コード例 #1
0
 void Awake()
 {
     if (gc == null)
     {
         gc = this;
     }
     else
     {
         // if this one's a duplicate, destroy
         Destroy(this.gameObject);
         return;
     }
     DontDestroyOnLoad(this);
     titleText         = editorTitleText;
     dialogueUI        = GetComponentInChildren <DialogueUI>();
     signUI            = GetComponentInChildren <SignUI>();
     pc                = GetComponentInChildren <PlayerController>();
     rm                = GetComponent <RespawnManager>();
     playerFollower    = gc.GetComponentInChildren <PlayerFollower>();
     save              = gc.GetComponent <Save>();
     blackoutUI        = GetComponentInChildren <BlackFadeUI>();
     pauseUI           = gc.transform.Find("PixelCanvas").transform.Find("PauseUI").GetComponent <Animator>();
     abilityUIAnimator = gc.transform.Find("PixelCanvas").transform.Find("AbilityGetUI").GetComponent <Animator>();
     inventory         = gc.GetComponentInChildren <InventoryController>();
     parallaxOption    = gc.GetComponentInChildren <ParallaxOption>();
 }
コード例 #2
0
    public void SetCharacter(int character)
    {
        if (holder == null)
        {
            holder = FindObjectOfType <MainUIHolder> ();
        }
        if (current == null)
        {
            current = Instantiate(playerModels [character], this.transform) as PlayerModelController;
        }
        var p = Instantiate(portal, this.transform);

        p.ActivateFor5();
        current.gameObject.SetActive(false);
        StartCoroutine(SetActiveAfter4Seconds());
        holder.mana.fillRect.GetComponent <Image> ().color = current.color;
        cc = current.GetComponent <CharacterController> ();

        PlayerFollower pf = Camera.main.gameObject.GetComponent <PlayerFollower> ();

        if (pf != null)
        {
            pf.toFollow = current.transform;
        }
        uic.DisplayHearts(current.GetHealth(), current.GetMaxHealth());
        current.transform.position = Vector3.zero;
    }
コード例 #3
0
 void Awake()
 {
     if (gc == null)
     {
         gc = this;
     }
     else
     {
         // if this one's a duplicate, destroy
         Destroy(this.gameObject);
         return;
     }
     DontDestroyOnLoad(this);
     titleText         = editorTitleText;
     dialogueUI        = GetComponentInChildren <DialogueUI>();
     signUI            = GetComponentInChildren <SignUI>();
     pc                = GetComponentInChildren <PlayerController>();
     rm                = GetComponent <RespawnManager>();
     playerFollower    = gc.GetComponentInChildren <PlayerFollower>();
     save              = gc.GetComponent <SaveWrapper>().save;
     blackoutUI        = GetComponentInChildren <BlackFadeUI>();
     pauseUI           = GetComponentInChildren <PauseUI>();
     abilityUIAnimator = GameObject.Find("AbilityGetUI").GetComponent <Animator>();
     inventory         = gc.GetComponentInChildren <InventoryController>();
     parallaxOption    = gc.GetComponentInChildren <ParallaxOption>();
     bossHealthUI      = GameObject.Find("BossHealthUI").GetComponent <BarUI>();
     bossHealthUI.gameObject.SetActive(false);
     playerMenu     = GameObject.Find("PlayerMenu");
     binarySaver    = gc.GetComponent <BinarySaver>();
     saveWrapper    = gc.GetComponent <SaveWrapper>();
     audioListener  = gc.GetComponentInChildren <AudioListener>();
     bossFightIntro = gc.GetComponentInChildren <BossFightIntro>(includeInactive: true);
 }
コード例 #4
0
ファイル: Cinematic.cs プロジェクト: Toffanim/LD43
    public void quitCinematic()
    {
        Debug.Log("quitCinematic.....");

        // GET
        PlayerController  pc           = playerGO.GetComponent <PlayerController>();
        PlayerFollower    playerFollow = cameraGO.GetComponent <PlayerFollower>();
        CinematicFollower CF           = cameraGO.GetComponent <CinematicFollower>();

        // LOGIC
        if (!!pc)
        {
            pc.freezeMovements = false;
            if (!!playerFollow)
            {
                playerFollow.paused = false;
            }
        }
        if (!!CF)
        {
            CF.paused = true;
        }
        ableToLaunchSequence  = true;
        cinematicIsPlaying    = false;
        cinematicMustBePlayed = false;
    }
コード例 #5
0
    // Use this for initialization
    void Start()
    {
        audio.PlayOneShot(sound);

        Vector3 explosionPos = transform.position;

        Collider[] colliders = Physics.OverlapSphere(explosionPos, radius);
        foreach (Collider hit in colliders)
        {
            if (!hit || hit.Equals(this.collider))
            {
                continue;
            }

            if (hit.rigidbody && hit.tag != "unavailable" && (hit.tag == "player" || hit.tag == "enemy"))
            {
                hit.rigidbody.AddExplosionForce(power, explosionPos, radius, 3.0f);
            }
        }

        if (shakeEffect)
        {
            PlayerFollower f = Camera.main.GetComponent <PlayerFollower> ();
            f.playShakeEffect();
        }
    }
コード例 #6
0
    private void AddSegment()
    {
        GameObject     segment = Instantiate(prefab, tail.position, Quaternion.identity);
        PlayerFollower comp    = segment.GetComponent <PlayerFollower>();

        comp.head = tail;
        tail      = segment.transform;
    }
コード例 #7
0
    public void Test()
    {
        print("My current state is : " + state);
        PlayerFollower pf = Camera.main.GetComponent <PlayerFollower>();

        pf.buffer = new Vector3(-10, 0, 0);
        transform.Translate(Input.GetAxis("Vertical") * 0.5f, 0, -Input.GetAxis("Horizontal") * 0.3f);
    }
コード例 #8
0
 // Use this for initialization
 void Start()
 {
     Time.timeScale = 0f;
     playerFollower = FindObjectOfType <PlayerFollower>();
     Debug.Log(playerFollower);
     state              = ControllerState.FADE_IN;
     last_movement      = Vector2.right;
     nextProjectileFire = Time.time;
     fadeStartTime      = 0f;
     scoreText.text     = " LEVEL " + ScoreManager.Instance.Level + "\n LIVES " + ScoreManager.Instance.Lives;
 }
コード例 #9
0
    public void ChangeDifficulty()
    {
        switch (difficultyValue.text)
        {
        case "Baby boy": PlayerFollower.SetSeconds(60); break;

        case "Lad": PlayerFollower.SetSeconds(30); break;

        case "Life is hard": PlayerFollower.SetSeconds(20);  break;

        case "Death is near": PlayerFollower.SetSeconds(10); break;
        }
    }
コード例 #10
0
 void Awake()
 {
     gc        = this;
     titleText = editorTitleText;
     DontDestroyOnLoad(this);
     dialogueUI     = GetComponentInChildren <DialogueUI>();
     signUI         = GetComponentInChildren <SignUI>();
     pc             = GetComponentInChildren <PlayerController>();
     rm             = GetComponent <RespawnManager>();
     playerFollower = gc.GetComponentInChildren <PlayerFollower>();
     save           = gc.GetComponent <Save>();
     blackoutUI     = GetComponentInChildren <BlackFadeUI>();
 }
コード例 #11
0
ファイル: Grass.cs プロジェクト: HedgehogNSK/ShootToWin
        private void MakeObjectsVisible(Camera cam)
        {
            PlayerFollower follower = cam.GetComponent <PlayerFollower>();

            if (!follower)
            {
                return;
            }

            foreach (var collider in colliders)
            {
                SwitchComponentsActivity <Renderer>(collider, true);
            }
        }
コード例 #12
0
    public void onCitySky()
    {
        print("My current state is : " + state);
        PlayerFollower   pf = Camera.main.GetComponent <PlayerFollower>();
        Music_Controller mc = Camera.main.GetComponent <Music_Controller>();

        pf.buffer = new Vector3(0, 10, 0);
        transform.Translate(0, flyingSpeed * Time.deltaTime, 0);
        if (transform.position.y <= 1.5f)
        {
            mc.Tire();
            changeState("skyToLand");
            print("I am changing my state to state : " + state);
        }
    }
コード例 #13
0
    // 6) when player is in last street and hits the first LEFT turn
    public void lastLeftTurn()
    {
        print("My current state is : " + state);
        PlayerFollower   pf = Camera.main.GetComponent <PlayerFollower>();
        Music_Controller mc = Camera.main.GetComponent <Music_Controller>();

        pf.buffer = new Vector3(10, 0, 0);
        transform.Translate(flyingSpeed * Time.deltaTime, 0, Input.GetAxis("Horizontal") * 0.3f);
        if (transform.position.x <= -6.5f)
        {
            mc.Tire();
            changeState("cityEnd");
            print("I am changing my state to state : " + state);
        }
        happenedOnce = false;
    }
コード例 #14
0
    // 3) when player is in first street and hits the first turn
    public void firstRightTurn()
    {
        print("My current state is : " + state);
        PlayerFollower   pf = Camera.main.GetComponent <PlayerFollower>();
        Music_Controller mc = Camera.main.GetComponent <Music_Controller>();

        pf.buffer = new Vector3(0, 0, 10);
        transform.Translate(-Input.GetAxis("Horizontal") * 0.3f, 0, flyingSpeed * Time.deltaTime);
        if (transform.position.z <= -13)
        {
            mc.Tire();
            changeState("secondRightTurn");
            print("I am changing my state to state : " + state);
        }
        happenedOnce = false;
    }
コード例 #15
0
    // 2) when it is landing from sky to the city
    public void skyToLand()
    {
        print("My current state is : " + state);
        PlayerFollower   pf = Camera.main.GetComponent <PlayerFollower>();
        Music_Controller mc = Camera.main.GetComponent <Music_Controller>();

        pf.buffer = new Vector3(-10, 0, 0);
        transform.Translate(-flyingSpeed * Time.deltaTime, 0, -Input.GetAxis("Horizontal") * 0.3f);
        print("Player position : " + transform.position);
        if (transform.position.x >= 41)
        {
            mc.Tire();
            changeState("firstRightTurn");
            print("I am changing my state to state : " + state);
        }
        happenedOnce = false;
    }
コード例 #16
0
ファイル: Grass.cs プロジェクト: HedgehogNSK/ShootToWin
        private void CheckAndHide(Camera cam)
        {
            PlayerFollower follower = cam.GetComponent <PlayerFollower>();

            if (!follower)
            {
                return;
            }

            Player player = follower.ObservablePlayer;

            if (player && player.isLocalPlayer)
            {
                foreach (var collider in colliders)
                {
                    if ((player.transform.position - collider.transform.position).sqrMagnitude > visibleDistance * visibleDistance)
                    {
                        SwitchComponentsActivity <Renderer>(collider, false);
                    }
                }
            }
        }
コード例 #17
0
ファイル: Cinematic.cs プロジェクト: Toffanim/LD43
    public void launchCinematic()
    {
        // GET
        PlayerController  pc           = playerGO.GetComponent <PlayerController>();
        PlayerFollower    playerFollow = cameraGO.GetComponent <PlayerFollower>();
        CinematicFollower CF           = cameraGO.GetComponent <CinematicFollower>();

        // LOGIC
        if (!!pc)
        {
            pc.freezeMovements = true;
            if (!!playerFollow)
            {
                playerFollow.paused = true;
            }
        }
        if (!!CF)
        {
            CF.paused = false;
        }

        playCinematic();
    }
コード例 #18
0
        #pragma warning restore 0649

    void Awake()
    {
        gc                = this;
        titleText         = editorTitleText;
        dialogueUI        = GetComponentInChildren <DialogueUI>();
        signUI            = GetComponentInChildren <SignUI>();
        pc                = GetComponentInChildren <PlayerController>();
        rm                = GetComponent <RespawnManager>();
        playerFollower    = gc.GetComponentInChildren <PlayerFollower>();
        blackoutUI        = GetComponentInChildren <BlackFadeUI>();
        pauseUI           = GetComponentInChildren <PauseUI>();
        abilityUIAnimator = GameObject.Find("AbilityGetUI").GetComponent <Animator>();
        inventory         = gc.GetComponentInChildren <InventoryController>();
        parallaxOption    = gc.GetComponentInChildren <ParallaxOption>();
        bossHealthUI      = GameObject.Find("BossHealthUI").GetComponent <BarUI>();
        bossHealthUI.gameObject.SetActive(false);
        playerMenu     = GameObject.Find("PlayerMenu");
        audioListener  = gc.GetComponentInChildren <AudioListener>();
        bossFightIntro = gc.GetComponentInChildren <BossFightIntro>(includeInactive: true);

#if UNITY_EDITOR
        EditorApplication.playModeStateChanged += OnPlayModeChange;
#endif
    }
コード例 #19
0
    // Use this for initialization
    void Start()
    {
        board1 = GameObject.Find("Board1").transform;
        board2 = GameObject.Find("Board2").transform;
        anim   = GetComponent <Animator>();
        bb1    = board1.GetComponent <BoardBehaviour>();
        bb2    = board2.GetComponent <BoardBehaviour>();
        pf     = GetComponent <PlayerFollower>();

        playerTags.Add("Bean");
        playerTags.Add("Eal");
        playerTags.Add("Loin");
        playerTags.Add("Sage");

        //DTAction a1 = new DTAction(FollowPlayer);
        //dt = new DecisionTree(a1);
        if (isServer)
        {
            //define decisions
            DTDecision d1 = new DTDecision(IsABoardActiveFor2Seconds);
            DTDecision d2 = new DTDecision(MoleIsAlive);
            DTDecision d3 = new DTDecision(IsABoardActiveFor5Seconds);
            DTDecision d4 = new DTDecision(AtLeastOneInAreaA);
            DTDecision d5 = new DTDecision(AtLeastTwoInAreaB);
            DTDecision d6 = new DTDecision(AtLeastOneInAreaC);
            DTDecision d7 = new DTDecision(AtLeastTwoInAreaC);
            DTDecision d8 = new DTDecision(MoleIsAlive);
            DTDecision d9 = new DTDecision(MoleIsAlive);

            //define actions
            DTAction a1 = new DTAction(TpAtActiveBoard);
            DTAction a2 = new DTAction(LoadRoundAttack);
            DTAction a3 = new DTAction(LoadFrontAttack);
            DTAction a4 = new DTAction(FollowClosestPlayer);
            DTAction a5 = new DTAction(FollowPlayerWithLessLives);
            DTAction a6 = new DTAction(FollowPlayerWithLessLivesInAreaC);

            d1.AddLink(true, d2);
            d1.AddLink(false, d4);

            d2.AddLink(true, d3);
            d2.AddLink(false, a1);

            d3.AddLink(true, a1);
            d3.AddLink(false, d4);

            d4.AddLink(true, d5);
            d4.AddLink(false, d6);

            d5.AddLink(true, a2);
            d5.AddLink(false, a3);

            d6.AddLink(true, d7);
            d6.AddLink(false, d8);

            d7.AddLink(true, d9);
            d7.AddLink(false, a4);

            d8.AddLink(true, a4);
            d8.AddLink(false, a5);

            d9.AddLink(true, a4);
            d9.AddLink(false, a6);

            dt = new DecisionTree(d1);

            StartCoroutine(Patrol());
        }
    }