.extents.x; // Debug.Log("bounds.right : " + bounds.right); }
private void Start() { start = transform.position; PlayerBounds b = StageController.Player.GetComponent <PlayerController>().Bounds; if (!OverrideDest) { dest = Vector2.Lerp(new Vector2(b.xMin, b.yMin), new Vector2(b.xMax, b.yMax), 0.5f); } rb = gameObject.GetComponent <Rigidbody2D>(); if (BulletType == SkeleBulletType.INK) { RainbowCol = Color.red; } }
internal void ResetOptions() { AcrossLev = BoolOption.Dontcare; Date = new Range <DateTime>(DateTime.MinValue, DateTime.MaxValue); Finished = BoolOption.Dontcare; InternalRec = BoolOption.Dontcare; LevExists = BoolOption.Dontcare; LevFilenameMatcher = new Regex(""); MultiPlayer = BoolOption.Dontcare; P1Bounds = new PlayerBounds(); P2Bounds = new PlayerBounds(); Size = new Range <int>(0, 10000000); Time = new Range <double>(0, 7200); WrongLev = BoolOption.Dontcare; }
private Vector3 Clamp(Vector3 pos, PlayerBounds bounds) { pos.x = Mathf.Clamp (pos.x, bounds.xMin, bounds.xMax); pos.y = Mathf.Clamp (pos.y, bounds.yMin, bounds.yMax); return pos; }
private void Awake() { _PLayerBounds = this; Assign(); }
// Use this for initialization void Start() { bounds = FindObjectOfType <PlayerBounds>(); }
public override IEnumerator StartSpell() { yield return(new WaitForSeconds(1f)); const int numInCircle = 8; PlayerBounds b = StageController.Player.GetComponent <PlayerController>().Bounds; Vector2 posBL = new Vector2(b.xMin, b.yMin); Vector2 posTR = new Vector2(b.xMax, b.yMax); User.GoToWaypoint(Vector2.Lerp(posBL, posTR, 0.5f)); string[] tags = { "BubbleLightBlue", "BubbleOrange", "BubbleRed", "BubblePink", "BubbleWhite", "BubbleGray", "BubbleRed", "BubbleYellow", "BubblePurple", "BubbleOrange", "BubbleBlue", "BubbleOrange", "Star", "BubbleGray" }; int[] angleOffsets = { -50, -50, -12, -95, 0, -45, -41, -41, -35, -19, 37, -62, 0, 0 }; int skipCount = 14; for (int i = 0; i < System.Enum.GetNames(typeof(SkeleBulletType)).Length - 3; i++) { if (skipCount > 0) { skipCount--; continue; } if (i >= tags.Length) { break; } GameObject bullet = ObjectPooler.Spawn(tags[i], (i % 2 == 0) ? posBL : posTR, Quaternion.identity); GravitateMovement gm = bullet.AddComponent <GravitateMovement>(); gm.card = this; if (i % 2 == 1) { gm.AngleOffset = 180; gm.EndCircleDelay = 0.5f; gm.EndCircleRotation = 360f / numInCircle / 2; } gm.AngleOffset += angleOffsets[i]; gm.BulletType = (SkeleBulletType)i; if (i % 2 == 1) { yield return(new WaitForSeconds(20)); } } Vector2 posBC = Vector2.Lerp(posBL, new Vector2(b.xMax, b.yMin), 0.5f); Vector2 posTL = new Vector2(b.xMin, b.yMax); Vector2 dest = new Vector2((posBC.x + posTL.x + posTR.x) / 3f, (posBC.y + posTL.y + posTR.y) / 3f); User.GoToWaypoint(dest); GameObject chronos = ObjectPooler.Spawn("BubbleLightBlue", posTL, Quaternion.identity); GameObject cider = ObjectPooler.Spawn("BubblePink", posTR, Quaternion.identity); GameObject zephyr = ObjectPooler.Spawn("BubbleGreen", posBC, Quaternion.identity); GravitateMovement gm_chronos = chronos.AddComponent <GravitateMovement>(); GravitateMovement gm_cider = cider.AddComponent <GravitateMovement>(); GravitateMovement gm_zephyr = zephyr.AddComponent <GravitateMovement>(); gm_chronos.card = this; gm_cider.card = this; gm_zephyr.card = this; gm_chronos.OverrideDest = true; gm_cider.OverrideDest = true; gm_zephyr.OverrideDest = true; gm_chronos.dest = dest; gm_cider.dest = dest; gm_zephyr.dest = dest; gm_zephyr.AngleOffset = 180; gm_cider.AngleOffset = 90; gm_cider.EndCircleDelay = 0.5f; gm_zephyr.EndCircleDelay = 1f; gm_chronos.BulletType = SkeleBulletType.CHRONOS; gm_cider.BulletType = SkeleBulletType.CIDER; gm_zephyr.BulletType = SkeleBulletType.ZEPHYR; // TODO: Custom Circles }
public void Awake() { S = this; lockedObjects.AddRange(FindObjectsOfType <PlayerInput>().Select(i => i.transform).ToList()); }
private void Awake() { instance = this; }
private void OnEnable() { targetBounds = target as PlayerBounds; }