void Start() { cam = Camera.main; targetZoom = cam.orthographicSize; cps = GameObject.Find("CheckPoint").GetComponent <CheckPointScript>(); }
public void OnCheckPointPassed(CheckPointScript i_CheckPointScript) { if (isCheckPointPassable(i_CheckPointScript)) { i_CheckPointScript.PassedCheckPointSound.Play(); StartCoroutine(delayedDeactivateCheckpoint(1f, i_CheckPointScript)); m_MainPlayerScript.OnCheckPointPassed(i_CheckPointScript); if (SceneManager.GetActiveScene().name == "Level1") { m_EnemiesManagerScript.SpawnEnemyInSpawnLocation(m_CurrentCheckPointIndex); } m_CurrentCheckPointIndex++; if (m_CurrentCheckPointIndex < m_CheckPoints.Length) { m_LightOfCurrentCheckPoint.transform.position = m_CheckPoints[m_CurrentCheckPointIndex].transform.position; } else { m_LevelCompleted = true; m_MainPlayerScript.OnLevelCompleted(); } } else { m_FailedToPassCheckPointSound.Play(); } }
public void GetNextPath() { Vector3 positionToCurrentCheckPoint = (_currentCheckPoint.transform.position - transform.position); if (positionToCurrentCheckPoint.magnitude <= (Mathf.Max(_currentCheckPoint._cubeSize.x, _currentCheckPoint._cubeSize.z)/1.5f)) { if (_currentCheckPointIndex < (_path.Count - 1)) { ++_currentCheckPointIndex; } else { _currentCheckPointIndex = 0; } _previousCheckPoint = _currentCheckPoint; _currentCheckPoint = _path[_currentCheckPointIndex]; if (_currentCheckPointIndex != (_path.Count - 1)) { _nextCheckPoint = _path[_currentCheckPointIndex + 1]; } else { _nextCheckPoint = _path[0]; } } }
void Awake() { Instance = this; Player = GameObject.FindObjectOfType <PlayerScript>(); Camera = GameObject.FindObjectOfType <CameraScript>(); AllCheckPoints.AddRange(GameObject.FindObjectsOfType <CheckPointScript>()); CurrentCheckPoint = AllCheckPoints.First(cp => cp.IsSpawn); }
// Start is called before the first frame update void Start() { timer = 3; cps = GameObject.FindGameObjectWithTag("picker").GetComponent <CheckPointScript>(); uics = GameObject.FindGameObjectWithTag("gamemanager").GetComponent <UiControllerScript>(); targetPosPlatform = platform.position + new Vector3(0, 0.57f, 0); checker = true; startCountdown = false; newChecker = true; }
public void SetActive(CheckPointScript checkpoint) { for (int i = 0; i < checkPoints.Count; i++) { if (checkPoints[i] != checkpoint) { checkPoints[i].SetTriggered(false); } } }
void OnTriggerEnter2D(Collider2D col) { if (col.CompareTag("Player")) { if (checkPoint != this) { checkPoint = this; Information.Instance.nameCheckPoint = gameObject.name; Information.Instance.SaveInfo(); } } }
// Update is called once per frame void Update() { float minDistance = Mathf.Min(Vector3.Distance(PlayersPosition1, transform.position), Vector3.Distance(PlayersPosition2, transform.position)); if (minDistance < DIST) { lastVisited = this; wizard.Health = 100; warrior.Health = 100; Messenger.Broadcast(GameEvent.MAGE_HEALTH_CHANGED); Messenger.Broadcast(GameEvent.WARRIOT_HEALTH_CHANGED); } }
public void setCurrentCheckpoint(CheckPointScript cps) { if (currentPoint != null) { currentPoint.setActive(false); } if (cps != null) { setCheckPointPos(cps.transform.position); PlayerPrefs.SetFloat("checkpoint", cps.getId()); } else { setCheckPointPos(new Vector3()); } PlayerPrefs.Save(); currentPoint = cps; }
void Awake() { Time.timeScale = 1; if (_instance == null) { _instance = new GameManagerScript(); } GameObject[] gameManagers = GameObject.FindGameObjectsWithTag("GameManager"); if (gameManagers.Length > 1) { Destroy(this.gameObject); } DontDestroyOnLoad(this.gameObject); spawnPosition = new Vector3(27f, -0.88f, 28.5f); gameOverScript = GameObject.FindGameObjectWithTag("GameOverManager").GetComponent<GameOverScript>(); playerGameObject = GameObject.FindGameObjectWithTag("Player"); checkpointScript = GameObject.FindGameObjectWithTag("Checkpoint").GetComponent<CheckPointScript>(); if (gameOverScript != null) { gameOverScript.HideGameOverScreen(); } if (checkpointScript.checkpointPassed) { spawnPosition = checkpointScript.initialSpawnPosition; } /*if (!CharacterThirdPerson.gameHasRestarted) { playerGameObject.transform.position = spawnPosition; }*/ }
private IEnumerator delayedDeactivateCheckpoint(float i_Time, CheckPointScript i_CheckPointScript) { yield return(new WaitForSeconds(i_Time)); i_CheckPointScript.gameObject.SetActive(false); }
private bool isCheckPointPassable(CheckPointScript i_CheckPointScript) { return(i_CheckPointScript.IndexID == m_CurrentCheckPointIndex); }
public void GetNextPathSharableAI() { //Debug.Log("GET NEXT PATH SAI"); Vector3 positionToCurrentCheckPoint = (_currentCheckPoint.transform.position - transform.position); // Met à jour les CheckPoints if (positionToCurrentCheckPoint.magnitude <= (Mathf.Max(_currentCheckPoint._cubeSize.x, _currentCheckPoint._cubeSize.z) / 1.5f)) { if (_currentCheckPointIndex < (_path.Count - 1)) { ++_currentCheckPointIndex; } else { _currentCheckPointIndex = 0; } _previousCheckPoint = _currentCheckPoint; _currentCheckPoint = _path[_currentCheckPointIndex]; if (_currentCheckPointIndex != (_path.Count - 1)) { _nextCheckPoint = _path[_currentCheckPointIndex + 1]; } else { _nextCheckPoint = _path[0]; } } if (patternRaceGame != null) { // Vérifie si on est dans un virage ou sur une ligne droite Vector3 positionToPreviousCheckPoint = (_previousCheckPoint.transform.position - transform.position); // Cas dans le virage if (positionToPreviousCheckPoint.magnitude <= (Mathf.Max(_currentCheckPoint._cubeSize.x, _currentCheckPoint._cubeSize.z) / 1.5f)) { if (!isTurning) { Debug.Log("ITS TURNING!"); isTurning = true; _secondsBetweenRandom = 0.20f; float randomSharpCurve = Random.Range(0.0f, 11.0f); // Cas virage exterieur if (randomSharpCurve > patternRaceGame._percentInsideTurn) { _sharpCurve = false; } // Cas virage interieur else { _sharpCurve = true; } } } // Cas Ligne droite else { if (isTurning) { Debug.Log("ITS NOT TURNING!"); isTurning = false; _secondsBetweenRandom = 1.0f; float randomSharpCurve = Random.Range(0.0f, 11.0f); // Cas ligne droite exterieur if (randomSharpCurve > patternRaceGame._percentInsideStraightLine) { _sharpCurve = false; } // Cas ligne droite interieur else { _sharpCurve = true; } } } } }
// Use this for initialization void Start() { //_carControleScript._playerMove = false; _axeHorizontal = 0.0f; _path = _pathScript._path; if (_path.Count >= 3) { _previousCheckPoint = _path[_path.Count - 1]; _currentCheckPoint = _path[0]; _nextCheckPoint = _path[1]; } if (isInTheLab) { Debug.Log("LAUCHING SHARABLE AI"); ReadXmlRaceScript readXmlScript = new ReadXmlRaceScript(); patternRaceGame = readXmlScript.ReadXmlFile(PlayerPrefs.GetString(_carControleScript.playerName)); if(patternRaceGame != null) { Debug.Log("Pattern Loaded"); _angleMaxRange = patternRaceGame._averageAngleInside; } } StartCoroutine(randomAngle()); }
public void SetCurrentCheckPoint(CheckPointScript checkPoint) { CurrentCheckPoint.SetTriggered(false); CurrentCheckPoint = checkPoint; CurrentCheckPoint.SetTriggered(true); }
// Use this for initialization void Start() { //_moveScript._playerMove = false; _path = _pathScript._path; if (_path.Count >= 3) { _previousCheckPoint = _path[_path.Count - 1]; _currentCheckPoint = _path[0]; _nextCheckPoint = _path[1]; } StartCoroutine(randomAngle()); }