private void Start() { // Set UI panels to be hidden or visible at the start gameOver.SetActive(false); blurPanel.SetActive(true); controlPanel.SetActive(true); // Reset rounded score for audio event roundScore = 0; blendingScoreRTPC.SetGlobalValue(roundScore); // Acquire the progress arrow's position from startup arrowPos = progArrow.transform.position; // Set target score to a quarter of the total score for each round (1/4 so every minigame adds up to total) targetScore = MinigameScores.ScoreTarget / 4; // Set the initial position and rotation of the particle emitter to make sure particles shoot towards camera particlePosition = new Vector3(blender.transform.position.x - 3, blender.transform.position.y + 3, 1.0f); particleRotation = new Quaternion(Quaternion.identity.x + 180, Quaternion.identity.y, Quaternion.identity.z, Quaternion.identity.w); // Get the animator for the blender and wheel wheelAnimator = wheel.GetComponent <Animator>(); goblinAnimator = goblin.GetComponent <Animator>(); blenderAnimator = blender.GetComponent <Animator>(); // Get the height of the progress bar progBarTotalHeight = progBar.GetComponent <Renderer>().bounds.size.y; // Play audio blendMinigameStart.Post(gameObject); }
public void EnableMagic() { SpellChargeLevel.SetGlobalValue(0f); SpellChargeStart.Post(gameObject); InputManager.OnUseDown += OnCharge; InputManager.OnUseUp += OffCharge; }
public void SetRTPC(float value) { if (Menu.isOpen) { RTPC.SetGlobalValue(value); } }
public override void ProcessFrame(Playable playable, FrameData info, object playerData) { if (!m_OverrideTrackObject) { // At this point, m_RTPCObject will have been set to the timeline owner object in AkRTPCPlayable::CreatePlayable(). // If the track object is null, we keep using the timeline owner object. Otherwise, we swap it for the track object. GameObject obj = playerData as GameObject; if (obj != null) { m_RTPCObject = obj; } }//If we are overriding the track object, the m_RTPCObject will have been resolved in AkRTPCPlayable::CreatePlayable(). if (m_Parameter != null) { if (m_SetRTPCGlobally || m_RTPCObject == null) { m_Parameter.SetGlobalValue(RTPCValue); } else { m_Parameter.SetValue(m_RTPCObject, RTPCValue); } } }
// Update is called once per frame void Update() { TimeOfDayRTPC.SetGlobalValue(time); if (!started) { return; } Vector3 position = transform.position; position.y += speed; transform.position = position; time = position.y; if (time >= nightTimeEnd) { nightTime = false; } if (time >= nightTimeStart) { nightTime = true; } if (time >= resetTime) { position.y = 0f; transform.position = position; time = 0f; nightTime = true; } }
// Update is called once per frame void Update() { currentPower = Mathf.MoveTowards(currentPower, targetPower, powerDelta); if (EnginePowerRTPC != null) { EnginePowerRTPC.SetGlobalValue(currentPower); } }
// Use this for initialization void Start() { cam = transform.parent.GetComponentInChildren <Camera>(); background = GameObject.FindGameObjectWithTag("Background"); boundsX = background.GetComponentInChildren <BoxCollider2D>().bounds.size.x; boundsY = background.GetComponentInChildren <BoxCollider2D>().bounds.size.y; camWidth = 18.0f; camHeight = 5.0f; camPosition = new Vector3(0.0f, 0.0f, -10.0f); bulletSpeed = 20.0f; currentBulletSpeed = bulletSpeed; bulletOffsetX = 0.2f; bulletDist = new Vector3(bulletOffsetX, 0, 0); maxAmmo = 8; currentAmmo = 0; maxPollution = 10; currentPollution = 0; pollutionPerAmmo = 1; pollutionToNextAmmo = pollutionPerAmmo; speedIncrease = 15.7f; scale = 0.4f; maxSpeed = 24.0f; velocity = new Vector3(0, 0, 0); isJumping = false; scaleVector = new Vector3(scale, scale, 1); playerHeight = transform.position.y + 40.0f; playerHeight = Mathf.Lerp(0.0f, 100.0f, playerHeight); heightRTPC.SetGlobalValue(playerHeight); score = 0; stopped = 0; controller = GameObject.FindObjectOfType <GameController>(); //bulletPosition = new Vector3(-bulletDist, 0, 0) + transform.position; }
IEnumerator AkHealthStatus() { while (true) { HealthLevel.SetGlobalValue(Mathf.Min(HealthOfPlayer, 100)); yield return(new WaitForSeconds(0.1f)); } }
public void ToggleMenu() { if (isOpen || !DialogueManager.DialogueActive) { menuOpen = !menuOpen; isOpen = menuOpen; if (menuOpen) { source.clip = Open; source.Play(0); MenuOpenSound.Post(gameObject); MenuRTPC.SetGlobalValue(100f); GameManager.Instance.gameSpeedHandler.PauseGameSpeed(gameObject.GetInstanceID()); GameManager.Instance.BlurCam(); QuestBox.EnableObject(0.5f); #if UNITY_STANDALONE PlayerManager.Instance.cameraScript.FreezeAndShowCursor(true, gameObject); ControlsBox.EnableObject(0.5f); #endif } else { source.clip = Close; source.Play(0); MenuCloseSound.Post(gameObject); MenuRTPC.SetGlobalValue(0f); GameManager.Instance.gameSpeedHandler.UnPauseGameSpeed(gameObject.GetInstanceID()); GameManager.Instance.UnBlurCam(); QuestBox.DisableObject(0.25f); #if UNITY_STANDALONE PlayerManager.Instance.cameraScript.FreezeAndShowCursor(false, gameObject); ControlsBox.DisableObject(0.25f); #endif } if (OnMenuStateChange != null) { OnMenuStateChange(menuOpen); } OnMenuDown.Invoke(menuOpen); } }
private void LateUpdate() { runAmount = Mathf.Lerp(runAmount, playerBody.velocity.magnitude / 7.1f, Time.deltaTime * 10f); //TODO: Fix these hard-coded number. //Update the movementSpeed parameter in the animator animator.SetFloat(movementSpeedHash, runAmount); float RTPCValue = runAmount * 100f; MovementSpeed.SetGlobalValue(RTPCValue); }
// Only handle controls changing speed or velocity here // If changing velocity, put it inside a variable and have // FixedUpdate add that velocity on top of the current velocity // and then have it reset that variable void Update() { if (speedChange != 0 && !(movementSpeed + speedChange <= 0)) { movementSpeed += speedChange * changeSpeedSpeed; } waterSpeed = movementSpeed; speedOfWaterRTPC.SetGlobalValue(MetaballManager.waterSpeed); }
void Update() { mood = (CalculateMood() <= 1f) ? CalculateMood() : 1f; if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } hpRTPC.SetGlobalValue(hp); }
IEnumerator Regen() { Health.Post(this.gameObject); StartCoroutine(AkHealthStatus()); while (true) { if (isAlive) { if (isRegenerating) { if (regenSpeed < 1f) { regenSpeed += Time.deltaTime / maxRegenerationSpeed; } if (HealthOfPlayer < 100f) { RegenerationLevel.SetGlobalValue(RegenerationCurve.Evaluate(regenSpeed) * 100f); HealthOfPlayer += RegenerationCurve.Evaluate(regenSpeed); } else { RegenerationLevel.SetGlobalValue(0f); } } else { regenerationCooldown += Time.deltaTime / timeBeforeRegen; if (regenerationCooldown > 1f) { isRegenerating = true; } } } else { HealthOfPlayer = 100f; } yield return(null); } }
private void Start() { if (global) { RTPC.SetGlobalValue(value); } else { RTPC.SetValue(ObjectReference != null ? ObjectReference : gameObject, value); } }
private void Update() { //bkGndSatSldrValue = bkGndSatSldr.value; if (bkGndSatSldrValue != bkGndSatSldr.value) { MGPV.RPC("UpdateSaturation", RpcTarget.AllBufferedViaServer, bkGndSatSldr.value); } masterLFO.SetGlobalValue(bkGndSatSldrValue * 100); CreateShape(); UpdateMesh(); }
private void Update() { throttle = Movement.Throttle; ThrusterVolume = 0; for (int i = 0; i < 3; i++) //use the largest throttle value for the sound { throttle[i] = Mathf.Abs(throttle[i]); if (ThrusterVolume < throttle[i]) { ThrusterVolume = throttle[i]; } } // Debug.Log(ThrusterVolume); ThrusterImpulseRTPC.SetGlobalValue(ThrusterVolume); }
void FixedUpdate() { //Move the character if ((rb.position.x >= PostWwiseEvent.mapRight) && (this.movement.x == 1)) { this.movement.x = 0; } if ((rb.position.x <= PostWwiseEvent.mapLeft) && (this.movement.x == -1)) { this.movement.x = 0; } if ((rb.position.y >= PostWwiseEvent.mapTop) && (this.movement.y == 1)) { this.movement.y = 0; } if ((rb.position.y <= PostWwiseEvent.mapBottom) && (this.movement.y == -1)) { this.movement.y = 0; } rb.MovePosition(rb.position + movement * speed * Time.fixedDeltaTime); charXPos.SetGlobalValue(100 * (rb.position.x - PostWwiseEvent.mapLeft) / PostWwiseEvent.mapHorizontalDist); }
IEnumerator DistanceToEnemies() { while (true) { float combatLevel = Enemies.Count; if (!overrideEnemyRTPCs) { EvilHeadValue = EvilCrawlerValue = EvilSpitPlantValue = 1f; if (Enemies.Count > 0) { Transform playerTransform = PlayerManager.Instance.playerTransform; if (Enemies.Count > 2) { Enemies.Sort((Creature a, Creature b) => Vector3.SqrMagnitude(playerTransform.position - a.transform.position).CompareTo(Vector3.SqrMagnitude(playerTransform.position - b.transform.position))); } Creature closestEvilHead = Enemies.FirstOrDefault(x => x.AttackType == WeaponTypes.EvilHead); Creature closestEvilSpitPlant = Enemies.FirstOrDefault(x => x.AttackType == WeaponTypes.EvilSpitPlant); Creature closestEvilCrawler = Enemies.FirstOrDefault(x => x.AttackType == WeaponTypes.EvilCrawler); EvilHeadValue = Mathf.Clamp01(closestEvilHead != null ? (Vector3.SqrMagnitude(closestEvilHead.transform.position - playerTransform.position) / (proximityThreshold * proximityThreshold)) : 1f); EvilSpitPlantValue = Mathf.Clamp01(closestEvilSpitPlant != null ? (Vector3.SqrMagnitude(closestEvilSpitPlant.transform.position - playerTransform.position) / (proximityThreshold * proximityThreshold)) : 1f); EvilCrawlerValue = Mathf.Clamp01(closestEvilCrawler != null ? (Vector3.SqrMagnitude(closestEvilCrawler.transform.position - playerTransform.position) / (proximityThreshold * proximityThreshold)) : 1f); } } EvilHeadRTPC.SetGlobalValue(EvilHeadValue * 100f); EvilCrawlerRTPC.SetGlobalValue(EvilCrawlerValue * 100f); EvilSpitPlantRTPC.SetGlobalValue(EvilSpitPlantValue * 100f); CombatLevelRTPC.SetGlobalValue(combatLevel); yield return(new WaitForSeconds(0.1f)); } }
// Update is called once per frame void Update() { WaterSpeedRPTC.SetGlobalValue(MetaballManager.waterSpeed); }
// Update is called once per frame. void Update() { float distance = Vector3.Distance(OtherTransform.position, transform.position); GameParameter.SetGlobalValue(distance); }
private void Update() { timescale.SetGlobalValue(Time.timeScale); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.J)) { if (photonView.ViewID == myControl) { Color.RGBToHSV(head.color, out value, out ignore, out ignore); headVal = value; Color.RGBToHSV(torso.color, out value, out ignore, out ignore); torsoVal = value; Color.RGBToHSV(leftArm.color, out value, out ignore, out ignore); armVal = value; Color.RGBToHSV(leftLeg.color, out value, out ignore, out ignore); legVal = value; snap = true; } } if (photonView.CreatorActorNr == GameController.actorNumber) { if ((Input.GetKeyUp("a")) || (Input.GetKeyUp("d"))) { this.movement.x = 0; } if ((Input.GetKeyUp("w")) || (Input.GetKeyUp("s"))) { this.movement.y = 0; } if (Input.GetKeyDown("a")) { if (rb.position.x >= PostWwiseEvent.mapLeft) { this.movement.x = -1; } else { this.movement.x = 0; } } else if (Input.GetKeyDown("d")) { if (rb.position.x <= PostWwiseEvent.mapRight) { this.movement.x = 1; } } if (Input.GetKeyDown("w")) { if (rb.position.y <= PostWwiseEvent.mapTop) { this.movement.y = 1; } } else if (Input.GetKeyDown("s")) { if (rb.position.y >= PostWwiseEvent.mapBottom) { this.movement.y = -1; } } Color.RGBToHSV(head.color, out value, out ignore, out ignore); melodyHead.SetGlobalValue(value * 90); Color.RGBToHSV(torso.color, out value, out ignore, out ignore); melodyTorso.SetGlobalValue(value * 90); Color.RGBToHSV(leftArm.color, out value, out ignore, out ignore); melodyArms.SetGlobalValue(value * 90); Color.RGBToHSV(leftLeg.color, out value, out ignore, out ignore); melodyLegs.SetGlobalValue(value * 90); } if (photonView.ViewID == control) { Controls(); } }
void Update() { #region Jump if (PlayerInput.Gameplay.Jump.triggered && !IsJumping && Energy > EnergyLossCoefficient) { IsJumping = true; AnimationController.SetTrigger("Fly"); AkSoundEngine.PostEvent("Pajaro_Aletea", gameObject); } if (PlayerInput.Gameplay.Horizontal.enabled) { FrameRotation.z = -PlayerInput.Gameplay.Horizontal.ReadValue <float>(); } if (PlayerInput.Gameplay.Vertical.enabled) { if (GameManager.Instance.InvertedY) { FrameRotation.x = PlayerInput.Gameplay.Vertical.ReadValue <float>(); } else { FrameRotation.x = -PlayerInput.Gameplay.Vertical.ReadValue <float>(); } } if (IsJumping) { JumpGravity = JumpSpeed * JumpCurve.Evaluate(JumpTimer); JumpTimer = Mathf.Clamp01(JumpTimer += Time.deltaTime); if (JumpTimer >= 0.9f) { IsJumping = false; } JumpEnergyLoss = JumpGravity / 2; } else { JumpTimer = 0; JumpGravity = 0f; JumpEnergyLoss = 1f; } #endregion #region Rotation if (OffLeftLimit) { FrameRotation.z -= OffLimitsRotationMultiplier * Time.deltaTime; } else if (OffRightLimit) { FrameRotation.z += OffLimitsRotationMultiplier * Time.deltaTime; } if (EndedLevel) { FrameRotation.x = -2; } Rotation.x += FrameRotation.x * RotationSpeed * Time.deltaTime; Rotation.z += FrameRotation.z * RotationSpeed * Time.deltaTime; Rotation.x = Mathf.Clamp(Rotation.x, MinRotation.x, MaxRotation.x); Rotation.z = Mathf.Clamp(Rotation.z, MinRotation.z, MaxRotation.z); if (Rotation.z >= MaxRotation.z && OffRightLimit) { PlayerInput.Gameplay.Horizontal.Enable(); //OffRightLimit = false; } else if (Rotation.z <= MinRotation.z && OffLeftLimit) { PlayerInput.Gameplay.Horizontal.Enable(); //OffLeftLimit = false; } DestRotation = Quaternion.Euler(Rotation.x, 0f, Rotation.z); #endregion #region MovementCalculations if (Rotation.x < 4f && Energy > 0) { RotationCoefficient = DownRotationCoefficient; if (Rotation.x > 0) { RotationCoefficient = MiddleRotationCoefficient; } AnimationController.SetBool("GoingDown", false); } else { RotationCoefficient = UpRotationCoefficient; if (Rotation.x >= 4f) { AnimationController.SetBool("GoingDown", true); } else { AnimationController.SetBool("GoingDown", false); } } SpeedMultiplier += (SpeedMultiplier * RotationCoefficient * Rotation.x) * Time.deltaTime; SpeedMultiplier = Mathf.Clamp(SpeedMultiplier, MinSpeedMultiplier, MaxSpeedMultiplier); Gravity = BaseGravity / SpeedMultiplier + JumpGravity; #endregion #region EnergyCalculation Energy -= EnergyLossCoefficient * JumpEnergyLoss * Time.deltaTime; Energy = Mathf.Clamp(Energy, 0, MaxEnergy); EnergyFilter.color = new Vector4(0.1f, 0, 0, 0.9f - Energy / 100); #endregion #region LevelDistance RaycastHit hit; string layerHitted; if (Physics.Raycast(transform.position, Vector3.forward, out hit, LevelRayDistance, LevelRaycastLayer)) { layerHitted = LayerMask.LayerToName(hit.transform.gameObject.layer); if (layerHitted == "Finish") { LevelDistanceLeft = hit.distance; LevelDistancePorc = LevelDistanceLeft / LevelDistance; } } #endregion #region FOVModify float speedPorc = Rigi.velocity.magnitude / MaxSpeed; if (OnPlayerMovingAction != null) { OnPlayerMovingAction(speedPorc); } #endregion #region Altitude if (Physics.Raycast(transform.position, Vector3.down, out hit, LevelRayDistance, AltitudeRaycastLayer)) { layerHitted = LayerMask.LayerToName(hit.transform.gameObject.layer); if (layerHitted == "Floor") { PlayerAltitude = hit.distance; AltitudePorc = PlayerAltitude / MaxAltitude; } } #endregion #region RTPC EnergyRTPCParameter.SetGlobalValue(Energy / 100); SpeedRTPCParameter.SetGlobalValue(speedPorc); DistanceRTPCParameter.SetGlobalValue(LevelDistancePorc); AltitudeRTPCParameter.SetGlobalValue(AltitudePorc); #endregion UpdateBlobShadowPosition(); }
public void SetValue(bool active) { RTPCToSet.SetGlobalValue(active ? OnValue : OffValue); }
public void SetVolume(float volume) { //save change in SO and change volume in wwise optionsVariables.volume = volume; volumeRTPC.SetGlobalValue(volume); }
void FixedUpdate() { _rigidbody.mass = 1f + Remaining() / 1000f; FuelRTPC.SetGlobalValue(_fuelAmount); }
// Update is called once per frame void Update() { /*if (!characterFound) * { * * }*/ if (!ShapeManager.deleteSqDone) { deleteDone = false; } else if (!ShapeManager.deleteCirDone) { deleteDone = false; } else { deleteDone = true; } if (deleteDone) { //Press J to play a note PlayNote(); squareList = ShapeManager.squareList; circleList = ShapeManager.circleList; //triangleList = ShapeManager.triangleList; //Shape distance from player affects different audio filters for (int i = 0; i <= ShapeManager.sqIdx; i++) { percRTPCs[i].SetGlobalValue(posFactor * Vector3.Distance(Movement.playerPos.position, squareList[i].transform.position)); spriteRenderer = squareList[i].GetComponent <SpriteRenderer>(); Color.RGBToHSV(spriteRenderer.color, out hue, out saturation, out value); percVolumes[i].SetGlobalValue(value * 100); } for (int i = 0; i <= ShapeManager.cirIdx; i++) { bkGndDelay[i].SetGlobalValue(posFactor * Vector3.Distance(Movement.playerPos.position, circleList[i].transform.position)); spriteRenderer = circleList[i].GetComponent <SpriteRenderer>(); Color.RGBToHSV(spriteRenderer.color, out hue, out saturation, out value); bkGndBright[i].SetGlobalValue(value * 100); } playSpeed.SetGlobalValue(scootDistance * 50f); if (!clockStart) { if (squareList.Count + circleList.Count > 0) { clockEvent.Post(gameObject, (uint)AkCallbackType.AK_MusicSyncUserCue, ClockCallback); clockStart = true; clockBeginning = true; } } if (clockStart) { if (squareList.Count + circleList.Count <= 0) { stopClock.Post(gameObject, (uint)AkCallbackType.AK_MusicSyncUserCue, ClockCallback); clockStart = false; clockBeginning = false; Debug.Log(clockStart); } } //Only add in a new track if the loop is at the beginning if (clockBeginning) { PlayPercInstrument(squareList, percSwitches, percPlaying); PlayBackgrounds(circleList, bkGndSwitches, bkGndPlaying); clockBeginning = false; } //Talks to shapemanager script to know if if ((ShapeManager.deleteSqCalled) && (squareList.Count > 0)) { ShapeManager.deleteSqDone = false; ShapeManager.deleteSqCalled = false; //percStopped = false; int temp = ShapeManager.sqIdx; aipv.RPC("StopPerc", RpcTarget.AllBufferedViaServer, temp); //percCall = false; ShapeManager.deleteSquare(); } if ((ShapeManager.deleteCirCalled) && (circleList.Count > 0)) { ShapeManager.deleteCirDone = false; ShapeManager.deleteCirCalled = false; //bkGndStopped = false; int temp = ShapeManager.cirIdx; aipv.RPC("StopBkGnd", RpcTarget.AllBufferedViaServer, temp); ShapeManager.deleteCircle(); } } }
// Update is called once per frame void Update() { AmountOfWater.SetGlobalValue(MetaballManager.GetMetaballs().Count); }
public void UpdateRTPC() { float percentage = ((float)mainQuestProgress / (float)AmountOfQuests) * 100f; QuestProgressRTPC.SetGlobalValue(percentage); }
// Update is called once per frame void Update() { // hide tutorial panel if (Input.GetMouseButtonDown(0) && !gameStarted) { blurPanel.SetActive(false); tutorialPanel.SetActive(false); gameStarted = true; return; } // if game finished or game not started if (scoreAdded || !gameStarted) { return; } // colour indicator, highlights old goblin art when target and pointer overlap to tell you when to tap, not visible in game currently if (pointer.GetComponent <BoxCollider2D>().IsTouching(target.GetComponent <BoxCollider2D>()) && targetScript.colourState != 0) // tap when the pointer is on the target { indicator.GetComponent <SpriteRenderer>().color = Color.green; } else { indicator.GetComponent <SpriteRenderer>().color = Color.white; } // scale score to 0-100 value for oven volume float ovenVolume = (hits / targetScore) * 100.0f; // oven sound based on score clamped 0-100 Oven_Minigame.SetGlobalValue(Mathf.Clamp(ovenVolume, 0, 100)); // if the game is not finished if (!gameFailed && !gameWon) { // if the player has touched the screen if (Input.GetMouseButtonDown(0)) { if (pointer.GetComponent <BoxCollider2D>().IsTouching(target.GetComponent <BoxCollider2D>())) // tap when the pointer is on the target { // result of tap depends on current colour of target // 1 and 5 orange, 2 and 4 yellow, 3 green, 0 red if (targetScript.colourState == 1 || targetScript.colourState == 5) { // increase score hits += scoreOnOrange; // if over max score clamp it back if (hits > targetScore) { hits = targetScore; } // update score displayed on UI scoreText.text = "Score: " + hits; // spawn breath prefab Instantiate(breathParticles); // play breath sound hitSound.Post(gameObject); } else if (targetScript.colourState == 2 || targetScript.colourState == 4) { hits += scoreOnYellow; if (hits > targetScore) { hits = targetScore; } scoreText.text = "Score: " + hits; Instantiate(breathParticles); hitSound.Post(gameObject); } else if (targetScript.colourState == 3) { hits += scoreOnGreen; if (hits > targetScore) { hits = targetScore; } scoreText.text = "Score: " + hits; Instantiate(breathParticles); hitSound.Post(gameObject); } else if (targetScript.colourState == 0) // if bar is red then hitting it is a failure { gameFailed = true; Instantiate(fartParticles); fartSound.Post(gameObject); } } else // if the player missed the target bar { gameFailed = true; Instantiate(fartParticles); fartSound.Post(gameObject); } } } // if the score is equal to or over the target score if (hits >= targetScore) { // you win rat.GetComponent <SpriteRenderer>().sprite = cookedRat; // change rat sprite to cooked version, not visible in final build gameWon = true; // set game won Victory(); } if (gameFailed) { Failure(); } }