void Start() { Pooler.Instantiate(exp, exp_prefab, 100); Pooler.Instantiate(redLaser, redLaser_prefab, laserCount); //DebugText.Instance.SetText("" + laserCount); }
//int shootParticleCount; protected override void Start() { // Power Shot skillCost[0] = 400; skillMax[0] = skillCost[0]; // Nova skillCost[1] = 2000; skillMax[1] = skillCost[1]; shootPower[0] = 1900; shootPower[1] = shootPower[0]; shootPower[2] = shootPower[0]; shootDelay[0] = 0.135f; shootDelay[1] = shootDelay[0]; shootDelay[2] = shootDelay[0]; Pooler.Instantiate(laser1, laser1_prefab, 15); Pooler.Instantiate(laser2, laser2_prefab, 30); //Pooler.Instantiate(laserBlast, laserBlast_prefab, 12); powerShot = Instantiate(powerShot_prefab).GetComponent <PowerShot>(); powerShot.gameObject.SetActive(false); powerShot.owner = this; nova = Instantiate(nova_prefab).GetComponent <StunNova>(); nova.gameObject.SetActive(false); nova.owner = this; base.Start(); }
protected override void Start() { // Aimed Blast skillCost[0] = 800; skillMax[0] = skillCost[0]; // Chrono skillCost[1] = 1000; skillMax[1] = skillCost[1]; shootPower[0] = 700; shootPower[1] = 750; shootPower[2] = 850; shootDelay[0] = 0.03f; shootDelay[1] = 0.025f; shootDelay[2] = 0.02f; Pooler.Instantiate(bubble, bubble_prefab, 40); shootPoint = transform.Find("Shoot Point").gameObject; base.Start(); }
protected override void Start() { // Laser skillCost[0] = 3200; skillMax[0] = skillCost[0]; // Switch skillCost[1] = 1200; skillMax[1] = skillCost[1]; shootPower[0] = shootPowerMod[attackMode - 1, 0]; shootPower[1] = shootPowerMod[attackMode - 1, 1]; shootPower[2] = shootPowerMod[attackMode - 1, 2]; shootDelay[0] = shootDelayMod[attackMode - 1, 0]; shootDelay[1] = shootDelayMod[attackMode - 1, 1]; shootDelay[2] = shootDelayMod[attackMode - 1, 2]; Pooler.Instantiate(laser1, laser_prefab[0], 20); Pooler.Instantiate(laser2, laser_prefab[1], 50); Pooler.Instantiate(laser3, laser_prefab[2], 200); angleDelay = 180; nova = Instantiate(nova_prefab); nova.gameObject.SetActive(false); nova.GetComponent <Nova>().FollowOwner(this.transform); base.Start(); }
protected override void Start() { // Bomb skillCost[0] = 300; skillMax[0] = skillCost[0] * 5; skillCost[1] = 200; skillMax[1] = skillCost[1]; //// Detonate //skillCD[1] = 0; shootPower[0] = 900; shootPower[1] = 1000; shootPower[2] = 1100; shootDelay[0] = 0.5f; shootDelay[1] = shootDelay[0]; shootDelay[2] = shootDelay[0]; shootPoint = transform.Find("Shoot Point").gameObject; Pooler.Instantiate(laser, laser_prefab, 150); Pooler.Instantiate(bomb, bomb_prefab, 20); nova = Instantiate(nova_prefab); nova.gameObject.SetActive(false); for (int i = 0; i < 4; i++) { part[i].transform.localPosition = part[i].transform.localPosition.normalized * defaultSize; } base.Start(); }
public NetworkIdentity CreateDynamicNetworkIdentity(string resourceName, long networkId, long ownerId, Vector3 position, Quaternion rotation) { if (ResourcePrefabCache.TryGetValue(resourceName, out NetworkIdentity networkIdentityPrefab) == false) { networkIdentityPrefab = Resources.Load <NetworkIdentity>(resourceName); ResourcePrefabCache.Add(resourceName, networkIdentityPrefab); } var newNetworkIdentity = Pooler.Instantiate(networkIdentityPrefab); newNetworkIdentity.SetClient(this.gameClient); newNetworkIdentity.SetNetworkId(networkId); newNetworkIdentity.SetOwner(ownerId, newNetworkIdentity.CanChangeOwner); newNetworkIdentity.ResourceName = resourceName; newNetworkIdentity.transform.SetPositionAndRotation(position, rotation); if (this.isConnected) { newNetworkIdentity.RequestUpdate(); } // Registering the new dynamic object this.dynamicNetworkObjectsHash.Add(newNetworkIdentity.NetworkId, newNetworkIdentity); this.dynamicNetworkObjectsList.Add(newNetworkIdentity); return(newNetworkIdentity); }
protected override void Start() { // Black Hole skillCost[0] = 800; skillMax[0] = skillCost[0]; // Super Nova skillCost[1] = 1400; skillMax[1] = skillCost[1]; shootPower[0] = 1500; shootPower[1] = shootPower[0] + 50; shootPower[2] = shootPower[0] + 100; shootDelay[0] = 0.1f; shootDelay[1] = 0.08f; shootDelay[2] = 0.05f; shootPoint = transform.Find("Shoot Point").gameObject; Pooler.Instantiate(laser, laser_prefab, 42); Pooler.Instantiate(blackHole, blackHole_prefab, 8); base.Start(); }
protected override void Start() { Pooler.Instantiate(nova, nova_prefab, 10); //core = GameObject.FindWithTag("Core").transform; //speed = 100; for (int i = 0; i < 4; i++) { line[i] = part[i].GetComponent <LineRenderer>(); //col[i] = laser[i].GetComponent<BoxCollider>(); } rotationSpeed = 5; //targetLength = 250; base.Start(); }
override protected void Start() { stunImmune = true; timeImmune = true; LM = BaseLevel.Instance; drone = Resources.Load("Prefabs/Enemies/MiniDrone") as GameObject; //Camera.main.GetComponent<CameraControl>().AddTarget(camPoint); Pooler.Instantiate(blast, blast_prefab, 150); //LM.StartAt(190); //beatNum = 190; base.Start(); }
protected virtual void Awake() { //solarCore = Object.FindObjectOfType<SolarCore>().gameObject; sRings = Object.FindObjectOfType <SolarRings>(); background = Camera.main.GetComponent <BackgroundControl>(); coin_prefab = Resources.Load("Prefabs/Coin") as GameObject; Pooler.Instantiate(coin, coin_prefab, 50); music = Music.Instance.GetComponent <AudioSource>(); if (HardMode.active) { music.pitch *= 1.1f; syncOverride = true; } }
/// <summary> /// Uses the the plant parameters to generates a new plant. /// </summary> private void Generate() { // making sure it hasn't already been generated if (this.IsGenerated) { return; } // making sure layerId gets initialized if (layerId == -1) { layerId = LayerMask.NameToLayer(LayerName); if (layerId == -1) { string message = string.Format("PlantGenerator couldn't find layer \"{0}\". To stop the plants from jiggling, go to the menu \"Edit -> Project Settings -> Tags and Layers\" and make sure the layer \"{0}\" exists.", LayerName); Debug.LogError(message, this.gameObject); } else { Physics.IgnoreLayerCollision(layerId, layerId); } } System.Random rand = new System.Random(this.Seed); SuitableRotationSystem suitableRotationSystem = new SuitableRotationSystem(rand); if (this.GroupParameters.Length == 0) { Debug.LogError("Plant doesn't have any Group Parameters specified", this.gameObject); return; } for (int i = 0; i < this.GroupParameters.Length; i++) { BranchGroupParameters groupParameters = this.GroupParameters[i]; if (groupParameters.MinCount < 0 || groupParameters.MaxCount < 0) { Debug.LogError("Plant has invalid Min/Max count. Min and Max must be greater than or equal to 0", this.gameObject); return; } if (groupParameters.MinCount > groupParameters.MaxCount) { Debug.LogError("Plant has invalid Min/Max count. Min must be less than or equal to Max", this.gameObject); return; } if (groupParameters.MinCount == 0 && groupParameters.MaxCount == 0) { Debug.LogError("Plant have Min/Max both equal to 0. That group will never be created.", this.gameObject); return; } int branchTypeCount = Mathf.RoundToInt(RandomUtil.IntRangeInclusive(rand, groupParameters.MinCount, groupParameters.MaxCount)); for (int j = 0; j < branchTypeCount; j++) { if (groupParameters.Variations == null || groupParameters.Variations.Length == 0) { Debug.LogError("Plant has invalid number of Variations. Must have at least 1.", this.gameObject); return; } // creating the new branch int variationIndex = rand.Next(groupParameters.Variations.Length); GameObject prototypePlant = groupParameters.Variations[variationIndex]; if (prototypePlant == null) { Debug.LogError(string.Format("Plant has null GameObject in Variation Element {0}.", variationIndex), this.gameObject); return; } GameObject newBranch = Pooler.Instantiate(prototypePlant); // setting up the base rotation float baseRotation = 360 * ((float)j / (float)branchTypeCount); baseRotation = suitableRotationSystem.GetSuitibleRotation(baseRotation); suitableRotationSystem.AddDeadSpot(baseRotation, groupParameters.RotationalWidth); // generating height offset float height = RandomUtil.FloatRangeExclusive(rand, -groupParameters.VerticalOffset, groupParameters.VerticalOffset); // setting the new plants transform values newBranch.transform.parent = transform; newBranch.transform.localPosition = new Vector3(0, height, 0); newBranch.transform.localEulerAngles = new Vector3(0, baseRotation, 0); newBranch.transform.localScale = Vector3.one; // setting the layer if (layerId != -1) { newBranch.layer = layerId; } // setting the branch rotation (off of the base) PlantGeneratorBranch plantBranch = newBranch.GetComponent <PlantGeneratorBranch>(); float addedRotation = RandomUtil.FloatRangeExclusive(rand, groupParameters.RandomRotationOffset, -groupParameters.RandomRotationOffset); plantBranch.transform.localEulerAngles += new Vector3(0, addedRotation, 0); // setting a random material on all renderers of this branch if (groupParameters.Materials != null && groupParameters.Materials.Length > 0) { int index = rand.Next(groupParameters.Materials.Length); Material newMaterial = groupParameters.Materials[index]; if (newMaterial != null) { var renderers = plantBranch.GetComponentsInChildren <Renderer>(); for (int r = 0; r < renderers.Length; r++) { renderers[r].sharedMaterial = newMaterial; } } } } // if we got here then everything generated properly this.IsGenerated = true; this.destroyChildren = true; } }