void Start() { DontDestroyOnLoad (gameObject); if (instance != null) //seperate from the singleton class to allow deletion of gameobject rather than script Destroy(gameObject); else instance = this; }
void Start() { myTransform = transform; audioSource = GetComponent<AudioSource>(); anim = GetComponent<Animator>(); chManager = localGM.GetComponent<CheckpointManager>(); spriteRenderer = gameObject.GetComponent<Renderer>(); circleCollider = gameObject.GetComponent<Collider2D>(); SaveParams(); }
void Awake() { if(_instance == null) { //If I am the first instance, make me the Singleton _instance = this; DontDestroyOnLoad(this); } else { //If a Singleton already exists and you find //another reference in scene, destroy it! if(this != _instance) Destroy(this.gameObject); } }
protected void Start() { _checkpointManager = GameObject.FindGameObjectWithTag("CheckpointManager").GetComponent <CheckpointManager>(); }
void Awake() { player = GameObject.FindGameObjectWithTag("Player"); playerHealth = player.GetComponent <PlayerHealth>(); cm = player.GetComponent <CheckpointManager>(); }
// Use this for initialization void Start() { berryFarm = GetComponent <Collider2D>(); cMan = FindObjectOfType <CheckpointManager>(); }
public PlayerSMContext(Player _player, UI_GameplayManager _uiManager, CheckpointManager _checkpointManager) { player = _player; checkpointManager = _checkpointManager; UIManager = _uiManager; }
public void Kill() { // TODO: Play a dying animation, and then respawn AFTER it finishes. CheckpointManager.Respawn(); }
private void Start() { agent = GetComponent <NavMeshAgent>(); CheckpointManager = FindObjectOfType <CheckpointManager>(); InvokeRepeating("GetTargetCheckpoint", 0, 0.5f); }
//END TESTING void Awake() { instance = null; }
public static void registerCheckpointManager(GameObject checkPointManagerGO) { checkPointManager = checkPointManagerGO.GetComponent<CheckpointManager> (); }
void Start() { cm = GameObject.FindGameObjectWithTag("CM").GetComponent <CheckpointManager>(); player1behaviour = GameObject.FindGameObjectWithTag("Player1").GetComponent <playerBehaviour>(); player2behaviour = GameObject.FindGameObjectWithTag("Player2").GetComponent <playerBehaviour>(); }
public CarAI(Rigidbody2D rigidBody, CheckpointManager checkpointManager) { this.rigidBody = rigidBody; this.checkpointManager = checkpointManager; }
private void Awake() { Instance = this; }
void Start() { self = this; this.getCheckpoint(0).activate(); }
void Awake() { checkpointManager = GameObject.Find ("Game Manager").GetComponent<CheckpointManager>(); text = GetComponent<Text> (); text.enabled = false; }
void Start() { _instance = this; }
private void Awake() { gameManager = FindObjectOfType <GameManager>().GetComponent <GameManager>(); checkpointManager = FindObjectOfType <GameManager>().GetComponent <CheckpointManager>(); }
void OnTriggerEnter() { CheckpointManager.UpdateCheckpoint(gameObject.transform); }
//START OLD CODE void Start() { //Singleton enforcement if(instance) Destroy(instance.gameObject); instance = this; // checkpointTree = new NodeTree(); #if BUILD Debug.Log("core","Loading checkpoint data"); LoadCheckpointData(); #endif // If in the editor (so testing, not a build), delete all the checkpoint crap that would normally not be in a build #if UNITY_EDITOR // Checkpoint[] objs = GameObject.FindObjectsOfType<Checkpoint>(); // foreach(Checkpoint go in objs) // Destroy(go.gameObject); // Destroy(GameObject.Find("_Checkpoints")); #endif }
void Start() { bodyRb = body.GetComponent<Rigidbody2D>(); chManager = localGM.GetComponent<CheckpointManager>(); SaveParams(); culling = GetComponent<Culling>(); }
private void OnTriggerEnter(Collider other) { CheckpointManager.ReachedCheckpoint(this); }
protected void StartE() { // Cache spriteRenderer = GetComponent <SpriteRenderer>(); checkpointManager = FindObjectOfType <CheckpointManager>(); }
// Update is called once per frame void Update() { if (!RaceStarter.raceStart) { lastTimeMoving = Time.time; return; } if (checkpointManager == null) { checkpointManager = kc.rb.GetComponent <CheckpointManager>(); } if (checkpointManager.lap == RaceStarter.totalLaps + 1) { kc.highAccSound.Stop(); kc.Go(0, finishSteer, 0); return; } ProgressTracker(); Vector3 localTarget; float targetAngle; if (kc.rb.velocity.magnitude > 1) { lastTimeMoving = Time.time; } if (Time.time > lastTimeMoving + 4) { kc.rb.gameObject.transform.position = checkpointManager.lastCP.transform.position + Vector3.up * 2; kc.rb.gameObject.transform.rotation = checkpointManager.lastCP.transform.rotation; tracker.transform.position = checkpointManager.lastCP.transform.position; kc.rb.gameObject.layer = 8; this.GetComponent <Ghost>().enabled = true; Invoke("ResetLayer", 3); } if (Time.time < kc.rb.GetComponent <AvoidDetector>().avoidTime) { localTarget = tracker.transform.right * kc.rb.GetComponent <AvoidDetector>().avoidPath; } else { localTarget = kc.rb.gameObject.transform.InverseTransformPoint(tracker.transform.position); } targetAngle = Mathf.Atan2(localTarget.x, localTarget.z) * Mathf.Rad2Deg; float steer = Mathf.Clamp(targetAngle * steeringSens, -1, 1) * Mathf.Sign(kc.currentSpeed); float speedFactor = kc.currentSpeed / kc.maxSpeed; float corner = Mathf.Clamp(Mathf.Abs(targetAngle), 0, 90); float cornerFactor = corner / 90f; float brake = 0; if (corner > 10 && speedFactor > 0.1f) { brake = Mathf.Lerp(0, 1 + speedFactor * brakeSens, cornerFactor); } float accel = 1f; if (corner > 20 && speedFactor > 0.2f) { accel = Mathf.Lerp(0, 1 * accelSens, 1 - cornerFactor); } kc.Go(accel, steer, brake); kc.CheckForSkid(); kc.CalculateEngineSound(); }
private void Start() { checkpointManager = GameObject.Find("CheckpointManager") .GetComponent <CheckpointManager>(); }
void Awake() { man = GetComponentInParent <CheckpointManager> (); }
private void Awake() { t = this; }
// Use this for initialization void Start() { lvlMngr = FindObjectOfType <LevelManager> (); chkPntMngr = FindObjectOfType <CheckpointManager> (); }
private void Start() { CheckpointManager = FindObjectOfType <CheckpointManager>(); }
// Update is called once per frame void Update() { if (!RaceMonitor.racing) { lastTimeMoving = Time.time; return; } if (cpm == null) { cpm = ds.rb.GetComponent <CheckpointManager>(); } // Ai stopping at finish end if (cpm.lap == RaceMonitor.totalLaps + 1) { ds.highAccel.Stop(); ds.Go(0, finishSteer, 0f); return; } ProgressTracker(); Vector3 localTarget; float targetAngle; if (ds.rb.velocity.magnitude > 1) { lastTimeMoving = Time.time; } if (Time.time > lastTimeMoving + 4 || ds.rb.gameObject.transform.position.y < -5f || ds.rb.gameObject.transform.position.y > 25f) { ds.rb.transform.position = cpm.lastCp.transform.position + Vector3.up * 2 + new Vector3(Random.Range(-8, 8), 0, 0); ds.rb.transform.rotation = cpm.lastCp.transform.rotation; tracker.transform.position = cpm.lastCp.transform.position; ds.rb.gameObject.layer = 8; this.GetComponent <Ghost>().enabled = true; Invoke("ResetLayer", 3); } if (Time.time < ds.rb.GetComponent <AvoidDetector>().avoidTime) { localTarget = tracker.transform.right * ds.rb.GetComponent <AvoidDetector>().avoidPath; } else { localTarget = ds.rb.gameObject.transform.InverseTransformPoint(tracker.transform.position); } targetAngle = Mathf.Atan2(localTarget.x, localTarget.z) * Mathf.Rad2Deg; float steer = Mathf.Clamp(targetAngle * steeringSensitivity, -1, 1) * Mathf.Sign(ds.currentSpeed); float speedFactor = ds.currentSpeed / ds.maxSpeed; float corner = Mathf.Clamp(Mathf.Abs(targetAngle), 0, 90); //Debug.LogWarning("name " + gameObject.name +" corner angle: " + corner); float cornerFactor = corner / 90.0f; float brake = 0f; float accel = 1f; if (corner > 5 && speedFactor > 0.3f) { brake = Mathf.Lerp(0, 1 + (speedFactor * speedFactor) * (brakingSensitivity * 5), (2 * cornerFactor * cornerFactor * cornerFactor)); } if (corner > 9 && speedFactor > 0.3f) { brake = Mathf.Lerp(0.4f, 1 + (speedFactor * speedFactor) * (brakingSensitivity * 5), (2 * cornerFactor * cornerFactor * cornerFactor)); } if (corner > 12 && speedFactor > 0.3f) { brake = Mathf.Lerp(0.6f, 1 + (speedFactor * speedFactor) * (brakingSensitivity * brakingSensitivity * 5), 1 - (2 * cornerFactor * cornerFactor * cornerFactor)); } if (corner > 15 && speedFactor > 0.3f) { brake = Mathf.Lerp(0.7f, 1 + (speedFactor * speedFactor) * (brakingSensitivity * brakingSensitivity * 5), 1 - (2 * cornerFactor * cornerFactor)); } // tight cornering if (cornerFactor == 1 && speedFactor > 0.1f) { brake = 1f; accel = 0.1f; } float prevTorque = ds.torque; // uphill helper if (speedFactor < 0.3f && ds.rb.gameObject.transform.forward.y > 0.1f) { ds.torque *= 3.0f; accel = 1f; brake = 0f; } // downhill AI if (speedFactor < 0.3f && ds.rb.gameObject.transform.forward.y < -0.35f || target.y < -0.35f) { accel = 0.2f; brake = 0.9f; } if (gameObject.name == "GoldJeep") { Debug.Log(gameObject.name + " corner factor = " + cornerFactor); //Debug.LogWarning("brake " + brake + " SF " + speedFactor * brakingSensitivity); } //Debug.LogWarning(gameObject.name + " brake: " + brake + " accel: " + accel); ds.Go(accel, steer, brake); ds.CheckForSkid(); ds.CalculateEngineSound(); ds.torque = prevTorque; }
// Update is called once per frame void Update() { if (!RaceMonitor.racing) { lastTimeMoving = Time.time; return; } if (cpm == null) { cpm = ds.rb.GetComponent <CheckpointManager>(); } if (cpm.lap == RaceMonitor.totalLaps + 1) { ds.highAccel.Stop(); ds.Go(0, finishSteer, 0); return; } ProgressTracker(); Vector3 localTarget; float targetAngle; if (ds.rb.velocity.magnitude > 1) { lastTimeMoving = Time.time; } if (Time.time > lastTimeMoving + 4 || ds.rb.gameObject.transform.position.y < -5 || ds.rb.gameObject.transform.position.y > 10) { ds.rb.gameObject.transform.position = cpm.lastCP.transform.position; ds.rb.gameObject.transform.rotation = cpm.lastCP.transform.rotation; tracker.transform.position = cpm.lastCP.transform.position; ds.rb.gameObject.layer = 8; this.GetComponent <Ghost>().enabled = true; Invoke("ResetLayer", 3); } if (Time.time < ds.rb.GetComponent <AvoidDetector>().avoidTime) { localTarget = tracker.transform.right * ds.rb.GetComponent <AvoidDetector>().avoidPath; } else { localTarget = ds.rb.gameObject.transform.InverseTransformPoint(tracker.transform.position); } targetAngle = Mathf.Atan2(localTarget.x, localTarget.z) * Mathf.Rad2Deg; float steer = Mathf.Clamp(targetAngle * steeringSensitivity, -1, 1) * Mathf.Sign(ds.CurrentSpeed); float speedFactor = ds.CurrentSpeed / ds.maxSpeed; float corner = Mathf.Clamp(Mathf.Abs(targetAngle), 0, 90); float cornerFactor = corner / 90.0f; float brake = 0; if (corner > 10 && speedFactor > 0.1f) { brake = Mathf.Lerp(0, 1 + speedFactor * brakingSensitivity, cornerFactor); } float accel = 1f; if (corner > 20 && speedFactor > 0.2f) { accel = Mathf.Lerp(0, 1 * accellerationSensitivity, 1 - cornerFactor); } float prevTorque = ds.torque; if (speedFactor < 0.3f && ds.rb.gameObject.transform.forward.y > 0.1f) { ds.torque *= 3.0f; accel = 1f; brake = 0; } ds.Go(accel, steer, brake); ds.CheckForSkid(); ds.CalculateEngineSound(); ds.torque = prevTorque; }
// Use this for initialization void Start() { cMan = FindObjectOfType <CheckpointManager>(); NPC = GetComponent <Collider2D>(); }
private void Start() { _CM = GameObject.FindGameObjectWithTag("CM").GetComponent <CheckpointManager>(); _AS = GetComponent <AudioSource>(); }
void Awake() { checkpointManager = GameObject.Find ("Game Manager").GetComponent<CheckpointManager>(); }
private void CheckRef() { ChkRef = FindObjectOfType <CheckpointManager>(); }
void Start() { instance = this; startingPosition = transform.position; }
private void resetPositionToLastCheckpoint() { character.transform.position = CheckpointManager.getInstance().lastCheckpoint().position; }
// ========================================== // == Start // ========================================== void Start() { explosion = Resources.Load ("Fireworks") as GameObject; // Le CheckpointManager : GameObject game_manager = GameObject.Find ("Game Manager") as GameObject; this.cp_manager = game_manager.GetComponent<CheckpointManager> (); // Joueurs ignorés par fusée bleue : joueursIgnores = new List<string> (new string[]{"Joueur 1", "Joueur 2"}); // Materials des murs et obstacles : wall_materials = new Material[] { Resources.Load ("Wall_1") as Material, Resources.Load ("Wall_2") as Material, Resources.Load ("Wall_3") as Material }; }
private void Start() { _manager = CheckpointManager.instance; }
public CheckpointManager() { instance = this; }
private void Awake() { singleton = this; }