void Start() { playTransform = GameObject.FindGameObjectWithTag("Player").transform; hud = GameObject.Find("Canvas").GetComponent <ManagerHUD>(); camara = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <SmoothCamera2D>(); sprRenderer = gameObject.GetComponent <SpriteRenderer>(); }
void Update() { if (Input.GetButtonDown("TrocaPersonagem")) { players[PERSONAGEM_ATUAL].transform.Find("Seta").renderer.enabled = false; PERSONAGEM_ATUAL = (PERSONAGEM_ATUAL + 1) % numPersonagens; players[PERSONAGEM_ATUAL].transform.Find("Seta").renderer.enabled = true; // Toca o som do personagem atual players[PERSONAGEM_ATUAL].audio.Play(); SmoothCamera2D smoothCamera = Camera.main.GetComponent <SmoothCamera2D>(); smoothCamera.target = players[PERSONAGEM_ATUAL]; } if (Input.GetKeyDown(KeyCode.Escape)) { audio.Stop(); if (GameScript.Instance != null) { GameScript.Instance.TocarMusica(); } Application.LoadLevel("Menu"); } }
void Start() { ClearPowerup(); soundManager = GameObject.Find("SoundManager").GetComponent <SoundManager>(); sceneManager = GameObject.Find("SceneObject").GetComponent <SceneManager>(); cameraScript = GameObject.Find("tk2dCamera").GetComponent <SmoothCamera2D>(); InitServerDisplay(); }
void Awake() { Transform = transform.parent.parent; Collider = Transform.GetComponent <BoxCollider2D>(); _heatHandlers = Transform.GetComponentsInChildren <HeatHandler>(); _camera = Transform.GetComponent <AnimationScript>().CameraScript; _controlBorder = GetComponentInChildren <ControlBorder>(); }
// ############################################################### // Use this for initialization void Start() { body = GetComponent <Rigidbody2D> (); audioSource = GetComponent <AudioSource> (); anim = GetComponentInChildren <Animator> (); dirGrav = GetComponent <DirectionalGravity> (); cam = Camera.main.GetComponent <SmoothCamera2D> (); spawn = transform.position; }
// Use this for initialization void Start() { if (CameraObject == null) { CameraObject = FindObjectOfType <SmoothCamera2D>(); } m_CameraOffset = CameraOffset; m_StartingPosition = this.transform.position; m_CameraStartingPosition = CameraObject.transform.position; }
// Use this for initialization void Start() { enemyStats = GetComponent<EnemyStats> (); nav = GetComponent<NavMeshAgent> (); anim = GetComponentInChildren<Animator> (); courseChangeTimeIncrement = Random.Range (3f, courseChangeTimeIncrementMax); courseTimer = courseChangeTimeIncrement; fuseTimer = 0f; nav.speed = crawlSpeed; shakeCamera = GameObject.FindGameObjectWithTag (Tags.mainCamera).GetComponent<SmoothCamera2D> (); }
void Start() { if(gameObject.transform.parent.name == "PlayerEmpty"){ isEquippedByPlayer = true; playerInfoPanel = GameObject.FindGameObjectWithTag(Tags.canvas).GetComponentInChildren<PlayerInfoPanel>(); } else{ isEquippedByPlayer = false; } anim = GetComponentInChildren<Animator> (); shakeCam = GameObject.FindGameObjectWithTag (Tags.mainCamera).GetComponent<SmoothCamera2D> (); shakeMagnitude = gameObject.GetComponent <weaponIndex>().cameraShakeMagnitude; }
// Use this for initialization void Start() { cameraMain = GameObject.FindGameObjectWithTag (Tags.mainCamera); smoothCam = cameraMain.GetComponent<SmoothCamera2D> (); playerTransform = GameObject.FindGameObjectWithTag(Tags.player).transform; smoothCam.player = playerTransform; emptyCursorTransform = GameObject.FindGameObjectWithTag(Tags.cursor).transform; emptyCursorTransform.gameObject.GetComponent<FollowCursor> ().defaultFloorHeight = defaultFloorHeight; smoothCam.cursor = emptyCursorTransform; smoothCam.enabled = true; playerTransform.GetComponent<LookAtGameObject> ().target = emptyCursorTransform; followGameObject = cameraMain.GetComponentInChildren<FollowGameObject> (); followGameObject.followedGO = playerTransform.gameObject; }
public virtual void ResetCycle() { Object.Destroy(GameObject.FindWithTag(Tags.CYCLE)); Object.Destroy(GameObject.Find(GameCenter.PIPE)); Object.Destroy(GameObject.Find(GameCenter.SEAT)); GameObject newCycle = Object.Instantiate(manager.gameData.cycle) as GameObject; newCycle.transform.position = cyclePos; cameraScript = manager.mainCamera.GetComponent <SmoothCamera2D> (); cameraScript.dampTime = 0f; cameraScript.target = newCycle.gameObject.transform; manager.StartCoroutine(LateInit()); }
private void InitComponenets() { // initiate cycle if (cycle == null) { cycle = GameObject.FindWithTag(Tags.CYCLE); } // get cycle pipe pipe = cycle.transform.Find(GameCenter.PIPE); // get rigidbody from cycle rb = cycle.GetComponent <Rigidbody2D> (); // get wheel controller script from cycle wheelController = cycle.GetComponent <WheelController> (); // set cycle initial position x,y,z //cycle.transform.position = new Vector3 (0f, 0.89f, 0f); // get camera controller script from cycle if (cameraScript == null) { cameraScript = manager.mainCamera.GetComponent <SmoothCamera2D> (); } // set damp time to 0 //cameraScript.dampTime = 0f; // set camera target to cycle cameraScript.target = cycle.gameObject.transform; // get left control button leftControl = GameObject.Find(GameCenter.LEFT_CONTROL); // get right control button rightControl = GameObject.Find(GameCenter.RIGHT_CONTROL); //Physics2D.IgnoreCollision (leftControl.GetComponent<CircleCollider2D> (), cycle.GetComponent<CircleCollider2D> ()); //Physics2D.IgnoreCollision (rightControl.GetComponent<CircleCollider2D> (), cycle.GetComponent<CircleCollider2D> ()); //Physics2D.IgnoreCollision (leftControl.GetComponent<CircleCollider2D> (), pipe.GetComponent<CircleCollider2D> ()); //Physics2D.IgnoreCollision (rightControl.GetComponent<CircleCollider2D> (), pipe.GetComponent<CircleCollider2D> ()); }
private void HandleTouchPanning(ref Touch touchZero, ref Touch touchOne) { float moveCameraX = 0f; float moveCameraY = 0f; if ((touchZero.deltaPosition.x < 0 && touchOne.deltaPosition.x < 0) || ((touchZero.deltaPosition.x > 0 && touchOne.deltaPosition.x > 0))) { moveCameraX = (Mathf.Min(touchZero.deltaPosition.x, touchOne.deltaPosition.x) * m_cameraZoomSpeed) * inputCamera.orthographicSize / 12f; } if ((touchZero.deltaPosition.y < 0 && touchOne.deltaPosition.y < 0) || ((touchZero.deltaPosition.y > 0 && touchOne.deltaPosition.y > 0))) { moveCameraY = (Mathf.Min(touchZero.deltaPosition.y, touchOne.deltaPosition.y) * m_cameraZoomSpeed) * inputCamera.orthographicSize / 12f; } SmoothCamera2D camera2d = inputCamera.GetComponent <SmoothCamera2D>(); if ((moveCameraX != 0 || moveCameraY != 0) && (camera2d != null)) { camera2d.MoveConnectedTarget(-moveCameraX, -moveCameraY); myDebounceTimer = 0.5f; } }
//Initializes the game for each level. public void InitGame() { //set the hp at his max each time he begin a new level if (player != null) { player.GetComponent<Player>().hp = player.GetComponent<Player>().maxHp; } else { initialLVL = 1; initialEXP = 0; } //get level of the player if player exist level = !firstFloor ? player.GetComponent<Player>().getLevel() : 1; infoplayer = (GameObject)Instantiate(Resources.Load("Prefabs/CanvasInfoPlayer")); infoplayer.SetActive(true); //get all info in the canva infoplayer TextName = GameObject.Find("TextName").GetComponent<Text>(); TextHp = GameObject.Find("TextHp").GetComponent<Text>(); TextStats = GameObject.Find("TextStats").GetComponent<Text>(); TextLevel = GameObject.Find("TextLevel").GetComponent<Text>(); TextWeapon = GameObject.Find("TextWeapon").GetComponent<Text>(); ImageWeapon = GameObject.Find("ImageWeapon").GetComponent<Image>(); //make the array of the range of the current weapon weaponRange = new GameObject[5, 5]; for (int i = 0; i < 5; i++) { for (int j = 0; j < 5; j++) { weaponRange[i, j] = GameObject.Find("Range" + ((i * 5) + j)); } } //if first time load, instantiate the player if (playerInstanciate == true) { player = (GameObject)Instantiate(Resources.Load("Prefabs/Warrior")); player.name = "Player"; playerInstanciate = false; } //put the player in the beginning position GameObject.Find("Player").GetComponent<Player>().enabled = true; GameObject.Find("Player").GetComponent<Player>().transform.position = new Vector3(0, 0, 0); camera = GameObject.Find("Main Camera").GetComponent<SmoothCamera2D>(); camera.target = GameObject.Find("Player").GetComponent<Player>().transform; //Clear any Enemy objects in our List to prepare for next level. enemies.Clear(); if (!firstFloor) { //Get a reference to our image LevelImage by finding it by name. levelImage = (GameObject)Instantiate(Resources.Load("Prefabs/Canvas")); levelImage.name = "Canvas"; levelGained = GameObject.Find("LevelGained").GetComponent<Text>(); //set value for the canva at each end of level who show if the player got a new weapon (50%) expGained = GameObject.Find("ExperienceGained").GetComponent<Text>(); weaponGainedName = GameObject.Find("ItemText").GetComponent<Text>(); weaponGained = GameObject.Find("Image").GetComponent<Image>(); weaponGainedStats = GameObject.Find("ItemGainedStats").GetComponent<Text>(); Weapon newWeapon = player.GetComponent<Player>().weaponManager.lootWeapon(player.GetComponent<Player>().getLevel()); levelGained.text = "+" + (player.GetComponent<Player>().level - initialLVL); expGained.text = "+" + (player.GetComponent<Player>().experience - initialEXP); //if he got a new weapon if (newWeapon != null) { weaponGained.enabled = true; weaponGained.sprite = items[newWeapon.getWeaponImage()]; weaponGainedName.text = newWeapon.getWeaponName(); weaponGainedStats.text = newWeapon.ToString(); } //or not else { weaponGained.enabled = false; weaponGainedName.text = ""; weaponGainedStats.text = ""; } levelImage.SetActive(true); initialLVL = player != null ? player.GetComponent<Player>().getLevel() : 1; initialEXP = player != null ? player.GetComponent<Player>().experience : 0; } else { firstFloor = false; onContinue(); } //Call the SetupScene function of the BoardManager script, pass it current level number. boardScript.SetupScene(level); }
void Start() { ClearPowerup(); soundManager = GameObject.Find ("SoundManager").GetComponent<SoundManager>(); sceneManager = GameObject.Find ("SceneObject").GetComponent<SceneManager>(); cameraScript = GameObject.Find ("tk2dCamera").GetComponent<SmoothCamera2D>(); InitServerDisplay(); }
private void Awake() { followCamera = Camera.main.GetComponent <SmoothCamera2D> (); //offset = offset+transform.position; }
void Awake() { //Set Animator... anim = GameObject.FindGameObjectWithTag (Tags.canvas).GetComponent<Animator> (); pauseMenuController = GameObject.FindGameObjectWithTag (Tags.canvas).GetComponentInChildren<PauseMenuController> (); persistentData = GameObject.FindGameObjectWithTag (Tags.mainCamera).GetComponent<PersistentData> (); //persistentData.realGameObjectsToDestroyListArray = null; smoothCamera2D = GameObject.FindGameObjectWithTag (Tags.mainCamera).GetComponent<SmoothCamera2D> (); }
// Use this for initialization void Start() { cameraScript = Camera.main.GetComponent <SmoothCamera2D>(); }
void OnEnable() { //Clear the list of colliderParents colliderParentIDs.Clear (); //Define the shakeCamera GameObject if it is not already if(shakeCamera == null){ shakeCamera = GameObject.FindGameObjectWithTag (Tags.mainCamera).GetComponent<SmoothCamera2D> (); } //Define forward attack vector... Vector3 forwardAttackVector = meleeAttackEndpoint.position - meleeAttackOrigin.position; //Get colliders within range that are on the enemy layer... inRangeColliders = Physics.OverlapSphere (transform.position, damageRadius, layerMask_enemy); //Build list of colliders that are within damage zone... foreach(Collider inRangeCollider in inRangeColliders){ //Check to see if the collider is a part of the owner... if(inRangeCollider.transform == transform.parent.transform.parent.transform){ //Ignore the collider... continue; } //Define target location vector... Vector3 targetVector = inRangeCollider.bounds.ClosestPoint(meleeAttackEndpoint.position) - meleeAttackOrigin.position; targetVector.y = forwardAttackVector.y; //ensures the targetVector is in the 2D plane //Define cross product of attack vector and target vector... Vector3 crossVector = Vector3.Cross (forwardAttackVector, targetVector); //Check against the leftward or rightward damage zone limit angle, depending on sign of the y component of the cross... if(crossVector.y < 0f){ //the target is to the left, so check against leftward angle limit... if(Vector3.Angle (forwardAttackVector, targetVector) < damageZoneAngleLeft){ //check for blockages and apply damage if hit enemy... RaycastHit blockage; // Check for environment blockage (walls) if( Physics.Raycast (meleeAttackOrigin.position, targetVector, out blockage, damageRadius, layerMask_obstruction)){ RaycastHit targetPoint; //Obtain target point (more accurate than center of collider) if(Physics.Raycast (meleeAttackOrigin.position, targetVector, out targetPoint, damageRadius, layerMask_enemy)){ if(blockage.distance > targetPoint.distance){ interactable = true; } } } else { interactable = true; } } } else{ //the target is to the right, so check against the rightward angle limit... if(Vector3.Angle(forwardAttackVector, targetVector) < damageZoneAngleRight){ //check for blockages and apply damage if hit enemy... RaycastHit blockage; // Check for environment blockage (walls) if( Physics.Raycast (meleeAttackOrigin.position, targetVector, out blockage, damageRadius, layerMask_obstruction)){ RaycastHit targetPoint; //Obtain target point (more accurate than center of collider) if(Physics.Raycast (meleeAttackOrigin.position, targetVector, out targetPoint, damageRadius, layerMask_enemy)){ if(blockage.distance > targetPoint.distance){ interactable = true; } } } else { interactable = true; } } } //If the collider is deemed interactable, then check to see if its parent gameobject has already been accounted for... if(interactable){ interactable = false; //Define parent ID... int colParentID = inRangeCollider.gameObject.GetInstanceID(); //Test if the ID is already accounted for... if(!colliderParentIDs.Contains (colParentID)){ //If not, then add ID to list... colliderParentIDs.Add(colParentID); //...and apply damage... if(inRangeCollider.tag == Tags.enemy || inRangeCollider.tag == Tags.npc || inRangeCollider.tag == Tags.neutral){ float damage = Random.Range (minDamage,maxDamage); EnemyStats enemyStats = inRangeCollider.gameObject.GetComponent<EnemyStats>(); enemyStats.enemyHealth -= damage; enemyStats.damageForce = forwardAttackVector*meleeHitForce*0.5f; enemyStats.BloodEffects(damageType, inRangeCollider.transform.position, transform.rotation); Instantiate (meleeCharacterStrike, inRangeCollider.transform.position, transform.rotation); shakeCamera.shakeCamera(cameraShakeMagnitude, meleeAttackEndpoint.position); } else if(inRangeCollider.tag == Tags.player){ float damage = Random.Range (minDamage,maxDamage); PlayerStats playerStats = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<PlayerStats>(); playerStats.playerHealth -= damage; playerStats.damageForce = forwardAttackVector*meleeHitForce*0.5f; playerStats.BloodEffects(damageType, inRangeCollider.transform.position, transform.rotation); Instantiate (meleeCharacterStrike, inRangeCollider.transform.position, transform.rotation); shakeCamera.shakeCamera(cameraShakeMagnitude*2.0f, transform.position); } } } } //When the enemy testing is complete, test to see if there is a wall strike necessary... RaycastHit hit; if(Physics.Raycast (meleeAttackOrigin.position, forwardAttackVector, out hit, damageRadius, layerMask_obstruction)){ Instantiate (meleeWallStrike, hit.point, transform.rotation); if(hit.rigidbody){ hit.rigidbody.AddForce (forwardAttackVector*meleeHitForce); } shakeCamera.shakeCamera(cameraShakeMagnitude, meleeAttackEndpoint.position); } }
// Use this for initialization void Start() { shakeCamera = GameObject.FindGameObjectWithTag (Tags.mainCamera).GetComponent<SmoothCamera2D> (); }
void Start() { smoothCamera = camera.GetComponent <SmoothCamera2D>(); }
void Awake() { m_smoothCamera = GetComponent <SmoothCamera2D>(); }
// Start is called before the first frame update void Start() { smoother = GetComponent <SmoothCamera2D>(); }