void UpdateDisplay() { yourBox.Deactivate(); theirBox.Deactivate(); if (sequenceIndex >= sequence.dialogue.Length) { yourBox.Deactivate(); theirBox.Deactivate(); manager.EndDialogue(sequence.storySequence); gameObject.SetActive(false); return; } DialogueSequence.Dialogue current = sequence.dialogue[sequenceIndex]; DialogueSequence.Character character = sequence.GetCharacter(current.characterIndex); DialogueDisplay box = character.flipSide ? theirBox : yourBox; box.Show(current.character, current.text, character.characterSprite); if (character.gameObject && current.target) { movement mv = character.gameObject.GetComponent <movement>(); if (mv) { mv.SetTarget(current.target, false); } } }
void Awake() { current = this; Application.targetFrameRate = 60; //transform.position = GameObject.Find("bigLeo(Clone)").transform.position; }
// Start is called before the first frame update void Awake() { hpNow = hpMax; ia = GetComponent <ia>(); movement = GetComponent <movement>(); actions = GetComponent <actions>(); }
IEnumerator Chop(GameObject veg, movement player) { salad.InChoping(); //ProgressBar.transform.localScale = Vector3.one; player.AllowMove = false; float t = veg.GetComponent <Vegetable>().ChoppingTime; //float factor = Time.deltaTime / t; Vector3 scalefactor = new Vector3(Time.deltaTime / t, 0, 0); while (t > 0) { t -= Time.deltaTime; if (ProgressBar.gameObject.transform.localScale.x > 0) { ProgressBar.transform.localScale -= scalefactor; } else { ProgressBar.transform.localScale = Vector3.zero; } yield return(null); } player.AllowMove = true; salad.EndOfChopping(); yield return(new WaitForSeconds(1)); ProgressBar.transform.localScale = Vector3.one; }
void Start() { timer = 0; audio = GetComponent<AudioSource>(); upperBody = new List<GameObject>(); lowerBody = new List<GameObject>(); upperBodyItems = new string[] { "blouse", "jacket", "shirt", "tank" }; lowerBodyItems = new string[] { "miniskirt", "shorts", "pants", "dress" }; for (int i = 0; i < 4; i++) { upperBody.Add(Resources.Load("Prefabs/" + upperBodyItems[i]) as GameObject); lowerBody.Add(Resources.Load("Prefabs/" + lowerBodyItems[i]) as GameObject); } //shooter ref shoot_ref = GameObject.Find("Fashion_Shooter_Gun").GetComponent<shooter>(); //inventory ref invent_ref = GameObject.Find("FashionPolice").GetComponent<InventorySpawnner>(); //movement ref move_ref = GameObject.Find("FashionPolice").GetComponent<movement>(); //inventroy changeref //= GameObject.Find("").GetComponent<InventoryChanger>(); score_track = GameObject.Find("FashionPolice").GetComponent<ScoreTracker>(); speechBubble = GameObject.FindGameObjectWithTag("SpeechBubble").GetComponentInChildren<Image>(); feedback1 = GameObject.Find("SpeechBubble").GetComponentInChildren<Text>(); feedback2 = GameObject.Find("SpeechBubble").GetComponentInChildren<Text>(); }
// Start is called before the first frame update void Awake() { movementPlayer = GetComponent <movement>(); atb = GetComponent <attributes>(); AddScores(0); canMove = true; }
public void Setup() { // Get references to the components. m_Movement = m_Instance.GetComponent <movement>(); //m_Shooting = m_Instance.GetComponent<TankShooting>(); //m_Health = m_Instance.GetComponent<TankHealth>(); m_Setup = m_Instance.GetComponent <PlayerSetup>(); // Get references to the child objects. //m_TankRenderers = m_Health.m_TankRenderers; //Set a reference to that amanger in the health script, to disable control when dying //m_Health.m_Manager = this; // Set the player numbers to be consistent across the scripts. m_Movement.m_PlayerNumber = m_PlayerNumber; m_Movement.m_LocalID = m_LocalPlayerID; //m_Shooting.m_PlayerNumber = m_PlayerNumber; //m_Shooting.m_localID = m_LocalPlayerID; //setup is use for diverse Network Related sync m_Setup.m_Color = m_PlayerColor; m_Setup.m_PlayerName = m_PlayerName; m_Setup.m_PlayerNumber = m_PlayerNumber; m_Setup.m_LocalID = m_LocalPlayerID; }
public void Move(movement move) { switch (move) { case movement.down: { Y--; break; } case movement.up: { Y++; break; } case movement.left: { X--; break; } case movement.right: { X++; break; } case movement.none: { break; } } }
// Update is called once per frame void Update() { timer += Time.deltaTime; if (target == null) { target = GameObject.FindGameObjectWithTag("Player"); } player_movement = target.GetComponent <movement>(); //hadi htan kon ana player 3la lard 3ad ytba3ni 3adow if (player_movement.standing == true) { player_Standing = true; attenstion.SetActive(true); } else { attenstion.SetActive(false); player_Standing = false; } //hadi bash ytba3ni 3adow ila kont kanshof fih if (player_Standing == true && iamIlive == true) { transform.position = Vector3.MoveTowards(transform.position, target.transform.position + distance_between, ratio); distance = transform.position.x - target.transform.position.x; Debug.Log(distance); Flip(distance); } }
// Use this for initialization void Start() { myMovement = this.GetComponent <movement>(); myShoot = this.GetComponentInChildren <shoot>(); Players = GameObject.Find("Players").transform; Projectiles = GameObject.Find("Projectiles").transform; }
public void Update() { GameObject color = GameObject.Find("color"); Image myImage = color.GetComponent <Image>(); CurrentHealth = myImage.fillAmount; current_energy = PlayerPrefs.GetInt("energy"); GameObject tot_n = GameObject.Find("Bro"); movement keimeno = tot_n.GetComponent <movement> (); if (keimeno != null) { Total_Points_Nokia = keimeno.Total_Points_Nokia; } GameObject tot_j = GameObject.Find("Bro"); movement_justin keimeno2 = tot_j.GetComponent <movement_justin> (); if (keimeno2 != null) { Total_Points_Justin = keimeno2.Total_Points_Justin; } if (CurrentHealth <= 0 && reduced == false) { decrease(); StartCoroutine(MyMethod()); } }
void decrease() { GameObject tot_n = GameObject.Find("Bro"); movement keimeno = tot_n.GetComponent <movement> (); if (keimeno != null) { gTotal = gTotal + Total_Points_Nokia; PlayerPrefs.SetInt("Grand_Total", gTotal); } GameObject tot_j = GameObject.Find("Bro"); movement_justin keimeno2 = tot_j.GetComponent <movement_justin> (); if (keimeno2 != null) { gTotal = gTotal + Total_Points_Justin; PlayerPrefs.SetInt("Grand_Total", gTotal); } reduced = true; current_energy -= 1; PlayerPrefs.SetInt("energy", current_energy); }
void FixedUpdate() { if (player != null) { GameObject player_go = GameObject.FindGameObjectWithTag("Player"); movement movm = player_go.GetComponent <movement> (); if (movm.isStarted()) { Vector3 pos = transform.position; pos.x += prevSpeed * Time.deltaTime; transform.position = pos; if (prevSpeed < player.GetComponent <Rigidbody2D>().velocity.x + 2f) { prevSpeed = player.GetComponent <Rigidbody2D>().velocity.x - 1f; if (prevSpeed < 2f) { prevSpeed = 2f; } } if (player.GetComponent <Rigidbody2D>().position.x - transform.position.x > -1) { prevSpeed += 50f * Time.deltaTime; } } else { prevSpeed = 0; } } }
// Update is called once per frame void Update() { if (target == null) { target = GameObject.FindGameObjectWithTag("Player"); } player_movement = target.GetComponent <movement> (); //hadi htan kon ana player 3la lard 3ad ytba3ni 3adow if (player_movement.standing == true) { player_Standing = true; } else { player_Standing = false; } //hadi bash ytba3ni 3adow ila kont kanshof fih if (gotIt) { if (player_Standing) { transform.position = Vector3.MoveTowards(transform.position, target.transform.position, ratio); distance = transform.position.x - target.transform.position.x; Debug.Log(distance); Flip(distance); } } }
void Start() { rb2d = GetComponent <Rigidbody2D>(); mmt = FindObjectOfType <movement>(); rb2d.AddForce(-transform.up * 150); }
void Start() { animator = GetComponent <Animator>(); // set starting position & oritentation for seagull transform.position = new Vector3(0.0f, soarHeight, radiusOfOrbit); transform.Rotate(Vector3.up, 90, Space.Self); fireCountDown = fireDelay; laser = gameObject.AddComponent <LineRenderer>(); laser.material = laserMaterial; laser.endWidth = 0.4f; laser.startWidth = 0.4f; movement = Player.GetComponent <movement>(); audioSrc = GetComponent <AudioSource>(); switch (gameObject.GetComponent <GameSettings>().GetDifficulty()) { case 0: distanceFromPlayer = 50; break; case 1: distanceFromPlayer = 30; break; } }
private void Awake() { rb = GetComponent <Rigidbody2D>(); inputManager = GameObject.Find("InputManager").GetComponent <InputManager>(); animator = GetComponent <Animator>(); lastMove = movement.south; }
void Start() { anim = GetComponent <Animator>(); coll = GetComponentInParent <Collision>(); move = GetComponentInParent <movement>(); sr = GetComponent <SpriteRenderer>(); }
// Use this for initialization void Start() { // Controller = GameObject.Find ("controller2").GetComponent<controllerTut> (); Move = Movement.GetComponent <movement> (); Red.transform.position = new Vector2(way1.position.x, 5); StartCoroutine("stopRed"); }
// Launch Distractors after 3 seconds IEnumerator ActivateDistractors() { yield return(new WaitForSeconds(3)); // attach movement to controller movement mm = distractor.GetComponent <movement> (); mm.SetController(this.gameObject); // Arrays to keep track of targets and distractors GameObject[] targets = GameObject.FindGameObjectsWithTag("Special"); GameObject[] dists = GameObject.FindGameObjectsWithTag("Distractor"); // Launch all distractors for (int i = 0; i < distractors; i++) { Vector3 pos = new Vector3(Random.Range(-13, 13), Random.Range(-5, 5), -2f); // Loops to check if spawning is happening inside another object bool free = false; while (!free) { bool check = true; foreach (GameObject t in targets) { if (Vector3.Distance(t.transform.position, pos) < 4) { pos = new Vector3(Random.Range(-13, 13), Random.Range(-5, 5), -2f); check = false; break; } } foreach (GameObject dis in dists) { if (Vector3.Distance(dis.transform.position, pos) < 4) { pos = new Vector3(Random.Range(-13, 13), Random.Range(-5, 5), -2f); check = false; break; } } if (check) { free = true; } } // Instantiate distractor and set color alpha to 0. GameObject ob = Instantiate(distractor, pos, Quaternion.Euler(new Vector3(0, 0, 0))); Color color = ob.GetComponent <Renderer> ().material.color; color.a = 0; ob.GetComponent <Renderer> ().material.color = color; dists = GameObject.FindGameObjectsWithTag("Distractor"); } spawning = true; fading = true; StartCoroutine(FadeIn()); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); target = GameObject.FindObjectOfType <movement>(); moveDirection = (target.transform.position - transform.position).normalized * moveSpeed; rb.velocity = new Vector2(moveDirection.x, moveDirection.y); Destroy(gameObject, 3f); }
//Fungsi Untuk Respawn Disaat Player Mati ke tempat yang sudah Ditentukan void Respawn(Rigidbody2D col) { movement move = new movement(); died = false; col.transform.position = respawnPosition.position; move.enabled = true; }
public static void GenerateBooster(movement _player) { int rnd = Random.Range(0, 3); GameObject booster = Instantiate(BoosterObj[rnd]); booster.GetComponent <Booster>().IsInstantiated = true; booster.GetComponent <Booster>().player = _player; }
public void MoveToTrash(GameObject Veg, movement player) { Veg.transform.SetParent(this.transform); Veg.transform.localPosition = Vector3.zero; items.Add(Veg); player.AddScore(vegetableMinusPoint); StartCoroutine(Deleteall()); }
void Oncollisionenter(collision collisioninfo) //a function with collision information (object,position etc) as parameter. { if (collisioninfo.collider.tag == 'Obstacle') //if colliding object is marked as an 'obstacle'. tags are used to mark entities of a type. { movement enabled = false; // or GetComponent<Playermovement>().enabled=false; //disable movement or force halt. } }
void Start() { tutTimer = 0.5f; mov = GameObject.Find("cart").GetComponent <movement>(); textBox.text = "LEVEL " + PlayerPrefs.GetInt("LevelNumber").ToString(); currentIndex = SceneManager.GetActiveScene().buildIndex; Debug.Log("Level " + "Start , " + PlayerPrefs.GetInt("LevelNumber")); }
void Start() { destroyed3 = false; StartCoroutine(Spawner()); animator = transform.GetComponentInChildren <Animator>(); GameObject skori = GameObject.Find("Bro"); movement keimeno = skori.GetComponent <movement> (); }
// Use this for initialization void Start() { player = FindObjectOfType <movement>(); moving = false; GameObject bro = GameObject.Find("myAnimationBros 1"); animator_bro = bro.GetComponent <Animator> (); }
void Start() { garage = GameObject.Find("PoliceReturn"); successChance = Random.Range(0, 100); // sets the chance of success for that particular crime target = transform; // sets variable to the transform of object script = policeCar.GetComponent <movement> (); //Gives me access to movement script StartCoroutine(crimeTimer()); }
void Start () { garage = GameObject.Find ("PoliceReturn"); successChance = Random.Range (0, 100); // sets the chance of success for that particular crime target = transform; // sets variable to the transform of object script = policeCar.GetComponent<movement> (); //Gives me access to movement script StartCoroutine (crimeTimer ()); }
void Start() { angle = 0f; state = movement.stop; acceleration = new Vector3(0f, 0f, 0f); velocity = new Vector3(0f, 0f, 0f); Debug.Log(maxSpeed); }
public void MoveToTrash(Salad salad, movement player) { salad.gameObject.transform.SetParent(this.transform); //salad.gameObject.transform.position = Vector3.zero; salad.gameObject.transform.localPosition = Vector3.zero; items.Add(salad.gameObject); player.AddScore(SaladMinusPoint); StartCoroutine(Deleteall()); }
void Start() { deplacement = transform.root.GetComponent<movement>(); ActivateCamera(true); mouse_sensivity = 1.5f; max_distance = 3.0f; }
private void OnTriggerExit2D(Collider2D collision) { Debug.Log("leave icey boi"); if (collision.gameObject.CompareTag("Player")) { movement x = collision.gameObject.GetComponent <movement>(); x.slide(false); } }
void OnCollisionEnter(Collision collision) { ContactPoint contact = collision.contacts[0]; if (collision.gameObject.name=="FashionPolice") { move = collision.gameObject.GetComponent("movement") as movement; move.speed = 0.0f; collision.gameObject.transform.RotateAround(contact.point, Vector3.up, 20*Time.deltaTime); } }
// Use this for initialization void Awake() { progress = (GameObject)Instantiate(progressBar, transform.position, Quaternion.identity); progress.renderer.enabled = false; Movement = gameObject.GetComponent<movement>(); ActionButton = (GameObject)Instantiate(RBButton, transform.position, Quaternion.identity); //ActionButton.transform.renderer.enabled = false; }
public attack(attack a) { moveList = new List<movement>(); loops = a.loops; extraDamagePerChargeLevel = a.extraDamagePerChargeLevel; movementMult = a.movementMult; turnMult = a.turnMult; staminaDrain = a.staminaDrain; for (int i = 0; i < a.moveList.Count; i++) { movement m = new movement(a.moveList[i]); moveList.Add(m); } }
// Use this for initialization private void Start() { progress = null; Movement = gameObject.GetComponent<movement>(); ActionButton = (GameObject)Instantiate(RBButton, transform.position, Quaternion.identity); ActionButton.transform.renderer.enabled = false; if (Movement == null) Debug.Log("ERROR - need to be assigned movement for player"); for (int i = 0; i < 3; i++) Inventory[i] = null; }
public void insertChargingIfAppropriate(movement m) { if (!isChargeable()) return; if (moveList[0].isFinished()) { chargeLevel++; movement c = new movement(m); c.startVec = moveList[0].endVec; c.endVec = moveList[0].endVec; c.currentChargeLevel = chargeLevel; c.chargeLevels = moveList[0].chargeLevels; c.updateQuats(); moveList.Insert(1, c); } }
// Use this for initialization private void Start() { progress = null; Offset[0] = new Vector3(-0.4f, -0.81f, 0); Offset[1] = new Vector3(-0f, -0.81f, 0); Offset[2] = new Vector3(0.4f, -0.81f, 0); Movement = gameObject.GetComponent<movement>(); ActionButton = (GameObject)Instantiate(RBButton, transform.position, Quaternion.identity); ActionButton.transform.renderer.enabled = false; if (PickupDisplayIcons[2] == null) Debug.Log("ERROR - needs PickupDisplayIcons"); if (Movement == null) Debug.Log("ERROR - need to be assigned movement for player"); for (int i = 0; i < 3; i++) Inventory[i] = null; }
private void Awake() { //progress = null; progress = (GameObject)Instantiate(progressBar, transform.position, Quaternion.identity); progress.renderer.enabled = false; Offset[0] = new Vector3(-0.4f, -0.81f, 0); Offset[1] = new Vector3(-0f, -0.81f, 0); Offset[2] = new Vector3(0.4f, -0.81f, 0); string path = "Prefabs/" + PickupDisplayIcons[0].name; if (Network.connections.Length > 0) { for(int i = 0; i < 3; i++) { PickupDisplayIcons[i] = (GameObject) Connector.AddEntityReturn(PickupDisplayIcons[i].name, transform.position, Quaternion.identity, path, "Untagged", false); PickupDisplayIcons[i].layer = 4; PickupDisplayIcons[i].renderer.enabled = false; } } else { for(int i = 0; i < 3;i++) { PickupDisplayIcons[i] = (GameObject)Instantiate(Resources.Load(path), transform.position, Quaternion.identity); PickupDisplayIcons[i].name = "PickupDisplayIcons"; PickupDisplayIcons[i].renderer.enabled = false; PickupDisplayIcons[i].layer = 4; } } Movement = gameObject.GetComponent<movement>(); ActionButton = (GameObject)Instantiate(RBButton, transform.position, Quaternion.identity); ActionButton.transform.renderer.enabled = false; if (PickupDisplayIcons[2] == null) Debug.Log("ERROR - needs PickupDisplayIcons"); if (Movement == null) Debug.Log("ERROR - need to be assigned movement for player"); for (int i = 0; i < 3; i++) Inventory[i] = null; }
void OnTriggerEnter(Collider collider) { //Debug.Log(canTalk); if (collider.gameObject.name == "FashionPolice") { // ic = GameObject.FindGameObjectWithTag("Buttons").GetComponent<InventoryChanger>(); move = collider.gameObject.GetComponent("movement") as movement; move.speed = 0.0f; Vector3 player = collider.transform.position; player.y = transform.position.y; transform.LookAt(player); //stop bullet firing until selection shoot_ref.setFire(false); move_ref.canMove = false; } }
public Quaternion tick(float ftime, bool requestChargeup, movement chargeupMove) { Quaternion Q = Quaternion.identity; if(moveList.Count <= 0) { return Q; } if(!moveList[0].isGoing()) { moveList[0].fire(); } moveList[0].tick(ftime); Q = moveList[0].getRotation(); turnMult = moveList[0].getTurnCapDeg(); movementMult = moveList[0].getMovementMult(); if(requestChargeup) { insertChargingIfAppropriate(chargeupMove); } else { removeChargingIfAppropriate(); } if(moveList[0].isFinished()) { moveList.RemoveAt(0); numPopped++; } return Q; }
public movement(movement a) { //init(a.startVec, a.endVec, a.timeSeconds, a.movementMultiplierCurve); startVec = a.startVec; endVec = a.endVec; timeSeconds = a.timeSeconds; movementMultiplierCurve = a.movementMultiplierCurve; turnAmountMultiplierCurve = a.turnAmountMultiplierCurve; interpolateCurve = a.interpolateCurve; maxTurncapDeg = a.maxTurncapDeg; damage = a.damage; //canBeCharged = a.canBeCharged; chargeLevels = a.chargeLevels; //chargeTime = a.chargeTime; currentChargeLevel = a.currentChargeLevel; if(startVec.magnitude > Mathf.Epsilon) startQuat.SetLookRotation(startVec); if(endVec.magnitude > Mathf.Epsilon) endQuat.SetLookRotation(endVec); isInit = true; }
public void startAtFinishOfPrev(movement prev) { startVec = prev.endVec; }
private static void insertIfValueChanged(int p_cameraId, int p_motionLevel, Int64 p_milliSsecondsSinceStart, string p_profile) { int statsLimit = statisticsCountLimit; bool found = false; //keep the list os statistics to a reasonable size if (statList.Count > statsLimit) { statList.RemoveRange(0, 1); } foreach (LastMovement item in lastMovementList) { if (item.cameraId == p_cameraId && item.profile == p_profile) { found = true; if (item.motionLevel != p_motionLevel) { item.milliSecondsSinceStart = p_milliSsecondsSinceStart; item.motionLevel = p_motionLevel; movement mv = new movement(); mv.cameraId = p_cameraId; mv.motionLevel = p_motionLevel; mv.milliSecondsSinceStart = p_milliSsecondsSinceStart; mv.dateTime = DateTime.Now; mv.profile = p_profile; statList.Add(mv); } break; } } if (!found) { LastMovement mov = new LastMovement(); mov.cameraId = p_cameraId; mov.milliSecondsSinceStart = p_milliSsecondsSinceStart; mov.motionLevel = p_motionLevel; mov.profile = p_profile; lastMovementList.Add(mov); } }
// Use this for initialization void Start() { moveScript = sphere.GetComponent("movement") as movement; animScript = gameObject.GetComponent("CharacterAnim") as CharacterAnim; tapScript = sphere.GetComponent("touchMonitor") as touchMonitor; // bulletSpawn = sphere.GetComponent("bulletSpawn") as bulletSpawn; moveHandBone = false; touchMonitor.tapMonitor += tapDetected; angleEvent += angleMethod; // HANDLE THE CASE WHERE HE INSTANTIATES MULTIPLE BULLETS WHEN ANGLES R LOW... // USE EVENTS FOR SWIPE // EVENTS FOR ANIMS }