Inheritance: MonoBehaviour
コード例 #1
0
 void Start()
 {
     playTransform = GameObject.FindGameObjectWithTag("Player").transform;
     hud           = GameObject.Find("Canvas").GetComponent <ManagerHUD>();
     camara        = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <SmoothCamera2D>();
     sprRenderer   = gameObject.GetComponent <SpriteRenderer>();
 }
コード例 #2
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    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");
        }
    }
コード例 #3
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    void Start()
    {
        ClearPowerup();
        soundManager = GameObject.Find("SoundManager").GetComponent <SoundManager>();
        sceneManager = GameObject.Find("SceneObject").GetComponent <SceneManager>();
        cameraScript = GameObject.Find("tk2dCamera").GetComponent <SmoothCamera2D>();

        InitServerDisplay();
    }
コード例 #4
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        void Awake()
        {
            Transform = transform.parent.parent;
            Collider  = Transform.GetComponent <BoxCollider2D>();

            _heatHandlers  = Transform.GetComponentsInChildren <HeatHandler>();
            _camera        = Transform.GetComponent <AnimationScript>().CameraScript;
            _controlBorder = GetComponentInChildren <ControlBorder>();
        }
コード例 #5
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    // ###############################################################

    // 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;
    }
コード例 #6
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 // 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;
 }
コード例 #7
0
ファイル: CrawlerAI.cs プロジェクト: ScopatGames/ShojiSplice
 // 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> ();
 }
コード例 #8
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 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;
 }
コード例 #9
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 // 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;
 }
コード例 #10
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        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());
        }
コード例 #11
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        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> ());
        }
コード例 #12
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    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;
        }
    }
コード例 #13
0
ファイル: GameManager.cs プロジェクト: sebinou123/tp4-multi
    //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);
    }
コード例 #14
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ファイル: HUD.cs プロジェクト: nus-cs4344-students/zoo-manic
    void Start()
    {
        ClearPowerup();
        soundManager = GameObject.Find ("SoundManager").GetComponent<SoundManager>();
        sceneManager = GameObject.Find ("SceneObject").GetComponent<SceneManager>();
        cameraScript = GameObject.Find ("tk2dCamera").GetComponent<SmoothCamera2D>();

        InitServerDisplay();
    }
コード例 #15
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 private void Awake()
 {
     followCamera = Camera.main.GetComponent <SmoothCamera2D> ();
     //offset = offset+transform.position;
 }
コード例 #16
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 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> ();
 }
コード例 #17
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ファイル: LookAtObject.cs プロジェクト: davidzeiser/poyo
 // Use this for initialization
 void Start()
 {
     cameraScript = Camera.main.GetComponent <SmoothCamera2D>();
 }
コード例 #18
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    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);
        }
    }
コード例 #19
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 // Use this for initialization
 void Start()
 {
     shakeCamera = GameObject.FindGameObjectWithTag (Tags.mainCamera).GetComponent<SmoothCamera2D> ();
 }
コード例 #20
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ファイル: ThrowBall.cs プロジェクト: furion6/ballking
 void Start()
 {
     smoothCamera = camera.GetComponent <SmoothCamera2D>();
 }
コード例 #21
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 void Awake()
 {
     m_smoothCamera = GetComponent <SmoothCamera2D>();
 }
コード例 #22
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 // Start is called before the first frame update
 void Start()
 {
     smoother = GetComponent <SmoothCamera2D>();
 }