void Start() { Instance = this; StartCoroutine(updateTiling()); //set the tile size of the texture (in UV units), based on the rows and columns Vector2 size = new Vector2(1f / columns, 1f / rows); renderer.sharedMaterial.SetTextureScale("_MainTex", size); }
private static void AddAnimation(int row, int col, string image) { Sprite s = default(Sprite); Bitmap imgObj = default(Bitmap); imgObj = GameResources.GameImage(image); imgObj.SetCellDetails(40, 40, 3, 3, 7); AnimationScript animation = default(AnimationScript); animation = SwinGame.LoadAnimationScript("splash.txt"); s = SwinGame.CreateSprite(imgObj, animation); s.X = FIELD_LEFT + col * (CELL_WIDTH + CELL_GAP); s.Y = FIELD_TOP + row * (CELL_HEIGHT + CELL_GAP); s.StartAnimation("splash"); _Animations.Add(s); }
//再來一局 public IEnumerator PlayAgain() { UIController.Instance.rot_blackChess.SetRotating(false); //停止棋盆旋轉 UIController.Instance.rot_whiteChess.SetRotating(false); Vector2 blackPoint = UIController.Instance.rot_blackChess.gameObject.transform.position; //黑子棋盆位置 Vector2 whitePoint = UIController.Instance.rot_whiteChess.gameObject.transform.position; //白子棋盆位置 float freq = 0.02f; //頻率 ChessBehavior.Instance.lastChessIcon.SetActive(false); //隱藏最後下棋點提示 for (int i = 0; i < ChessBehavior.Instance.chessLine.Count; i++) //清除棋盤上的所有棋子(動畫展示) { ChessType t = ChessBehavior.Instance.chessLine[i].GetComponent <ChessAttribute>().thisChess; AnimationScript animationScript = ChessBehavior.Instance.chessLine[i].GetComponent <AnimationScript>(); if (animationScript.animationPlaying) { animationScript.animationPlaying = false; } animationScript.AnimationCommand(new PositionScript(UIController.Instance.chessReturnCurve, t == ChessType.白子 ? whitePoint : blackPoint, true), new AnimationBehavior(PlayMode.狀態延續) { destroyThis = true }); AudioManagerScript.Instance.PlayAudioClip("chess_return"); yield return(new WaitForSeconds(freq)); } ChessBehavior.Instance.turn = UIController.Instance.senteChess; //設定先手 ChessBehavior.Instance.chessLine = new List <GameObject>(); //初始化棋子隊列 UIController.Instance.retractRemain = UIController.retractTimes; //重置悔棋次數 UIController.Instance.tx_retractRemain.text = "剩下 " + UIController.Instance.retractRemain + " 次"; UIController.Instance.RetractButtonState(false); //因棋盤上的棋子數<2, 禁用悔棋按鈕 yield return(new WaitForSeconds(0.3f)); UIController.Instance.animScrip_interlude.PlayAnimation("Interlude_GameStart", new AnimationBehavior(PlayMode.初始化, new ActionSetting( () => { UIController.Instance.cg_gameMenu.blocksRaycasts = true; ChessBehavior.Instance.GameInitialization(); }, TaskMode.僅結束時)), false); }
void Start() { set_settingMenuPos = cg_setting.transform.localPosition; //儲存設定選單位置 playerTypeList.AddRange(System.Enum.GetNames(typeof(PlayerType))); aiTypeList.AddRange(System.Enum.GetNames(typeof(AiType))); //※未來將用playerPrefs儲存 senteChess = ChessType.黑子; //先手棋子類型 tx_blackLabel.text = "先 手"; tx_blackLabel_hide.text = "後 手"; tx_whiteLabel.text = "後 手"; tx_whiteLabel_hide.text = "先 手"; tx_blackPlayerType.text = playerTypeList[0]; tx_whitePlayerType.text = playerTypeList[0]; int[] buttonCount = new int[] { blackSelectionButtons.Length, whiteSelectionButtons.Length }; Button[][] buttons = new Button[][] { blackSelectionButtons, whiteSelectionButtons }; bool[] isPlayer = new bool[] { (blackPlayer == PlayerType.玩家), (whitePlayer == PlayerType.玩家) }; AnimationScript[] animationScripts = new AnimationScript[] { animScript_blackAiButtonFrame, animScript_whiteAiButtonFrame }; Color32 enableColor = new Color32(255, 255, 255, 255); Color32 disableColor = new Color32(100, 100, 100, 255); for (int i = 0; i < buttonCount.Length; i++) { for (int j = 0; j < buttonCount[i]; j++) { if (isPlayer[i]) { animationScripts[i].gameObject.GetComponent <Image>().color = disableColor; buttons[i][j].interactable = false; } else { animationScripts[i].gameObject.GetComponent <Image>().color = enableColor; buttons[i][j].interactable = true; } } } }
// Start is called before the first frame update void Start() { FindObjectOfType <MenuController>(); canRollLeft = true; canRollRight = true; animationScript = GetComponent <AnimationScript>(); rotationController = GetComponent <RotationController>(); flyingStates = GetComponent <FlyingStates>(); gliderController = GetComponent <GliderController>(); audioManager = GetComponent <AudioManager>(); if (FindObjectOfType <MenuController>().controlsInverted == true) { playerControlsInverted = true; } else if (FindObjectOfType <MenuController>().controlsInverted == false) { playerControlsInverted = false; } }
// public enum hitBoxes { frame1Box, frame2Box, clear } // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { fighter = (fighter == null) ? animator.gameObject.GetComponent <Fighter>() : fighter; p = fighter.GetComponentInParent <PlayerController>(); a = fighter.GetComponentInParent <AnimationScript>(); h = fighter.GetComponentInParent <HitboxManagerScript>(); b = (stateInfo.IsName("Attack1") || stateInfo.IsName("AerialAttack")) ? HitboxManagerScript.hitBoxes.frame1Box : (stateInfo.IsName("Attack2")) ? HitboxManagerScript.hitBoxes.frame2Box : (stateInfo.IsName("Attack3")) ? HitboxManagerScript.hitBoxes.frame3Box : HitboxManagerScript.hitBoxes.frame4Box; fighter.attackState = stateInfo.IsName("Attack1") || stateInfo.IsName("Attack2"); fighter.finalAttackState = stateInfo.IsName("Attack3") || stateInfo.IsName("AerialAttack"); fighter.specialState = stateInfo.IsName("Special"); frames = 0; direction = p.dashDir; fighter.current_meter += (stateInfo.IsName("Special")) ? -25f : 2.5f; a.canFlip = false; }
private void SpawnGems(int count) { // spawn 8 gems for (int i = 0; i < count; i++) { // instantiate and configure gem GameObject gem = Instantiate <GameObject>(getPrefab(i).gameObject); AnimationScript script = gem.GetComponent <AnimationScript>(); script.isFloating = false; script.isScaling = false; gem.tag = "gem"; // add collisionmesh gem.AddComponent <MeshCollider>(); // set scaling to half size gem.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f); // attempt to position gem such that it does not collide with anything in the level bool positionOk = false; Vector3 newPosition = Vector3.zero; int numAttempts = 0; while (!positionOk && numAttempts < 5) { newPosition = ChooseRandomPosition(1f); // todo: check if new position collides with anything positionOk = true; } if (!positionOk) { Debug.Log($"Number of attempts for choosing gem position exceeded. Using position {newPosition}"); } gem.transform.position = newPosition; // set parent transform gem.transform.SetParent(this.transform); // add to gemlist gemList.Add(gem); } }
public override void deliverOnCollisionEffect(Collider other, PersonStatus status) { if (other != status.gameObject.collider) { if (other.tag == "Person") { AnimationScript other_anim = other.GetComponent <AnimationScript>(); PersonStatus otherPerson = other.GetComponent <PersonStatus>(); if (!otherPerson.isAlive() || otherPerson.UnitStatus == PersonStatus.Status.Zombie) { return; } otherPerson.ActivePower = null; ZombieEffect effect = new ZombieEffect(); effect.initialize(owner); otherPerson.ActivePower = effect; } } }
public override void deliverOnCollisionEffect(Collider other, PersonStatus status) { if (other.tag != "Person") { return; } if (other == status.collider) { return; } AnimationScript other_anim = other.GetComponent <AnimationScript>(); PersonStatus otherPerson = other.GetComponent <PersonStatus>(); if (otherPerson.ActivePower == null) { FireEffect effect = new FireEffect(); effect.initialize(owner); otherPerson.ActivePower = effect; } }
//UPDATE POWER EFFECTS public override void deliverPowerEffects(PersonStatus status, AnimationScript animator, UnitNavigationController navigator) { if (status.UnitStatus != PersonStatus.Status.Raged && status.UnitStatus != PersonStatus.Status.Dead && !started) { if (animator.powerEffect) { Object.Destroy(animator.powerEffect); } if (Application.loadedLevelName == "TowerDefense") { burnTime = 3f; } started = true; status.UnitStatus = PersonStatus.Status.Panicked; animator.powerEffect = (GameObject)Object.Instantiate(owner.particleEffect, new Vector3(status.transform.position.x, status.transform.position.y + 0.9f, status.transform.position.z), Quaternion.identity); animator.powerEffect.transform.parent = animator.transform; status.Fear = owner.Fear; } else if (status.UnitStatus != PersonStatus.Status.Raged && status.UnitStatus != PersonStatus.Status.Dead) { timer += Time.deltaTime; if (timer >= burnTime) { status.Fear = 0; status.UnitStatus = PersonStatus.Status.Dead; navigator.Stop(); started = false; } } if (status.UnitStatus == PersonStatus.Status.Dead) { Object.Destroy(animator.powerEffect, 3f); status.ActivePower = null; } }
//UPDATE POWER EFFECTS public override void deliverPowerEffects(PersonStatus status, AnimationScript animator, UnitNavigationController navigator) { if (status.UnitStatus != PersonStatus.Status.Raged && status.UnitStatus != PersonStatus.Status.Dead) { if (animator.powerEffect) { Object.Destroy(animator.powerEffect); } timer = 0; status.UnitStatus = PersonStatus.Status.Raged; navigator.Stop(); animator.powerEffect = (GameObject)Object.Instantiate(owner.particleEffect, new Vector3(status.transform.position.x, status.transform.position.y + 0.9f, status.transform.position.z), Quaternion.identity); animator.powerEffect.transform.parent = animator.transform; status.Fear = owner.Fear; } else { timer += Time.deltaTime; if (timer >= 10f) { status.UnitStatus = PersonStatus.Status.Concerned; status.Fear = 0; Object.Destroy(animator.powerEffect); status.ActivePower = null; navigator.SetNewPatrolDestination(navigator.Type); navigator.target = null; } } if (status.UnitStatus == PersonStatus.Status.Dead) { if (animator.powerEffect != null) { Object.Destroy(animator.powerEffect); } } }
private void Awake() { Spikes.EditorMode = false; Screen.orientation = ScreenOrientation.Portrait; swipeInput = GetComponent <SwipeControl>(); anim = cubeMesh.GetComponent <AnimationScript>(); rightRay = Right.GetComponent <RayCastScript>(); leftRay = Left.GetComponent <RayCastScript>(); forwardRay = Forward.GetComponent <RayCastScript>(); backRay = Back.GetComponent <RayCastScript>(); downRay = Down.GetComponent <RayCastScript>(); RightRotation = Vector3.back; LeftRotation = Vector3.forward; ForwardRotation = Vector3.right; BackRotation = Vector3.left; //destination = transform.localPosition; mazeRotation = MazeBody.GetComponent <MazeBodyRotation>(); }
//BaseUnitCopy void Awake() { //Load models //GameObject classModel = Instantiate(unitClassStats.classModel, modelController.transform); //GameObject weaponModel = Instantiate(unitWeapon.weaponModel, classModel.GetComponent<WeaponPosition>().hand); //Initiate Variables// ////////////////////// //Get Unit movement points movePoints = unitClassStats.maxUnitMovePoints; //get unit tile coordinates //Add the map incase its missing mapConfig = GameObject.FindGameObjectWithTag("Map").GetComponent <MapConfig>(); actionPoints = GetComponent <ActionPoints>(); health = GetComponent <Health>(); movement = GetComponent <UnitMovement>(); //if (!isFriendly) // InitializeEnemy(); Vector3 tileCoords = mapConfig.tileMap.WorldCoordToTileCoord((int)transform.position.x, (int)transform.position.z); //Set unit position on grid tileX = (int)tileCoords.x; tileY = (int)tileCoords.z; line = GetComponent <LineRenderer>(); animator = GetComponentInChildren <AnimationScript>(); actionPoints = GetComponent <ActionPoints>(); health = GetComponent <Health>(); animatorHealthbar = GetComponentInChildren <Animator>(); //movement = GetComponent<UnitMovement>(); }
// Use this for initialization void Start() { moveToPosition = GetComponent <MoveHomingNoLimit>(); if (forcePosition.value) { forcePosition.value = false; posx.value = transform.position.x; posy.value = transform.position.y; } transform.position = new Vector3(posx.value, posy.value, 0); moveToPosition.moveToPosition = transform.position; #if UNITY_EDITOR moveToPosition.speed *= speedHack.value; #endif animScript = GetComponent <AnimationScript>(); animInfo = new AnimationInformation(); SetupCharacterAnimations(); paused.value = false; }
public override void deliverPowerEffects(PersonStatus status, AnimationScript animator, UnitNavigationController navigator) { status.UnitStatus = PersonStatus.Status.Shocked; status.Fear = this.Fear; status.ActivePower = null; }
// Start is called before the first frame update void Start() { meshRenderer = GetComponent <MeshRenderer> (); animationScript = GetComponent <AnimationScript> (); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); anim = GetComponentInChildren <AnimationScript>(); }
// Use this for initialization void Start() { playerInput = InputManager.Instance; gameManager = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameManager>(); //Get all player child objects for easy access later. playerShoulder = gameObject.transform.FindChild("Player_Shoulder").gameObject; playerArm = gameObject.transform.FindChild("Player_Arm").gameObject; playerWeapon = playerArm.transform.FindChild("Weapon").gameObject; bulletSpawnPosX = playerArm.GetComponent<SpriteRenderer>().sprite.bounds.extents.x; playerFlicker = gameObject.GetComponent<FlickerScript>(); playerAnimScript = gameObject.GetComponent<AnimationScript>(); shoulderAnimScript = playerShoulder.GetComponent<AnimationScript>(); invincibilityTimer = new Timer(INVINCIBLE_TIME); //Subscribe to necessary events. playerInput.Key_Held += ProcessMovement; playerInput.Key_Released += Idle; playerInput.Key_Pressed += ProcessKeyPress; invincibilityTimer.OnTimerComplete += EndInvincibilityTime; gameManager.GameOverEvent += OnGameOver; crosshair = GameObject.Find("Crosshair"); //Populate the sprite materials with all sub-objects' materials. spriteMaterials.Add(gameObject.GetComponent<SpriteRenderer>().material); spriteMaterials.Add(playerShoulder.GetComponent<SpriteRenderer>().material); spriteMaterials.Add(playerArm.GetComponent<SpriteRenderer>().material); spriteMaterials.Add(playerWeapon.GetComponent<SpriteRenderer>().material); playerFlicker.SpriteMaterials = spriteMaterials; currDirectionVector = GlobalConstants.DOWN_VECTOR; }
void Awake() { animationScript = GetComponent <AnimationScript>(); }
// Use this for initialization void Start() { instance = this; Instantiate_box(); }
// Start is called before the first frame update void Start() { animationScript = GetComponent <AnimationScript>(); inputManager = GetComponent <InputManager>(); }
// Use this for initialization void Start() { anim = gameObject.GetComponent <AnimationScript> (); }
// Use this for initialization void Start() { Instance = this; dialogueObject = GameObject.FindGameObjectWithTag("chatObject"); dialogue = dialogueObject.GetComponent<DialogueScript>(); animation = this.GetComponent<AnimationScript>(); direction = this.transform.position; camera.transform.position = new Vector3(0,80,-10); inMission = talking = getchat = false; Missions = new bool [10]; name = null; for (int i= 0; i < 9; i++) { Missions[i] = false; } }
// Use this for initialization void Start() { controller = GetComponent <PlayerControlScript> (); anim = GetComponentInChildren<AnimationScript>(); properties = GetComponent<PlayerProperties>(); /*facingRight = properties.facingRight; jumpForce = properties.jumpForce; moveForce = properties.moveForce; // Amount of force added to move the player left and right. maxSpeed = properties.maxSpeed; jumpTimer = properties.jumpTimer; float moveTimer = properties.moveTimer;*/ }
// Start is called before the first frame update void Start() { coll = GetComponent <Collision>(); rb = GetComponent <Rigidbody2D>(); anim = GetComponentInChildren <AnimationScript>(); }
public override void deliverPowerEffects(PersonStatus status, AnimationScript animator, UnitNavigationController navigator) { }
private Vector2 touchOrigin = -Vector2.one; //Used to store location of screen touch origin for mobile controls. // Use this for initialization void Start() { sfx = GetComponent <SoundManager>(); animationController = GetComponent <AnimationScript>(); levelManager = GetComponent <Scene>(); }
void Awake() { Inst = this; }
private void Start() { anim = FindObjectOfType <AnimationScript>(); move = FindObjectOfType <Movement>(); sr = GetComponent <SpriteRenderer>(); }
void Start() { rigidBody = GetComponent <Rigidbody2D>(); playerCoreScript = GetComponent <PlayerCoreScript>(); aniscr = GetComponent <AnimationScript>(); }
public abstract void deliverPowerEffects(PersonStatus status, AnimationScript animator, UnitNavigationController navigator);
void Awake() { coll = GetComponent <Collision>(); rb = GetComponent <Rigidbody2D>(); anim = GetComponent <AnimationScript>(); }
private void Start() { animator = GetComponent <AnimationScript>(); sfx = GetComponent <SoundManager>(); remainingStones = nodes.Length; }
void Awake() { //Start off at correct position. transform.position = new Vector3(0, -24, -5); //Load letter write sound. snd = Resources.Load("SFX/Letter Write Sound") as AudioClip; //Find needed objects and components. picture = transform.Find("Picture").gameObject; textObj = transform.Find("New Text").gameObject; box = transform.Find("box").gameObject; anim = picture.GetComponent <AnimationScript>(); anim.pauseBetweenFrames = 0.2f; //Apply settings based on who is talking. switch (per) { case Person.Carl: //Done pic = Resources.Load("Portraits/Commander Carl Image Sheet") as Texture; speechNoise = Resources.Load("SFX/Carl Speaking") as AudioClip; s = Side.Left; anim.framesOffset[0] = Vector2.zero; anim.framesOffset[1] = new Vector2(0.75f, 0f); textureScale = new Vector2(0.25f, 1f); break; case Person.Vektor: //Done pic = Resources.Load("Portraits/Vektor Face Sheet") as Texture; speechNoise = Resources.Load("SFX/Vektor Speak") as AudioClip; s = Side.Left; anim.framesOffset[0] = Vector2.zero; anim.framesOffset[1] = new Vector2(0.5f, 0f); textureScale = new Vector2(0.5f, 1f); picture.transform.localScale = new Vector3(8f, 8f, 1f); break; case Person.Redd: //Done pic = Resources.Load("Portraits/Reinforcer Redd") as Texture; speechNoise = Resources.Load("SFX/Redd Speaking") as AudioClip; s = Side.Right; anim.enabled = false; textureScale = Vector2.one; break; case Person.Cheese: //Done pic = Resources.Load("Portraits/Chef Cheese") as Texture; speechNoise = Resources.Load("SFX/Chef Cheese Talking") as AudioClip; s = Side.Right; anim.framesOffset[0] = Vector2.zero; anim.framesOffset[1] = new Vector2(0.5f, 0f); textureScale = new Vector2(0.5f, 1f); break; case Person.Cotton: //Done pic = Resources.Load("Portraits/Cotton") as Texture; speechNoise = Resources.Load("SFX/Chef Cheese Talking") as AudioClip; s = Side.Right; anim.framesOffset[0] = Vector2.zero; anim.framesOffset[1] = new Vector2(0.5f, 0f); textureScale = new Vector2(0.5f, 1f); break; case Person.Vortex: //Done pic = Resources.Load("Portraits/The Void") as Texture; speechNoise = Resources.Load("SFX/Void Speaking") as AudioClip; s = Side.Right; anim.framesOffset[0] = Vector2.zero; anim.framesOffset[1] = new Vector2(0.5f, 0f); textureScale = new Vector2(0.5f, 1f); break; case Person.Plum: pic = Resources.Load("Portraits/Punisher Plum") as Texture; speechNoise = Resources.Load("SFX/Plum Speak") as AudioClip; s = Side.Right; anim.framesOffset[0] = Vector2.zero; anim.framesOffset[1] = new Vector2(0.5f, 0f); textureScale = new Vector2(0.5f, 1f); break; case Person.Warden: pic = Resources.Load("Portraits/The Warden") as Texture; speechNoise = Resources.Load("SFX/Warden Speak") as AudioClip; s = Side.Right; anim.enabled = false; textureScale = Vector2.one; break; } //Find the audio source that plays speech. if (GetComponent <AudioSource>() == null) { speechPlayer = gameObject.AddComponent <AudioSource>(); } else if (GetComponent <AudioSource>() != null) { speechPlayer = GetComponent <AudioSource>(); } speechPlayer.clip = speechNoise; speechPlayer.volume = Game.soundVolume; speechPlayer.loop = false; speechPlayer.pitch = Random.Range(0.8f, 1.2f); //Apply stuff. picture.GetComponent <MeshRenderer>().material.mainTexture = pic; picture.GetComponent <MeshRenderer>().material.mainTextureScale = textureScale; if (s == Side.Left) { picture.transform.localPosition = new Vector3(-32, 0, 0); box.transform.localPosition = new Vector3(4, -2, 2); textObj.transform.localPosition = new Vector3(-27, -2, 0); } else if (s == Side.Right) { picture.transform.localPosition = new Vector3(30.75f, 0, 0); box.transform.localPosition = new Vector3(-4, -2, 2); textObj.transform.localPosition = new Vector3(-35, -2, 0); } }