private void FetchDependencies() { player = GetNode <Player>(playerPath); playerUiController = GetNode <PlayerUiController>(playerUiControllerPath); visionController = GetNode <VisionController>(visionControllerPath); mapController = GetNode <MapController>(mapControllerPath); }
void Awake() { enemyStateMachine = GetComponent <EnemyStateMachine> (); navMeshController = GetComponent <NavMeshController> (); visionController = GetComponent <VisionController> (); enemyActionState = GetComponent <EnemyActionState> (); }
public override void OnStartLocalPlayer() { base.OnStartLocalPlayer(); if (isLocalPlayer) { GameManager mgr = NetworkManager.singleton as GameManager; int slotId = -1; if (mgr) { slotId = mgr.LocalPlayerSlotId; } UIController.Instance.EnableInGameUI = true; visionController = gameObject.AddComponent <VisionController>(); visionController.LocalPlayerSlotId = slotId; foreach (var slot in mgr.lobbySlots) { var agent = slot as PlayerLobbyAgent; if (!agent) { continue; } if (agent.slot == slotId) { CmdInitPlayerData(agent.slot, agent.colorList[agent.playerColorIndex]); break; } } playerController = gameObject.GetComponent <PlayerController>(); } }
// Start is called before the first frame update void Start() { _visionController = VisionDetector.GetComponent <VisionController>(); GameOverPanel.SetActive(false); _isPlayerInSight = false; IsInPursuit = false; HasBrokenPursuit = false; }
// TODO Has light tube protected override void Start() { base.Start(); _spriteRenderer = GetComponent <SpriteRenderer>(); _lightSourceInfo = new LightSourceInfo(PositionProvider, Color.white, _lightRange, 1, 0.05f); VisionController.SetLightContinuous(_lightSourceInfo); }
protected override void Start() { base.Start(); _renderer = GetComponent <SpriteRenderer>(); _prevState = _isOn; //_lightSourceInfo = new LightSourceInfo(PositionProvider, Color.white, _range, ); _lightSourceId = VisionController.SetLightContinuous(this); OnLightingStateChange(_isOn); }
void Start() { _overheadStatus = transform.Find("OverheadStatus").gameObject; _visionDetector = transform.Find("VisionDetector").gameObject; visionController = _visionDetector.GetComponent <VisionController>(); npcBodyCollider = GetComponent <BoxCollider2D>(); _npcPursuitController = GetComponent <NPCPursuitController>(); _status = _overheadStatus.GetComponent <SpriteRenderer>(); hasGonePastCheckpoint = false; _brokenPursuitPauseTimer = _npcPursuitController.BrokenPursuitPauseTime; randomDirChangeTimerNeedsSet = true; dirChangePauseTimer = SetDirChangePauseTimer(); }
private void VisualizeGas() { VisionController visionController = VisionController.Current; if (visionController != null) { //visionController.VisionProcessingEnabled = false; for (int x = 0; x < _gasInfos.GetLength(0); x++) { for (int y = 0; y < _gasInfos.GetLength(1); y++) { VisionMask mask = visionController.GetMask(x, y); float summPressure = 0; List <GasInfo> gases = _gasInfos[x, y]; if (gases != null) { foreach (var gas in gases) { summPressure += gas.Pressure; } } float brightness = (100 - summPressure) / 100; Color color = new Color(0, 0, 0, 1); List <GasInfo> mixture = _gasInfos[x, y]; foreach (GasInfo info in mixture) { Color gasColor = GetGasById(info.GasId).Color; color += gasColor * info.Pressure / summPressure; } if (mask != null) { mask.SetVisible(); mask.SetLighting(brightness, color); } } } } }
public void Init(PlayerUiController playerUiController, VisionController visionController) { this.playerUiController = playerUiController; GetMovementController().OnMoveStarted += HandleActionStarted; GetMovementController().OnMoveCompleted += HandleActionFinished; healthController.OnDie += PlayerDied; playerInputController.Init(GetMovementController(), visionController); inventoryController.Init( GetArmorController(), GetWeaponController(), groundItemController, playerUiController.GetPlayerInventoryUiController() ); groundItemController.Init( this, inventoryController ); }
void Awake() { costumes = new string[6]; witch1 = null; witch2 = null; witch3 = null; manager = GameObject.FindGameObjectWithTag("Manager").GetComponent <Manager>(); serialControllerRFID = GameObject.Find("SerialControllerRFID").GetComponent <SerialController>(); serialControllerLED = GameObject.Find("SerialControllerLED").GetComponent <SerialController>(); audioController = GameObject.Find("AudioController").GetComponent <AudioController>(); // get the (x,y)s of three books from vision controller for the ritual process control visionController = GameObject.Find("VisionController").GetComponent <VisionController>(); // audioController.playMusic("intro"); manager.setIsRitualStarted(false); manager.setIsRitualFinished(false); }
public float rayDistance; // Longitud de rayo/linea para "mirar" al frente // Inicialización: Obtener el componente (script) del gameObject "Vision" void Start() { radar = GameObject.Find("Vision").gameObject.GetComponent <VisionController>(); }
void Start() { visionController = GameObject.Find("OVRCameraController").GetComponent<VisionController>(); player = GameObject.FindGameObjectWithTag("Player").transform; }
void Awake() { navMeshController = GetComponent <NavMeshController>(); stateMachine = GetComponent <StateMachine>(); visionController = GetComponent <VisionController>(); }
public void OnDestroy() { VisionController?.RemoveLightById(_lightSourceId); }
private void UpdateVisionController() { LightSourceInfo info = new LightSourceInfo(Cell.x, Cell.y, _color, _range, _initialIntensity, _intensityDecrement); VisionController.SetLightForOneFrame(info); }
public void Init(MovementController movementController, VisionController visionController) { this.movementController = movementController; this.visionController = visionController; }