public void BossDie() { finalBubbleEffect.SetActive(false); finalShieldEffect.SetActive(false); Singleton_Service.GetSingleton <GameMusic>().PlayCreditsMusic(); gameObject.SetActive(false); }
void OnTriggerStay(Collider other) { if (IPL == null) { IPL = Singleton_Service.GetSingleton <Input_Listeners>(); } }
void Start() { swordUI = Singleton_Service.GetSingleton <SwordUI>(); IPL = Singleton_Service.GetSingleton <Input_Listeners>(); rb = GetComponent <Rigidbody>(); //StartCoroutine("CheckShurikenParent"); }
// Use this for initialization void Start() { //finalChest.SetActive(false); anim = GetComponent <Animator>(); Rings = GameObject.FindGameObjectWithTag("Rings"); for (int i = 0; i < Rings.transform.childCount; i++) { teleportPositions.Add(Rings.transform.GetChild(i)); } //FOR TESTING /*foreach (Transform thing in teleportPositions) * { * teleportPositions.Remove(thing); * } * teleportPositions.Add(Rings.transform.GetChild(0));*/ tempBossShield = Instantiate(bossShield, transform); tempBossShield.transform.localPosition = new Vector3(0, 0.7f, 0.5f); tempBossShield.transform.localRotation = Quaternion.Euler(0, -90, 0); scene = Singleton_Service.GetSingleton <SceneController>(); /*tempPresenceEffect = Instantiate(bossPresenceEffect, transform); * tempPresenceEffect.transform.localPosition = Vector3.zero;*/ }
// Use this for initialization void Start() { IPL = Singleton_Service.GetSingleton <Input_Listeners>(); trackedObj = GetComponent <SteamVR_TrackedObject>(); device = SteamVR_Controller.Input((int)trackedObj.index); rb = rotateParent.GetComponent <Rigidbody>(); }
public Idle_State(Enemy_State_Pattern enemy_State_Pattern) { enemy = enemy_State_Pattern; anim = enemy.GetComponent <Animator>(); player = Singleton_Service.GetSingleton <Player>(); rightHand = Singleton_Service.GetSingleton <RightHand>(); }
// Use this for initialization void Start() { waitTime = 0.02f; scene = Singleton_Service.GetSingleton <SceneController>(); player = Singleton_Service.GetSingleton <Player>(); rightHand = Singleton_Service.GetSingleton <RightHand>(); leftHand = Singleton_Service.GetSingleton <LeftHand>(); music = Singleton_Service.GetSingleton <GameMusic>(); swordSource = rightHand.GetSword().GetComponent <AudioSource>(); swordAud = rightHand.GetSword().GetComponent <SwordAudio>(); shieldSource = leftHand.GetShield().GetComponent <AudioSource>(); shieldAud = leftHand.GetShield().GetComponent <ShieldAudio>(); playerHitSource = player.GetComponent <AudioSource>(); playerHitAud = player.GetComponent <PlayerHitAudio>(); playerAttack = player.GetAttack(); playerDefense = player.GetDefense(); anim = GetComponent <Animator>(); UpdateEnemyUI(); EnemyInit(); StartCoroutine("Updating"); currentState = idleState; currentState.StartState(); }
// Use this for initialization void Start() { wave = 0; //PlayerPrefs.SetInt("HighScore", 1); GM = Singleton_Service.GetSingleton <GameManager>(); possibleSpawnPoints.Add(this.transform); StartCoroutine("SpawnEnemies"); level = PlayerPrefs.GetInt("Level"); if (level > PlayerPrefs.GetInt("HighScore")) { PlayerPrefs.SetInt("HighScore", level); } bruteThreshhold = level * 1; levelAdjust = level - 1; levelText.text = "Level " + level; highscoreText.text = "High Score: Level " + PlayerPrefs.GetInt("HighScore"); enemiesThisLevel += enemiesToSpawnScalar * levelAdjust; spawnDelay = 25 - levelAdjust * 5; if (spawnDelay < 10) { spawnDelay = 10; } GM.announcer.PlaySound((30 - spawnDelay) / 5); }
// Use this for initialization void Start() { SED = Singleton_Service.GetSingleton <ScannerEffectDemo>(); bulletTime = Singleton_Service.GetSingleton <Gun>(); StartCoroutine("BulletDeath"); StartCoroutine("bulletLifespan"); }
// Use this for initialization void Start() { IPL = Singleton_Service.GetSingleton <Input_Listeners>(); WarningText.SetActive(false); switchTime = false; StartCoroutine("SwitchToFire"); }
public Die_State(Enemy_State_Pattern enemy_State_Pattern) { enemy = enemy_State_Pattern; anim = enemy.GetComponent <Animator>(); player = Singleton_Service.GetSingleton <Player>(); scene = Singleton_Service.GetSingleton <SceneController>(); }
IEnumerator GetReady() { yield return(new WaitForSeconds(2f)); rightHand = Singleton_Service.GetSingleton <RightHand>(); isReady = true; }
// Use this for initialization void Start() { //temporary testing PlayerPrefs.SetInt("currentLevel", 14); player = Singleton_Service.GetSingleton <Player>(); music = Singleton_Service.GetSingleton <GameMusic>(); buildingLevels.Add(level1); for (int i = 1; i < 10; i++) { buildingLevels.Add(Instantiate(level, new Vector3(0, i * floorHeight, 0), Quaternion.identity, levels)); } for (int i = 11; i <= 13; i++) { buildingLevels.Add(Instantiate(highLevel, new Vector3(0, (i - 1) * floorHeight, 0), Quaternion.identity, levels)); } buildingLevels.Add(Instantiate(topLevel, new Vector3(0, 52, 0), Quaternion.identity, levels)); foreach (int i in emptyLevels) { buildingLevels[i - 1].tag = "EmptyLevel"; buildingLevels[i - 1].transform.Find("EnemyScrollPos").gameObject.SetActive(false); buildingLevels[i - 1].transform.Find("EnemyScroll").gameObject.SetActive(false); buildingLevels[i - 2].transform.Find("Ceiling").gameObject.SetActive(false); } currentMovableTile = Instantiate(movableTile, new Vector3(0, 0, -3f), Quaternion.identity); PutCrates(); music.PlayStartingMusic(); GetComponent <ScreenFader>().fadeIn = false; StartCoroutine(GetComponent <ScreenFader>().DoFade()); StartCoroutine("DelayFadeIn"); //currentPlayerScroll = Instantiate(playerScrollPos, Vector3.zero, Quaternion.identity); }
// Use this for initialization void Start() { maxScale = 0.15f; minScale = 0.11f; scene = Singleton_Service.GetSingleton <SceneController>(); player = Singleton_Service.GetSingleton <Player>(); StartCoroutine("Charge"); }
public void Start() { IPL = Singleton_Service.GetSingleton <Input_Listeners>(); playerSword = Singleton_Service.GetSingleton <SwordUI>(); type = "Fire"; thisCollider = GetComponent <BoxCollider>(); }
// Use this for initialization void Start() { scene = Singleton_Service.GetSingleton <SceneController>(); currentLevel = scene.GetCurrentLevel(); numGems = PlayerPrefs.GetInt("numGems"); numDeaths = PlayerPrefs.GetInt("NumDeaths"); UpdatePlayerUI(); }
// Use this for initialization void Start() { player = Singleton_Service.GetSingleton <Player>(); scene = Singleton_Service.GetSingleton <SceneController>(); destination = GameObject.Find("DestinationGem"); deltaPos = (destination.transform.position - transform.position) / 50f; StartMoving(); }
// Use this for initialization void Start() { if (PlayerPrefs.GetInt("hasPlayed") == 0) { gameObject.GetComponent <Button>().interactable = false; } door = Singleton_Service.GetSingleton <FrontDoor>(); }
void Start() { swordUI = Singleton_Service.GetSingleton <SwordUI>(); IPL = Singleton_Service.GetSingleton <Input_Listeners>(); rb = GetComponent <Rigidbody>(); this.GetComponent <CapsuleCollider>().isTrigger = true; swordSource = GetComponent <AudioSource>(); }
// Use this for initialization void Start() { IPL = Singleton_Service.GetSingleton <Input_Listeners>(); active = true; text.text = "Hellooo!!"; activate(false); right = hand.GetComponent <Right_VR_Cont>(); left = hand.GetComponent <Left_VR_Cont>(); }
void Start() { enemyBirds = new List <BirdStatePattern>(); OnSummon = new UnityEvent(); swordUI = Singleton_Service.GetSingleton <SwordUI>(); playerPosition = GameObject.FindGameObjectWithTag("Player Position").transform; UpdateBossUI(); StartCoroutine("BossBehavior"); }
private void Start() { swordUI = Singleton_Service.GetSingleton <SwordUI>(); enemyBirds = new List <BirdStatePattern>(); if (spawnPoints != null && birdPrefab != null) { StartCoroutine("SpawnFlyingEnemies"); } }
// Use this for initialization void Start() { IPL = Singleton_Service.GetSingleton <Input_Listeners>(); IPL.rightHand = GetComponent <NVRHand>(); trackedObj = GetComponent <SteamVR_TrackedObject>(); ringDisplay = IPL.rightRingDisplay; source = GetComponent <AudioSource>(); Invoke("LateStart", 2f); }
// Use this for initialization void Start() { switch (upgradeType) { case UpgradeType.Health: if (PlayerPrefs.GetInt("healthUpgrade") == 0) { PlayerPrefs.SetInt("healthUpgrade", 500); value = 500; } else { value = PlayerPrefs.GetInt("healthUpgrade"); } break; case UpgradeType.Attack: if (PlayerPrefs.GetInt("attackUpgrade") == 0) { PlayerPrefs.SetInt("attackUpgrade", 3); value = 3; } else { value = PlayerPrefs.GetInt("attackUpgrade"); } break; case UpgradeType.Defense: if (PlayerPrefs.GetInt("defenseUpgrade") == 0) { PlayerPrefs.SetInt("defenseUpgrade", 5); value = 5; } else { value = PlayerPrefs.GetInt("defenseUpgrade"); } break; default: break; } player = Singleton_Service.GetSingleton <Player>(); scene = Singleton_Service.GetSingleton <SceneController>(); IPL = Singleton_Service.GetSingleton <Input_Listeners>(); rightHand = GameObject.Find("RightHand").transform; leftHand = GameObject.Find("LeftHand").transform; upgradeAudio = GetComponent <UpgradeAudio>(); expandRate = new Vector3((maxScale - minScale) / 10, (maxScale - minScale) / 10, (maxScale - minScale) / 10); StartCoroutine("MoveUp"); }
// Use this for initialization void Start() { agent = GetComponent <NavMeshAgent>(); targetArray = Singleton_Service.GetSingleton <NeutralMovement>(); bigEnemy = Singleton_Service.GetSingleton <GiantEnemy>(); gunLight = Singleton_Service.GetSingleton <Gun>(); targetPos = targetArray.emptyGameObjectList[Random.Range(0, targetArray.emptyGameObjectList.Count)].transform.position; agent.SetDestination(targetPos); check = 0; }
public void StopChestAnimation() { anim.speed = 0; GameObject staff = transform.GetChild(3).gameObject; staff.transform.parent = Singleton_Service.GetSingleton <RightHand>().transform; staff.transform.localPosition = Vector3.zero; staff.transform.localRotation = Quaternion.Euler(0, 90, 0); StartCoroutine("FadePlayer"); }
// Use this for initialization void Start() { agent = GetComponent <NavMeshAgent>(); playerRig = Singleton_Service.GetSingleton <Player>(); bigEnemy = Singleton_Service.GetSingleton <GiantEnemy>(); targetArray = Singleton_Service.GetSingleton <NeutralMovement>(); gunLight = Singleton_Service.GetSingleton <Gun>(); agent.SetDestination(playerRig.transform.position); enemyHP = 3; }
// Use this for initialization void Start() { if (transform.parent.gameObject.GetComponent <RightHand>() != null) { scene = Singleton_Service.GetSingleton <SceneController>(); IPL = Singleton_Service.GetSingleton <Input_Listeners>(); currentBall = Instantiate(energyBall, transform); currentBall.transform.localPosition = new Vector3(0f, 0.75f, 0f); currentBall.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); } }
void Start() { isHit = false; if (this.transform.parent != null) { attachedEnemy = this.transform.parent.GetComponent <Enemy>(); } currElementComponent = GetComponent <Fire>(); playerSword = Singleton_Service.GetSingleton <SwordUI>(); }
private void Update() { if (charged && IPL.GetRightTriggerInteracted()) { rightHand = Singleton_Service.GetSingleton <RightHand>(); rightHand.StartCoroutine(rightHand.LongVibration(0.05f, 1f)); currentBall.GetComponent <EnergyBall>().StartCoroutine("Shoot"); currentBall = Instantiate(energyBall, transform); currentBall.transform.localPosition = new Vector3(0f, 0.75f, 0f); currentBall.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); charged = false; } }