void Start() { current = this; waterMesh = GetComponent <MeshFilter>().mesh; waveDirection = new Vector2(Mathf.Cos(waveAngle * Mathf.Deg2Rad), Mathf.Sin(waveAngle * Mathf.Deg2Rad)); }
private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Water") && !pulledByWater) { pulledByWater = true; waterTime = GameManager.Instance.maxWaterTime; WaterController wc = other.GetComponentInParent <WaterController>(); direction = wc.GetWaterDirection(other.transform.position); direction = direction.normalized * GameManager.Instance.waterForce; } else if (other.CompareTag("Bonus")) { switch (other.GetComponent <BonusController>().GetBonusType()) { case BonusType.INCREASE_HYDRANT: IncreaseHydrantQtd(); break; case BonusType.INCREASE_WATER: waterLength++; break; default: break; } board.SetTile(other.transform.position, TileType.FREE); Destroy(other.gameObject); } }
void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Player" && tag == "Respawn") { WaterController.StartWater(); } }
void Start() { flowMovement = GetComponentInParent <FlowMovement> (); waterControl = GetComponent <WaterController> (); playerController = GetComponent <PlayerController> (); sW = GetComponentInChildren <SeaWeedManager> (); }
/// <summary> /// Sets step size for the fuel controller basing on pickup feed rate and engine fuel capacity /// </summary> /// <param name="type">Pickup</param> public override void SetStepSize(PickupObject matchPickup) { if (MaximumSteamHeatBoilerWaterTankCapacityL != 0) { WaterController.SetStepSize(matchPickup.Capacity.FeedRateKGpS / MSTSNotchController.StandardBoost / MaximumSteamHeatBoilerWaterTankCapacityL); } }
public void OnPauseClick() { GameObject pauseMenu = GameObject.Find("PauseMenu"); GameObject canvas = GameObject.Find("Canvas"); GameObject optionsMenu = GameObject.Find("OptionsMenu"); if (paused) { PlayerController.speed = savedSpeed; WaterController.StartWater(); GameObject.FindGameObjectWithTag("Player").GetComponent <Rigidbody2D>().simulated = true; savedSpeed = 0; paused = false; pauseMenu.transform.position = new Vector3(5000f, pauseMenu.transform.position.y, pauseMenu.transform.position.z); optionsMenu.transform.position = new Vector3(5000f, optionsMenu.transform.position.y, optionsMenu.transform.position.z); } else { savedSpeed = PlayerController.speed; PlayerController.speed = 0; GameObject.FindGameObjectWithTag("Player").GetComponent <Rigidbody2D>().simulated = false; WaterController.StopWater(); paused = true; pauseMenu.transform.position = new Vector3(canvas.transform.position.x, pauseMenu.transform.position.y, pauseMenu.transform.position.z); } }
// Use this for initialization void Start() { defaultCamera.enabled = true; chasingCamera.enabled = false; waterControl = sea.GetComponent <WaterController>(); UpdateInfoText(); }
private void Start() { // Here, we search through all the box colliders in this body of water until we find the one that's a trigger, then cache a reference to it. BoxCollider[] allColliders = GetComponents <BoxCollider>(); BoxCollider waterTrigger = null; for (int i = 0; i < allColliders.Length; i++) { if (allColliders[i].isTrigger) { waterTrigger = allColliders[i]; break; } } // We use this trigger collider to identify the Y position of the water's surface. if (waterTrigger != null) { waterSurfaceYPos = waterTrigger.bounds.max.y; } else { Debug.LogWarning("Trigger Collider not found in water source " + gameObject.name); } waterController = GetComponentInParent <WaterController>(); }
public MovementController(string joystickName, int joystickID) { this.joystickID = joystickID; this.joystickName = joystickName; airController = new AirController(joystickID); groundController = new GroundController(joystickID); waterController = new WaterController(joystickID); }
private void Awake() { //コンポーネント _rb = GetComponent <Rigidbody2D>(); _tr = GetComponent <TrailRenderer>(); //外部コンポーネント _waterScr = gameObject.transform.parent.GetComponent <WaterController>(); }
public WaterControllerContext(string id, BcmPin pin, double litersPerSecond) { TimeProvider = new TestTimeProvider(); GpioPin = new TestGpioPin(pin); GpioPin.PinMode = GpioPinDriveMode.Output; GpioPin.Write(WaterController.PIN_OFF); WaterController = new WaterController(id, new LoggerFactory(), GpioPin, litersPerSecond, TimeProvider); }
void Start() { player = this.gameObject; GM = GameObject.Find("GameManager").GetComponent <GameManager>(); WC = GameObject.Find("WaterGenerator").GetComponent <WaterController>(); SoundEffect = GetComponent <AudioSource>(); // 시작하자마자 오디오 찾기. BGM = GetComponent <AudioSource>(); // 시작하자마자 오디오 찾기. }
public void DashAbilityEnded() { animator.SetBool("isTeleporting", false); transform.position = new Vector3(gameObject.transform.position.x, playerCollider.transform.position.y - (boxCollider.size.y / 2), gameObject.transform.position.z); GameController.amountOfPlatforms += 1; GameController.updateFloorCount(); playerCollider = null; WaterController.StartWater(); }
void Start() { Instance = this; meshFilter = GetComponent <MeshFilter>(); // create mesh for water CreateMesh(); OnCameraForwardChanged(); }
// Start is called before the first frame update void Start() { waterController = GetComponentInParent <WaterController>(); meshRend = GetComponent <MeshRenderer>(); //initialAlpha = meshRend.material.color.a; previousState = waterController.waterState; }
public void Squirt() { GameObject water = Instantiate <GameObject>(waterPrefab); water.transform.position = transform.position; WaterController wc = water.GetComponent <WaterController>(); wc.maxLength = waterLength * GameManager.Instance.TILE_SIZE; GameManager.Instance.board.SetWater(transform.position, waterLength, 1); }
public void Start() { aSWalk = GetComponent <AudioSource>(); initJumpThrust = jumpThrust; privateSpeed = speed; animController = GetComponent <AnimationController>(); rb2D = GetComponent <Rigidbody2D>(); playerController = GetComponent <PlayerController>(); playerFeet = GetComponentInChildren <PlayerFeet>(); waterController = GetComponent <WaterController>(); wj = GetComponentInChildren <WallJump>(); }
// Start is called before the first frame update void Start() { playerC = Player.GetComponent <PlayerController>(); cameraC = MainCamera.GetComponent <CameraController>(); waterC = WaterTower.GetComponent <WaterController>(); GameControllerObject = GameObject.Find("GameControllerObject"); gameC = GameControllerObject.GetComponent <GameController>(); soundC = GameControllerObject.GetComponent <SoundController>(); timeC = GameControllerObject.GetComponent <TimeController>(); playableD = GetComponent <PlayableDirector>(); StartCoroutine(waterC.StartEvelation(waterDuration)); }
private void Start() { if (Instance == null) { Instance = this; } else { Debug.LogWarning("Duplicate WaterController found, deleting this one."); Destroy(this); } }
void Start() { player = this.gameObject; GM = GameObject.Find("GameManager").GetComponent <GameManager>(); SUI = GameObject.Find("SaveUserInfo").GetComponent <SaveUserInfo>(); playerHP = SUI.player1_HP; WC = GameObject.Find("WaterGenerator").GetComponent <WaterController>(); Controller = GameObject.Find("P1_btn"); SoundEffect = GetComponent <AudioSource>(); // 시작하자마자 오디오 찾기. BGM = GetComponent <AudioSource>(); // 시작하자마자 오디오 찾기. }
void Start() { wc = FindObjectOfType <WaterController>(); speedTarget = wc.waveSpeed; scaleTarget = wc.waveScale; heightTarget = wc.waveHeight; speedSlider.onValueChanged.AddListener(value => speedTarget = value); scaleSlider.onValueChanged.AddListener(value => scaleTarget = value); heightSlider.onValueChanged.AddListener(value => heightTarget = value); }
private void SendChartElectric1Data() { var gasChart = new GasController().GetGasData().Data; var waterChart = new WaterController().GetWaterData().Data; var kenh1Chart = new HomeController().GetChartKenh1Data().Data; var kenh2Chart = new HomeController().GetChartKenh2Data().Data; var kenh3Chart = new HomeController().GetChartKenh3Data().Data; var kenh4Chart = new HomeController().GetChartKenh4Data().Data; var kenh5Chart = new HomeController().GetChartKenh5Data().Data; var kenh6Chart = new HomeController().GetChartKenh6Data().Data; GetAllClients().All.UpdateChartElectric1(gasChart, waterChart, kenh1Chart, kenh2Chart, kenh3Chart, kenh4Chart, kenh5Chart, kenh6Chart); }
// Start is called before the first frame update void Start() { waterController = GetComponentInParent <WaterController>(); // We don't want to be switching our Trigger collider off - so we'll temporarily store ALL of the collides in this body of water, // then loop through them, only adding colliders to our final internalColliders array if they aren't triggers. BoxCollider[] tempInternalColliders = GetComponents <BoxCollider>(); // As water bodies only need one trigger collider, we know the final size of this array is one less than the total collider count. internalColliders = new BoxCollider[tempInternalColliders.Length - 1]; int indexShift = 0; for (int i = 0; i < tempInternalColliders.Length; i++) { if (tempInternalColliders[i].isTrigger) { // This marks the point where we skip over storing the trigger collider indexShift = -1; } else { internalColliders[i + indexShift] = tempInternalColliders[i]; } } colliderInitialSizes = new float[internalColliders.Length]; if (freezeDirection == FreezeDirection.Left || freezeDirection == FreezeDirection.Right) { for (int i = 0; i < internalColliders.Length; i++) { colliderInitialSizes[i] = internalColliders[i].size.x; } } else { for (int i = 0; i < internalColliders.Length; i++) { colliderInitialSizes[i] = internalColliders[i].size.y; } } // We check if this is a deep water source - and if so cache that information for tag adjustments later. if (gameObject.CompareTag("DeepWater")) { isDeepWater = true; } }
void Start() { switch01 = GameObject.Find("switch_1"); switch02 = GameObject.Find("switch_2"); switch03 = GameObject.Find("switch_3"); switchDoor = GameObject.Find("switch_door"); switch04 = GameObject.Find("switch_4"); water00 = GameObject.Find("water_00"); water01 = GameObject.Find("water_01"); water02 = GameObject.Find("water_02"); boat = GameObject.Find("boat"); player = GameObject.Find("player"); mainCamera = GameObject.Find("Main Camera"); offset = transform.position - mainCamera.transform.position; s1 = switch01.GetComponent <SwitchController>(); s2 = switch02.GetComponent <SwitchController>(); s3 = switch03.GetComponent <SwitchController>(); s4 = switch04.GetComponent <SwitchController>(); sd = switchDoor.GetComponent <SwitchController>(); w0 = water00.GetComponent <WaterController>(); w1 = water01.GetComponent <WaterController>(); w2 = water02.GetComponent <WaterController>(); bc = boat.GetComponent <BoatController>(); pc = player.GetComponent <PlyrMoveController>(); cc = mainCamera.GetComponent <CameraController>(); gameElements = GameObject.Find("GameElements"); menuposition = GameObject.Find("menuposition"); //clone.transform.position = cannon.transform.position; items = new List <GameObject>(); items.Add(createLife()); items.Add(createLife()); items.Add(createLife()); //MountMenu(); goToSavePoint(); }
void Start() { BoatMesh = GetComponent <MeshFilter>().mesh; UnderWaterMesh = UnderwaterMeshOBJ.GetComponent <MeshFilter>().mesh; originalVerticesArray = BoatMesh.vertices; originalTrianglesArray = BoatMesh.triangles; boatRB = GetComponent <Rigidbody>(); boatRB.maxAngularVelocity = 0.5f; GameObject gameController = GameObject.FindGameObjectWithTag("GameController"); waveScript = gameController.GetComponent <WaveController>(); waterScript = GameObject.FindGameObjectWithTag("Water").GetComponent <WaterController>(); }
/// <summary> /// This function updates periodically the wagon heating. /// </summary> protected override void UpdateCarSteamHeat(float elapsedClockSeconds) { // Update Steam Heating System // TO DO - Add test to see if cars are coupled, if Light Engine, disable steam heating. if (IsSteamHeatFitted && this.IsLeadLocomotive()) // Only Update steam heating if train and locomotive fitted with steam heating { // Update water controller for steam boiler heating tank WaterController.Update(elapsedClockSeconds); if (WaterController.UpdateValue > 0.0) { Simulator.Confirmer.UpdateWithPerCent(CabControl.SteamHeatBoilerWater, CabSetting.Increase, WaterController.CurrentValue * 100); } CurrentSteamHeatPressurePSI = SteamHeatController.CurrentValue * MaxSteamHeatPressurePSI; // Calculate steam boiler usage values // Don't turn steam heat on until pressure valve has been opened, water and fuel capacity also needs to be present, and steam boiler is not locked out if (CurrentSteamHeatPressurePSI > 0.1 && CurrentLocomotiveSteamHeatBoilerWaterCapacityL > 0 && CurrentSteamHeatBoilerFuelCapacityL > 0 && !IsSteamHeatBoilerLockedOut) { // Set values for visible exhaust based upon setting of steam controller HeatingSteamBoilerVolumeM3pS = 1.5f * SteamHeatController.CurrentValue; HeatingSteamBoilerDurationS = 1.0f * SteamHeatController.CurrentValue; Train.CarSteamHeatOn = true; // turn on steam effects on wagons // Calculate fuel usage for steam heat boiler float FuelUsageLpS = L.FromGUK(pS.FrompH(TrainHeatBoilerFuelUsageGalukpH[pS.TopH(CalculatedCarHeaterSteamUsageLBpS)])); CurrentSteamHeatBoilerFuelCapacityL -= FuelUsageLpS * elapsedClockSeconds; // Reduce Tank capacity as fuel used. float FuelOilConvertLtoKg = 0.85f; MassKG -= FuelUsageLpS * elapsedClockSeconds * FuelOilConvertLtoKg; // Reduce locomotive weight as Steam heat boiler uses fuel. // Calculate water usage for steam heat boiler float WaterUsageLpS = L.FromGUK(pS.FrompH(TrainHeatBoilerWaterUsageGalukpH[pS.TopH(CalculatedCarHeaterSteamUsageLBpS)])); CurrentLocomotiveSteamHeatBoilerWaterCapacityL -= WaterUsageLpS * elapsedClockSeconds; // Reduce Tank capacity as water used. MassKG -= WaterUsageLpS * elapsedClockSeconds; // Reduce locomotive weight as Steam heat boiler uses water - NB 1 litre of water = 1 kg. } else { Train.CarSteamHeatOn = false; // turn on steam effects on wagons } } }
void Start() { Screen.orientation = ScreenOrientation.LandscapeLeft; _currentSceneState = SceneState.Unfavorable; _dayNightCycleController = new DayNightCycleController(); _windController = new WindController(); _cloudController = new CloudController(StartCoroutine); _rainController = new RainController(); _temperatureController = new TemperatureController(StartCoroutine, _dayNightCycleController); _waterController = new WaterController(); _terrainController = new TerrainController(StartCoroutine); _snowController = new SnowController(); _treeGrowthStateController = new TreeGrowthStateController(StartCoroutine, _windController.UpdateTreeWindForceOnGrow); _sceneRestarted = false; }
/// <summary> /// This function updates periodically the wagon heating. /// </summary> protected override void UpdateCarSteamHeat(double elapsedClockSeconds) { // Update Steam Heating System // TO DO - Add test to see if cars are coupled, if Light Engine, disable steam heating. if (IsSteamHeatFitted && this.IsLeadLocomotive()) // Only Update steam heating if train and locomotive fitted with steam heating { // Update water controller for steam boiler heating tank WaterController.Update(elapsedClockSeconds); if (WaterController.UpdateValue > 0.0) { Simulator.Confirmer.UpdateWithPerCent(CabControl.SteamHeatBoilerWater, CabSetting.Increase, WaterController.CurrentValue * 100); } CurrentSteamHeatPressurePSI = SteamHeatController.CurrentValue * MaxSteamHeatPressurePSI; // Calculate steam boiler usage values // Don't turn steam heat on until pressure valve has been opened, water and fuel capacity also needs to be present, and steam boiler is not locked out if (CurrentSteamHeatPressurePSI > 0.1 && CurrentLocomotiveSteamHeatBoilerWaterCapacityL > 0 && CurrentSteamHeatBoilerFuelCapacityL > 0 && !IsSteamHeatBoilerLockedOut) { // Set values for visible exhaust based upon setting of steam controller HeatingSteamBoilerVolumeM3pS = 1.5f * SteamHeatController.CurrentValue; HeatingSteamBoilerDurationS = 1.0f * SteamHeatController.CurrentValue; Train.CarSteamHeatOn = true; // turn on steam effects on wagons // Calculate fuel usage for steam heat boiler float FuelUsageLpS = (float)Size.LiquidVolume.FromGallonUK(Frequency.Periodic.FromHours(TrainHeatBoilerFuelUsageGalukpH[Frequency.Periodic.ToHours(CalculatedCarHeaterSteamUsageLBpS)])); CurrentSteamHeatBoilerFuelCapacityL -= (float)(FuelUsageLpS * elapsedClockSeconds); // Reduce Tank capacity as fuel used. // Calculate water usage for steam heat boiler float WaterUsageLpS = (float)Size.LiquidVolume.FromGallonUK(Frequency.Periodic.FromHours(TrainHeatBoilerWaterUsageGalukpH[Frequency.Periodic.ToHours(CalculatedCarHeaterSteamUsageLBpS)])); CurrentLocomotiveSteamHeatBoilerWaterCapacityL -= (float)(WaterUsageLpS * elapsedClockSeconds); // Reduce Tank capacity as water used.Weight of locomotive is reduced in Wagon.cs } else { Train.CarSteamHeatOn = false; // turn on steam effects on wagons } } }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } // GameObject player = GameObject.FindWithTag ("Player"); // playerController = player.GetComponent<PlayerController> (); cloudSpawner = GetComponentInChildren <CloudSpawner> (); GameObject water = GameObject.FindWithTag("Water"); waterController = water.GetComponent <WaterController>(); obstacleGenerator = GetComponentInChildren <ObstacleGenerator>(); obstacleGenerator.GenerateObstacles(70f); }
public void InitChartDataElectric1() { //Show Chart initially when InitChartData called first time //LineChart lineChart = new LineChart(); //PieChart pieChart = new PieChart(); //lineChart.SetLineChartData(); //pieChart.SetPieChartData(); var gasChart = new GasController().GetGasData().Data; var waterChart = new WaterController().GetWaterData().Data; var kenh1Chart = new HomeController().GetChartKenh1Data().Data; var kenh2Chart = new HomeController().GetChartKenh2Data().Data; var kenh3Chart = new HomeController().GetChartKenh3Data().Data; var kenh4Chart = new HomeController().GetChartKenh4Data().Data; var kenh5Chart = new HomeController().GetChartKenh5Data().Data; var kenh6Chart = new HomeController().GetChartKenh6Data().Data; Clients.All.UpdateChartElectric1(gasChart, waterChart, kenh1Chart, kenh2Chart, kenh3Chart, kenh4Chart, kenh5Chart, kenh6Chart); //Call GetChartData to send Chart data every 5 seconds _ChartInstance.GetChartElectric1Data(); }
//Quadlist is list of y coordinates for each section public void CreateWaterBody(List<Vector2[]> quadList, List<Vector2> surfaceList, int direction, GameObject parentObj) { if (quadList.Count == 0) { return; } //Create water front surface List<Vector3> verts = new List<Vector3>(); List<int> tris = new List<int>(); List<Vector2> uvs = new List<Vector2>(); List<Vector3> normals = new List<Vector3>(); GameObject waterObj = (GameObject)Instantiate(waterSidePrefab); waterObj.AddComponent<MeshFilter>(); waterObj.AddComponent<MeshRenderer>(); Mesh mesh = waterObj.GetComponent<MeshFilter>().mesh; //mesh.Clear(); waterObj.transform.parent = parentObj.transform; waterController = parentObj.AddComponent<WaterController>(); float xCoord = quadList[0][0].x; //Initialize as the first x coordinate in the quad list int i = 0; //Debug.Log("xCoord" + xCoord); foreach (Vector2[] quad in quadList) { //Debug.Log("quad" + quad); if (i == 0) { //Add leftmost verts verts.Add(new Vector3(quad[0].x, quad[0].y, frontSurfZ)); verts.Add(new Vector3(quad[1].x, quad[1].y, frontSurfZ)); //uvs.Add(new Vector2(i, i)); //Might want to redo UVs to scale to correct height //uvs.Add(new Vector2(i, i+1)); normals.Add(Vector3.back); normals.Add(Vector3.back); } xCoord += 1f * direction; verts.Add(new Vector3(quad[2].x, quad[2].y, frontSurfZ)); verts.Add(new Vector3(quad[3].x, quad[3].y, frontSurfZ)); //uvs.Add(new Vector2(i + 1, i)); //Might want to redo UVs to scale to correct height //uvs.Add(new Vector2(i + 1, i + 1)); normals.Add(Vector3.back); normals.Add(Vector3.back); //if (i == 2) //{ // Debug.Log("VERTS1 " + verts[0]); // Debug.Log("VERTS2 " + verts[1]); // Debug.Log("VERTS3 " + verts[2]); // Debug.Log("VERTS4 " + verts[3]); // Debug.Log("VERTS5 " + verts[4]); // Debug.Log("VERTS6 " + verts[5]); // Debug.Log("VERTS7 " + verts[6]); // Debug.Log("VERTS8 " + verts[7]); // //Debug.Log("VERTS9 " + verts[8]); //} i++; } //Debug.Log("quadList length " + quadList.Count); //Debug.Log("verts length " + verts.Count); bool flipNormals = false; for (int j = 0; j < verts.Count - 2; j++) { if (direction == 1) { if (!flipNormals) { tris.Add(j); tris.Add(j + 1); tris.Add(j + 2); } else { tris.Add(j); tris.Add(j + 2); tris.Add(j + 1); } } else { if (!flipNormals) { tris.Add(j); tris.Add(j + 2); tris.Add(j + 1); } else { tris.Add(j); tris.Add(j + 1); tris.Add(j + 2); } } flipNormals = !flipNormals; } //Debug.Log("tris length " + tris.Count); //Debug.Log("tris last " + tris[tris.Count-1]); //Debug.Log("tris list " + tris); mesh.vertices = verts.ToArray(); //ret.uv = uvs.ToArray(); mesh.triangles = tris.ToArray(); //ret.normals = normals.ToArray(); //mesh.RecalculateNormals(); mesh.RecalculateBounds(); waterObj.GetComponent<Renderer>().material = waterMaterial; //Debug.Log("mesh length: " + mesh.GetTriangles(0).ToString()); CreateTopSurfaces(surfaceList, parentObj, direction); }