void OnMouseDown() { if (gameObject.name == "Start") { camera.GetComponent <Camera_script>().AppearB(); play = true; } if (gameObject.name == "Return") { Camera_script cs = camera.GetComponent <Camera_script>(); cs.target = new Vector3(0, 0, -10); StartCoroutine(cs.Transition()); } if (gameObject.name == "Credits") { Camera_script cs = camera.GetComponent <Camera_script>(); cs.target = new Vector3(-28, 0, -10); StartCoroutine(cs.Transition()); } if (gameObject.name == "HowToPlay") { Camera_script cs = camera.GetComponent <Camera_script>(); cs.target = new Vector3(24.5f, 0, -10); StartCoroutine(cs.Transition()); } if (gameObject.name == "Exit") { Application.Quit(); } }
public void PlayerDied() { GameObject camera = GameObject.Find("MainCamera"); Camera_script cs = camera.GetComponent <Camera_script>(); cs.DisappearB(); StartCoroutine(LoadMenu()); }
void Awake() { rb = gameObject.GetComponent <Rigidbody2D>(); cam = Camera.main.gameObject.GetComponent <Camera_script>(); cam.player = this.gameObject; cam.offset = transform.position - Camera.main.transform.position; Inventory = GameObject.FindGameObjectWithTag("Inventory").GetComponent <Canvas>(); manager = GameObject.FindGameObjectWithTag("Manager").GetComponent <Manager>(); anim = GetComponent <Animator>(); }
void Awake() { if (Instance) // PRevents creation of camera clones when loading new level { Destroy(gameObject); } else { DontDestroyOnLoad(gameObject); Instance = this; } }
void Awake() { rigidBody = GetComponent <Rigidbody2D>(); MainCamera = GameObject.Find("Game_Camera").GetComponent <Camera_script>(); muzzle_R = GameObject.Find("Muzzle_R"); muzzle_L = GameObject.Find("Muzzle_L"); Dima_Animator = GetComponent <Animator>(); RightArmSolver = GameObject.Find("RightArmSolver"); LeftArmSolver = GameObject.Find("LeftArmSolver"); Arm_R_Effector = GameObject.Find("Arm_R_Effector"); Arm_L_Effector = GameObject.Find("Arm_L_Effector"); overlord = GameObject.Find("OVERLORD").GetComponent <Overlord_script>(); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player" && isOpen == true) { collision.transform.position = new Vector2(findPosition.X, findPosition.Y); TestMovement t = collision.gameObject.GetComponent <TestMovement>(); parent = exitPoint.transform.parent.gameObject; collision.transform.parent = parent.transform; parent.transform.TransformPoint(Vector3.zero); GameObject middle = parent.transform.Find("Mid").gameObject; GameObject camera = GameObject.Find("Main Camera"); Camera_script s = camera.GetComponent <Camera_script>(); s.target = new Vector3(middle.transform.position.x, middle.transform.position.y, -10); StartCoroutine(camera.GetComponent <Camera_script>().Transition()); t.passing(); } }
void FixedUpdate() { if (Input.GetKeyDown(KeyCode.E) && active && player.transform.parent.name == roomName && E.activeSelf && timer < 0) { TestMovement t = player.gameObject.GetComponent <TestMovement>(); player.transform.position = new Vector2(findPosition.X, findPosition.Y); parent = exitPoint.transform.parent.gameObject; player.transform.parent = parent.transform; parent.transform.TransformPoint(Vector3.zero); GameObject middle = parent.transform.Find("Mid").gameObject; GameObject camera = GameObject.Find("Main Camera"); Camera_script s = camera.GetComponent <Camera_script>(); //s.target = parent.transform; s.target = new Vector3(middle.transform.position.x, middle.transform.position.y, -10); //camera.target = parent; StartCoroutine(camera.GetComponent <Camera_script>().Transition()); t.passing(); } }
// Start is called before the first frame update void Start() { //Get the ui script ui = GetComponent <ui_script>(); //get the camera script camera = GetComponent <Camera_script>(); controlled_units = new List <unit_control_script>(); canvas = GetComponent <Canvas>(); //add all of the manually added units to the controlled units group foreach (GameObject unit in ManuallyAddedUnits) { controlled_units.Add(unit.GetComponent <unit_control_script>()); main_unit = unit.GetComponent <unit_control_script>(); //set the unit control script unit } ui.SetActiveUnit(main_unit); camera.SetActiveUnit(main_unit); //register player with the game manager game_manager.GetGameManager().RegisterPlayer(gameObject); }
// Update is called once per frame void Update() { newPos = gameObject.transform.position; if (CharacterStats.hp < 0) { Camera_script cs = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera_script>(); Vector3 v3 = transform.position; v3.y += 0.5f; GameObject p = Instantiate(Resources.Load("Prefabs/Poof", typeof(GameObject)) as GameObject, v3, Quaternion.identity); Destroy(p, 0.85f); cs.PlayerDied(); Destroy(gameObject); Destroy(this); } //anim.SetFloat("Speed", (oldPos-newPos).magnitude); if (running == 0 && r == true) { r = false; anim.SetInteger("Running", 0); } else if (running == 1 && r == true) { anim.SetInteger("Running", 1); } else { anim.SetInteger("Running", -1); } speed = oldPos.x - newPos.x; ChangeDirection(speed); active -= Time.deltaTime; timer -= Time.deltaTime; moved -= Time.deltaTime; invulnerability -= Time.deltaTime; player.velocity = new Vector3(0, 0, 0); Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); mousePos.z = 0; var relativePos = mousePos - transform.position; if (right) { angle = (Mathf.Atan2(relativePos.y, relativePos.x) * Mathf.Rad2Deg) + 200; } else { angle = (Mathf.Atan2(relativePos.y, relativePos.x) * Mathf.Rad2Deg) + 20; } var rotation = Quaternion.AngleAxis(angle, Vector3.forward); scythe.transform.rotation = rotation; oldPos = newPos; if (Input.GetMouseButtonDown(0) && timer < 0) { animator.SetTrigger("HasAtacked"); switch (CharacterStats.weaponType) { case 1: timer = CharacterStats.atackSpeed; break; case 2: timer = CharacterStats.atackSpeed + CharacterStats.atackSpeed / 2; break; case 3: timer = CharacterStats.atackSpeed / 4; break; case 4: timer = CharacterStats.atackSpeed * 3; break; } startPos.x = transform.position.x; startPos.y = transform.position.y; double distance = Math.Sqrt(Math.Pow((mousePos.x - startPos.x), 2) + Math.Pow((mousePos.y - startPos.y), 2)); double T = CharacterStats.range / distance; atackPos.x = (float)((1 - T) * startPos.x + T * mousePos.x); atackPos.y = (float)((1 - T) * startPos.y + T * mousePos.y); angle = (Mathf.Atan2(relativePos.y, relativePos.x) * Mathf.Rad2Deg); rotation = Quaternion.AngleAxis(angle, Vector3.forward); GameObject slash = Instantiate(atack, new Vector3(atackPos.x, atackPos.y, 0), rotation); audioData.Play(); } //Quaternion target = Quaternion.Euler(0, 0, angle); //scythe.transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * 5); }