private void Start() { ToggleVisible(); numSelections = selectionTiles.Length; tilesHotbar = GetComponent <Tilemap>(); hotbarCenter = new Vector3Int(0, 0, 0); ChangeSelection(0); cam = Camera.main; horizontalPosition = horizontalPositionPercentage * Screen.width * 0.01f; verticalPosition = verticalPositionPercentage * Screen.height * 0.01f; float zPosition = transform.position.z; Vector3 position = cam.ScreenToWorldPoint(new Vector3(horizontalPosition, verticalPosition, 0)); transform.position = new Vector3(position.x, position.y, zPosition); hotbarSelection.transform.position = transform.position + new Vector3(0, 0, -1); //Item1 is on entering mousedown state, Item2 is repeated every frame while the mouse is down selectionActions = new Tuple <Action, Action, Action, Action>[] { new Tuple <Action, Action, Action, Action> (() => ToggleIfAbleElseDo(DoNothing), () => ReplaceTile("dirt"), DoNothing, RemoveUnderCursor), new Tuple <Action, Action, Action, Action> (() => ToggleIfAbleElseDo(DoNothing), () => ReplaceTile("coal"), DoNothing, RemoveUnderCursor), new Tuple <Action, Action, Action, Action> (() => ToggleIfAbleElseDo(() => PlaceEntity("wheel")), DoNothing, DoNothing, RemoveUnderCursor), new Tuple <Action, Action, Action, Action> (() => ToggleIfAbleElseDo(() => PlaceEntity("miner")), DoNothing, DoNothing, RemoveUnderCursor), new Tuple <Action, Action, Action, Action> (() => ToggleIfAbleElseDo(DoNothing), () => PlaceEntity("sheep"), DoNothing, RemoveUnderCursor), new Tuple <Action, Action, Action, Action> (() => ToggleIfAbleElseDo(DoNothing), () => ReplaceTile("rock"), DoNothing, RemoveUnderCursor) }; cursorScript = cursorSelection.GetComponent <CursorScript>(); }
// Start is called before the first frame update void Start() { Time.timeScale = 1; winLevel.SetActive(false); loseLevel.SetActive(false); cursor = this.gameObject.GetComponent <CursorScript>(); activeResource = null; numResources = resources.Length; resourceAmounts = new float[numResources]; for (int i = 0; i < numResources; i++) { resourceAmounts[i] = initResourceAmts[i]; if (resources[i].tag == "House") { populationSlider.setMaxValue(2 * initResourceAmts[i] + 10); populationText.setNumber(initResourceAmts[i]); } else if (resources[i].tag == "Farm") { foodSlider.setMaxValue(2 * initResourceAmts[i] + 10); foodText.setNumber(initResourceAmts[i]); } else if (resources[i].tag == "River") { waterSlider.setMaxValue(2 * initResourceAmts[i] + 10); waterText.setNumber(initResourceAmts[i]); } } }
void Start() { //QuestManagerScript = QuestManager.GetComponent<QuestManager>(); GameManager = GameObject.FindGameObjectWithTag("Scene"); cursorScript = GameManager.GetComponent <CursorScript>(); dialoguePanel = GameObject.FindGameObjectWithTag("Dialogue").GetComponent <CanvasGroup>(); dialogueContent = GameObject.FindGameObjectWithTag("DialogueContent"); }
public void LoadCursor() { GameObject cursorObject = GameObject.FindGameObjectWithTag("Cursor"); if (cursorObject != null) { cursor = cursorObject.GetComponent <CursorScript>(); } }
public void ProxyObjectExit(GameObject oldProxy) { if (proxyObject == oldProxy) { proxyObject = null; proxyType = ProxyObjectType.NONE; CursorScript.RemoveCursors(); } }
// Use this for initialization void Start() { handCursor = GameObject.Find("HandCursor").GetComponent<CursorScript>(); inputX = 0; inputY = 0; if(!mouseMode){ kinectManager = Object.Instantiate(kinectManagerPrefab, Vector3.zero, Quaternion.identity) as KinectManager; kinectManager.HandCursor1 = handCursor; } }
private void Start() { GetComponent <SpriteRenderer>().enabled = false; cursorSelection.GetComponent <SpriteRenderer>().enabled = false; myRigidbody2D = GetComponent <Rigidbody2D>(); //myTransform = GetComponent<Transform>(); cursorScript = cursorSelection.GetComponent <CursorScript>(); InitializeCamera(); }
public void ResetLevel() { //reset the level Destroy(GameObject.FindGameObjectWithTag("Player")); player = (GameObject)GameObject.Instantiate(playerPrefab, playerStartPosition, Quaternion.identity); CursorScript.RemoveCursors(); //increment the deaths deaths++; }
//play the death animation and reset the level public void Die() { animator.SetBool("isDying", true); isRooted = false; CursorScript.RemoveCursors(); if (rigidbody2D.gravityScale != gravityScale) { rigidbody2D.gravityScale = gravityScale; } }
// Use this for initialization void Start() { handCursor = GameObject.Find("HandCursor").GetComponent <CursorScript>(); inputX = 0; inputY = 0; if (!mouseMode) { kinectManager = Object.Instantiate(kinectManagerPrefab, Vector3.zero, Quaternion.identity) as KinectManager; kinectManager.HandCursor1 = handCursor; } }
private void Start() { eHealth = eStartHealth; _gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); HealthAmmount.text = eHealth.ToString() + " / " + eStartHealth.ToString(); target = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); _player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); _audioSource = GetComponent <AudioSource>(); _randHurtSound = Random.Range(0, 3); _cursor = GameObject.FindGameObjectWithTag("Cursor").GetComponent <CursorScript>(); }
void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
public void ClientCardPeel(int grabbed_id, int player_id) { // Return if player is already holding something foreach (GameObject grabbable in grabbable_objects) { if (grabbable.GetComponent <GrabbableScript>().held_by_player_ == player_id) { return; } } // Find the deck, return if can't find it GameObject deck = null; foreach (GameObject grabbable in grabbable_objects) { if (grabbable.GetComponent <GrabbableScript>().id_ == grabbed_id && grabbable.GetComponent <DeckScript>()) { deck = grabbable; } } if (!deck) { return; } // Grab whatever card is on top of the deck, depending on which way // the deck is facing GameObject card = null; if ((deck.rigidbody.rotation * new Vector3(0, 1, 0)).y >= 0.0f) { card = deck.GetComponent <DeckScript>().TakeCard(true); } else { card = deck.GetComponent <DeckScript>().TakeCard(false); } card.GetComponent <GrabbableScript>().held_by_player_ = player_id; CursorScript cursor_script = null; foreach (GameObject cursor in cursor_objects) { if (cursor.GetComponent <CursorScript>().id() == player_id) { cursor_script = cursor.GetComponent <CursorScript>(); } } cursor_script.SetCardFaceUp((card.transform.up.y < 0.0f)); cursor_script.SetCardRotated(GetRotateFromGrabbable(card)); card.GetComponent <CardScript>().PickUpSound(); }
// Use this for initialization void Start() { ourGlobalScript = this; ourUnitScripts = Object.FindObjectsOfType<UnitScript>(); ourPlayerScripts = Object.FindObjectsOfType<PlayerScript>(); ourCursorScript = Object.FindObjectOfType<CursorScript>(); ourTurnScript = Object.FindObjectOfType<TurnScript>(); ourPhaseScript = Object.FindObjectOfType<PhaseScript>(); }
// Use this for initialization void Start() { ourGlobalScript = this; ourUnitScripts = Object.FindObjectsOfType <UnitScript>(); ourPlayerScripts = Object.FindObjectsOfType <PlayerScript>(); ourCursorScript = Object.FindObjectOfType <CursorScript>(); ourTurnScript = Object.FindObjectOfType <TurnScript>(); ourPhaseScript = Object.FindObjectOfType <PhaseScript>(); }
private void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); return; } else { instance = this; } DontDestroyOnLoad(this.gameObject); }
// Use this for initialization void Start() { manager = board.GetComponent <GameManager> (); CScript = CursorManager.GetComponent <CursorScript> (); ai = CursorManager.GetComponent <AI> (); BGM = GameObject.FindGameObjectWithTag("BGM"); distance = 100; PlayerController.mycolor = 3; canmove = true; timer = 0; hitsound = Resources.Load("HitSound") as GameObject; bom = Resources.Load("Detonator-Simple") as GameObject; mode = 1; }
// GridElementScript[][] mapClone; // so we don't have to foreach and search through all the GameObjects every time, as that is costly. use if noticeable lag occurs. // Use this for initialization void Start() { foreach (var e in GameObject.FindObjectsOfType<GridElementScript>()) { if (!isLegalBoardLocation(e.x, e.y)) { Debug.Log("ERROR: Illegal board position (" + e.x + "," + e.y + ") of unit " + e.gameObject.name); e.x = 0; e.y = 0; } e.gameObject.transform.position = Camera.main.GridToWorldPoint(new Vector3(e.x, e.y, e.gameObject.transform.position.z), this); } cursor = GameObject.FindObjectOfType<CursorScript>(); if(cursor == null) Debug.Log("ERROR: Either no CursorScript object defined in scene, or more than one CursorScript object defined in scene."); }
public void OnTriggerExit2D(Collider2D collision) { CursorScript cursor = collision.GetComponent <CursorScript>(); cursorsHovering.Remove(cursor); // If the cursor has left this selector and not entered another at the same time, set it to null if (cursor.currentlyHoveredSelector == this) { cursor.currentlyHoveredSelector = null; } // only unhover if there are no cursors sitting on this boi if (cursorsHovering.Count == 0) { Unhover(); } }
public void SelectNewProxyObject(GameObject newProxy) { //if the current proxy object is null, the new proxy object becomes the current proxy object if (!proxyObject) { proxyObject = newProxy; CursorScript.CreateNewCursor(proxyObject.transform.position, cursorPrefab); } else { float currentDistance = (proxyObject.transform.position - transform.position).magnitude; float newDistance = (newProxy.transform.position - transform.position).magnitude; if (currentDistance < newDistance) { proxyObject = newProxy; CursorScript.CreateNewCursor(proxyObject.transform.position, cursorPrefab); } } //select the correct type of proxy object switch (proxyObject.tag.ToUpper()) { case "DOOR": proxyType = ProxyObjectType.DOOR; break; case "LEVER": proxyType = ProxyObjectType.LEVER; break; case "TELEPORTER": proxyType = ProxyObjectType.TELEPORTER; break; case "GRABPOINT": proxyType = ProxyObjectType.GRABPOINT; break; default: proxyType = ProxyObjectType.NONE; break; } }
public void OnTriggerEnter2D(Collider2D collision) { Hover(); CursorScript cursor = collision.GetComponent <CursorScript>(); cursorsHovering.Add(cursor); // if the cursor is still touching another selector, unhover from that one if (cursor.currentlyHoveredSelector != null) { cursor.currentlyHoveredSelector.cursorsHovering.Remove(cursor); if (cursor.currentlyHoveredSelector.cursorsHovering.Count == 0) { cursor.currentlyHoveredSelector.Unhover(); } } collision.GetComponent <CursorScript>().currentlyHoveredSelector = this; }
// Use this for initialization void Start() { uiScript = (CursorScript) GameObject.Find ("Menu Cursor").GetComponent<CursorScript>(); isHealing = false; enemy = new List<EnemyScript>(); if (Application.loadedLevelName == "GrasslandsBattle") { EnemyScript enemySc1 = (EnemyScript) GameObject.Find("Green Spider").GetComponent<EnemyScript>(); EnemyScript enemySc2 = (EnemyScript) GameObject.Find("Dark Troll").GetComponent<EnemyScript>(); enemy.Add(enemySc1); enemy.Add (enemySc2); } else if (Application.loadedLevelName == "snowScene") { EnemyScript enemySc1 = (EnemyScript) GameObject.Find("skeletonMage").GetComponent<EnemyScript>(); EnemyScript enemySc2 = (EnemyScript) GameObject.Find("skeletonSpearman").GetComponent<EnemyScript>(); enemy.Add(enemySc1); enemy.Add (enemySc2); } }
void Start() { playerCanvas = (Canvas)gameObject.GetComponentInChildren(typeof(Canvas), true); networkIdentity = gameObject.GetComponent <Mirror.NetworkIdentity>(); if (!networkIdentity) { networkIdentity = gameObject.AddComponent <Mirror.NetworkIdentity>(); } playerCursor = GetComponentInChildren <CursorScript>(); FillDeck(); FillHand(); if (!isLocalPlayer) { // Disable all non-local player canvas UI elements playerCanvas.gameObject.SetActive(false); playerCursor.gameObject.SetActive(false); } }
// Update is called once per frame void Update() { //if the level selection popup is not shown if (!showLevelWindow) { //check if the mouse has been moved bool mouseMoved = (previousMousePosition != Input.mousePosition); //if the mouse has been moved if (mouseMoved) { bool selectedChanged = false; //get the colliders at the mouse Collider2D[] points = Physics2D.OverlapPointAll(Camera.main.ScreenToWorldPoint(Input.mousePosition)); //iterate through the colliders Collider2D country = null; foreach (Collider2D point in points) { //if the collider is a country if (point.tag == "Country") { //if this country is different from the selected one, select that country country = point; if (point.GetComponent <MenuCountryScript>().countryName != selectedCountry) { selectedCountry = point.GetComponent <MenuCountryScript>().countryName; selectedChanged = true; } //break out of the loop break; } } //if a country is selected if (country) { MenuCountryScript countryScript = country.gameObject.GetComponent <MenuCountryScript>(); //if the selection has changed, create a new cursor if (selectedChanged) { CursorScript.CreateNewCursor(countryScript.cursorPoint, cursorPrefab); selectedChanged = false; } } else { //if no country is selected, remove the cursor and set the selected country to none CursorScript.RemoveCursors(); selectedCountry = MenuCountryScript.CountryName.NONE; } } //if the mouse has been clicked if (Input.GetMouseButtonDown(0) && selectedCountry != MenuCountryScript.CountryName.NONE) { //open the level selection pop up switch (selectedCountry) { case MenuCountryScript.CountryName.USA: showLevelWindow = true; break; case MenuCountryScript.CountryName.RUSSIA: showLevelWindow = true; break; default: break; } } } else { if (Input.GetMouseButtonDown(0)) { if (Input.mousePosition.x > windowRect.x + windowRect.size.x || Input.mousePosition.x < windowRect.x || Input.mousePosition.y > windowRect.y + windowRect.size.y || Input.mousePosition.y < windowRect.y) { showLevelWindow = false; } } } //set the previous mouse position previousMousePosition = Input.mousePosition; }
// Start is called before the first frame update void Start() { cursor = FindObjectOfType <CursorScript>(); player = GameObject.FindGameObjectWithTag("Player"); }
// Use this for initialization void Start() { hpScript = gameObject.GetComponent<HealthScript>(); damagedThisTurn = false; startOfHeal = true; state = "Standby"; speed = 15.0f; attackDelay = 700.0f; attackTimer = attackDelay; nextTurnChoice = ""; dmgBox = (DamageBoxScript) GameObject.Find ("DamageBox").GetComponent<DamageBoxScript>(); uiScript = (CursorScript) GameObject.Find ("Menu Cursor").GetComponent<CursorScript>(); aiScript = (EnemyAIScript) GameObject.Find ("Menu Cursor").GetComponent<EnemyAIScript>(); maxHealth = GameObject.Find ("Menu Cursor").GetComponent<StatsScript>().GetMaxHP (gameObject.name); health = maxHealth; maxMana = GameObject.Find ("Menu Cursor").GetComponent<StatsScript>().GetMaxMP (gameObject.name); mana = maxMana; naturalRotation = transform.rotation; }
// Update is called once per frame void Update() { if (Input.GetKey(KeyCode.E)) { Destroy(GameObject.Find("PlayerSelectionData")); SceneManager.LoadScene("GameScene"); } // Get the inputdevice that was most recently pressed InputDevice currentInput = InputManager.ActiveDevice; bool alreadyActive = false; // If X was pressed if (currentInput.Action1.WasPressed) { // Check to see if this player is already active foreach (PlayerSelection plr in players) { if (plr.input.GUID == currentInput.GUID) { alreadyActive = true; } } // Don't add any more than 4 players if (players.Count >= 4) { alreadyActive = true; } if (!alreadyActive) { // Add the new player PlayerSelection newPlr = new PlayerSelection { playerType = PlayerType.UNDECIDED, input = currentInput }; GameObject playerCursor = GameObject.Find((playerCount + 1).ToString()); Color cursorColour = playerCursor.GetComponent <Image>().color; cursorColour.a = 1; CursorScript cursorScript = playerCursor.GetComponent <CursorScript>(); playerCursor.GetComponent <Image>().color = cursorColour; cursorScript.player = newPlr; cursorScript.Yeet(); cursorScript.playerNumber = playerCount; playerCursor.transform.SetParent(transform); // pull the cursor out of the playerindicator gameobject players.Add(newPlr); playerCount++; RefreshPlayerAvailabilities(); } } if (readyToStart) { // If start button was pressed, start the game if (currentInput.Command.WasPressed && !starting) { starting = true; PreparePlayerSelectionObject(); SceneManager.LoadScene("GameScene"); } } }
private void Start() { Invoke("DestroyProjectile", lifeTime); _player = GameObject.Find("Player").GetComponent <Player>(); _cursor = GameObject.FindGameObjectWithTag("Cursor").GetComponent <CursorScript>(); }
//update teleportation controls public void UpdateTeleportation() { //allow the player to select a teleporter if (animState.IsName("PhasingOut")) { //if the player is invisible/intangible and has not started teleporting if (!GetComponent <Renderer>().enabled&& !GetComponent <TrailRenderer>().enabled) { //if the mouse has moved if (mouseMoved) { Collider2D[] colliders; //get the objects at the mouse point if (Application.platform == RuntimePlatform.PSMPlayer) { colliders = Physics2D.OverlapPointAll(Camera.main.ScreenToWorldPoint(Input.GetTouch(0).position)); } else { colliders = Physics2D.OverlapPointAll(Camera.main.ScreenToWorldPoint(Input.mousePosition)); } //iterate through the colliders foreach (Collider2D other in colliders) { //if the mouse is at a teleporter of the correct colour, it is the selected teleporter if (other.tag == "Teleporter") { if (other.GetComponent <TeleportNodeScript>().colour == teleportColour) { selectedTeleporter = other.gameObject; } } } } //get all the teleporters GameObject[] teleporters = GameObject.FindGameObjectsWithTag("Teleporter"); List <GameObject> colourTeleporters = new List <GameObject>(); //select the first teleporter of the correct colour foreach (GameObject teleporter in teleporters) { if (teleporter.GetComponent <TeleportNodeScript>().colour == teleportColour) { colourTeleporters.Add(teleporter); } } //if the axis has changed if (previousHorizontalAxis == 0.0f && Input.GetAxis("Horizontal") != 0.0f) { //decrement the index if (Input.GetAxis("Horizontal") < 0.0f) { teleporterIndex--; } //increment the index if (Input.GetAxis("Horizontal") > 0.0f) { teleporterIndex++; } //ensure the index is within the bounds if (teleporterIndex >= colourTeleporters.Count) { teleporterIndex = 0; } if (teleporterIndex < 0) { teleporterIndex = (colourTeleporters.Count - 1); } //set the selected teleporter selectedTeleporter = colourTeleporters[teleporterIndex]; } //make sure the cursor is at the correct position if (selectedTeleporter) { CursorScript.CreateNewCursor(selectedTeleporter.transform.position, cursorPrefab); } //if the player presses action if ((Input.GetButtonDown("Action") || Input.GetMouseButtonDown(0) || (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)) && selectedTeleporter) { //player is teleporting to the selected teleporter teleportEndPosition = selectedTeleporter.transform.position; teleportDirection = teleportEndPosition - (Vector2)transform.position; selectedTeleporter = null; TrailRenderer trail = GetComponent <TrailRenderer>(); trail.enabled = true; audio.loop = true; audio.clip = teleportFlyClip; audio.Play(); //remove the cursor CursorScript.RemoveCursors(); } } } //if the player is teleporting, move towards the target position if (teleportDirection != Vector2.zero) { transform.Translate(teleportDirection.normalized * teleportSpeed * Time.deltaTime); //if the player is close to the target position, set its position to the target if ((teleportEndPosition - (Vector2)transform.position).magnitude < 0.5f) { transform.position = teleportEndPosition; //start phasing in animator.SetBool("isTeleporting", true); teleportEndPosition = Vector2.zero; teleportDirection = Vector2.zero; GetComponent <TrailRenderer>().enabled = false; renderer.enabled = true; audio.Stop(); audio.PlayOneShot(teleportInClip); } } }
public void ClientGrab(int grabbed_id, int player_id) { // Check if client is already holding dice or tokens bool holding_anything = false; bool holding_anything_but_dice = false; foreach (GameObject grabbable in grabbable_objects) { GrabbableScript grabbable_script = grabbable.GetComponent <GrabbableScript>(); if (grabbable_script.held_by_player_ == player_id) { holding_anything = true; if (!grabbable.GetComponent <DiceScript>()) { holding_anything_but_dice = true; } } } CursorScript cursor_script = null; foreach (GameObject cursor in cursor_objects) { if (cursor.GetComponent <CursorScript>().id() == player_id) { cursor_script = cursor.GetComponent <CursorScript>(); } } // See if client can grab object given already-grabbed objects foreach (GameObject grabbable in grabbable_objects) { GrabbableScript grabbable_script = grabbable.GetComponent <GrabbableScript>(); if (grabbable_script.id_ == grabbed_id) { if (grabbable_script.held_by_player_ == player_id) { return; } if ((grabbable.GetComponent <DiceScript>() && !holding_anything_but_dice) || (grabbable.GetComponent <TokenScript>() && !holding_anything) || (grabbable.GetComponent <ParentTokenScript>() && !holding_anything) || (grabbable.GetComponent <DeckScript>() && !holding_anything) || (grabbable.GetComponent <CardScript>() && !holding_anything) || (grabbable.GetComponent <CoinScript>() && !holding_anything)) { grabbable_script.held_by_player_ = player_id; if (grabbable.GetComponent <DiceScript>()) { grabbable.GetComponent <DiceScript>().PickUpSound(); } if (grabbable.GetComponent <CoinScript>()) { grabbable.GetComponent <CoinScript>().PickUpSound(); } if (grabbable.GetComponent <DeckScript>()) { cursor_script.SetCardFaceUp((grabbable.transform.up.y > 0.0f)); cursor_script.SetCardRotated(GetRotateFromGrabbable(grabbable)); grabbable.GetComponent <DeckScript>().PickUpSound(); } if (grabbable.GetComponent <CardScript>()) { cursor_script.SetCardFaceUp((grabbable.transform.up.y < 0.0f)); cursor_script.SetCardRotated(GetRotateFromGrabbable(grabbable)); grabbable.GetComponent <CardScript>().PickUpSound(); } if (grabbable.GetComponent <TokenScript>()) { grabbable.GetComponent <TokenScript>().PickUpSound(); } if (grabbable.GetComponent <ParentTokenScript>()) { grabbable.GetComponent <ParentTokenScript>().PickUpSound(); cursor_script.SetCardRotated(GetRotateFromGrabbable(grabbable)); } grabbable.rigidbody.mass = 0.2f; } } } }
void Start() { cursor = FindObjectOfType <CursorScript>(); controller = GetComponent <NavMeshAgent>(); controller.updateRotation = false; }
// Use this for initialization void Start () { cursor = GameObject.Find("Cursor").GetComponent<CursorScript>(); text = GetComponent<Text>(); }
void CreateTutorialWorld() { float offset = -.60f; List <Vector3> freeCoordinates = new List <Vector3> (); List <Vector3> freeTileCoordinates = new List <Vector3> (); //create coordinate list for (int i = 0; i < 3; ++i) { for (int j = 0; j < 3; ++j) { if (i != 1 || j != 1) { freeCoordinates.Add(new Vector3(i + offset, j - 3, 0)); } freeTileCoordinates.Add(new Vector3(i + offset, j - 3, 1)); } } //shuffle list for (int i = 0; i < freeCoordinates.Count; i++) { Vector3 temp = freeCoordinates [i]; int randomIndex = Random.Range(0, freeCoordinates.Count); freeCoordinates [i] = freeCoordinates [randomIndex]; freeCoordinates [randomIndex] = temp; } int[] villageSpritesInUse = new int[villageSprites.Length]; GameObject shrine = Resources.Load <GameObject> ("Prefabs/Environment/Shrine"); GameObject graves = Resources.Load <GameObject> ("Prefabs/Environment/Graves"); GameObject forrest = Resources.Load <GameObject> ("Prefabs/Environment/Forrest"); GameObject ruins = Resources.Load <GameObject> ("Prefabs/Environment/Ruins"); GameObject tile = Resources.Load <GameObject> ("Prefabs/Tile"); GameObject playerVillage = Resources.Load <GameObject> ("Prefabs/PlayerVillage"); GameObject village = Resources.Load <GameObject> ("Prefabs/AI/Village"); GameObject cursor = Resources.Load <GameObject> ("Prefabs/Cursor"); GameObject goddessTree = Resources.Load <GameObject> ("Prefabs/Environment/GaiaTree"); GameObject shrineYard = Resources.Load <GameObject> ("Prefabs/Environment/ShrineYard"); GameObject umbralShard = Resources.Load <GameObject> ("Prefabs/Environment/UmbralShard"); GameObject plain = Resources.Load <GameObject> ("Prefabs/Environment/Plains"); GameObject plainEnhancement = Resources.Load <GameObject> ("Prefabs/Environment/PlainEnhancement"); if (opponents > villageSprites.Length) { opponents = villageSprites.Length - 1; } if (opponents < 0) { opponents = 0; } //Create Tiles mapOccupation [1, 1] = 1; for (int i = 0; i < freeTileCoordinates.Count; i++) { Instantiate(tile, freeTileCoordinates[i], Quaternion.identity); } //spawn player int spriteSelect = Random.Range(0, villageSprites.Length); myPlayerVillage = Instantiate(playerVillage, freeCoordinates [0], Quaternion.identity) as GameObject; villageSpritesInUse [spriteSelect] = 1; myPlayerVillage.GetComponent <SpriteRenderer> ().sprite = villageSprites [spriteSelect]; myPlayerVillage.GetComponent <PlayerVillageScript> ().SetName(""); //spawn cursor myCursor = Instantiate(cursor, new Vector3(freeCoordinates [0].x + .0005f, freeCoordinates [0].y + .001f, freeCoordinates [0].z), Quaternion.identity) as GameObject; myCursorScript = myCursor.GetComponent <CursorScript> (); //FIX CAST AS INT myCursorScript.locX = (int)(freeCoordinates [0].x + 1f); myCursorScript.locY = (int)(freeCoordinates [0].y + 3f); freeCoordinates.RemoveAt(0); //spawn villages for (int i = 0; i < opponents; ++i) { spriteSelect = Random.Range(0, villageSprites.Length); GameObject spawnVillage = Instantiate(village, freeCoordinates [0], Quaternion.identity) as GameObject; bool foundNewSprite = false; while (!foundNewSprite) { spriteSelect = Random.Range(0, villageSprites.Length); if (villageSpritesInUse[spriteSelect] != 1) { foundNewSprite = true; villageSpritesInUse [spriteSelect] = 1; } } spawnVillage.GetComponent <SpriteRenderer> ().sprite = villageSprites [spriteSelect]; //assign random name spawnVillage.gameObject.GetComponent <VillageScript> ().SetName("(((them)))"); villageSpritesInUse [spriteSelect] = 1; opponentList.Add(spawnVillage); freeCoordinates.RemoveAt(0); } //spawn forests int forrestNumber = Random.Range(8, 12); for (int i = 0; i < forrestNumber; ++i) { GameObject spawnForrest = Instantiate(forrest, freeCoordinates [0], Quaternion.identity) as GameObject; freeCoordinates.RemoveAt(0); } trees = GameObject.FindGameObjectsWithTag("Trees"); //spawn graveyard int gravesNumber = Random.Range(2, 4); for (int i = 0; i < gravesNumber; ++i) { GameObject spawnGraves = Instantiate(graves, freeCoordinates [0], Quaternion.identity) as GameObject; freeCoordinates.RemoveAt(0); } //spawn shrine GameObject spawnShrine = Instantiate(shrine, freeCoordinates[0], Quaternion.identity) as GameObject; freeCoordinates.RemoveAt(0); //spawn ruins int ruinsNumber = Random.Range(8, 12); for (int i = 0; i < ruinsNumber; ++i) { GameObject spawnRuins = Instantiate(ruins, freeCoordinates [0], Quaternion.identity) as GameObject; freeCoordinates.RemoveAt(0); } //spawn goddess tree GameObject spawnGoddessTree = Instantiate(goddessTree, freeCoordinates[0], Quaternion.identity) as GameObject; freeCoordinates.RemoveAt(0); //spawn shrine yard int shrineYardNumber = Random.Range(1, 3); for (int i = 0; i < shrineYardNumber; ++i) { GameObject spawnShrineYard = Instantiate(shrineYard, freeCoordinates[0], Quaternion.identity) as GameObject; freeCoordinates.RemoveAt(0); } //spawn umbral shard GameObject spawnUmbralShard = Instantiate(umbralShard, freeCoordinates[0], Quaternion.identity) as GameObject; freeCoordinates.RemoveAt(0); //fill remaining squares with plains for (int i = 0; i < freeCoordinates.Count; ++i) { GameObject spawnPlains = Instantiate(plain, freeCoordinates [i], Quaternion.identity) as GameObject; GameObject spawnPlainEnhancement = Instantiate(plainEnhancement, freeCoordinates [i], Quaternion.identity) as GameObject; } //find all trees for changing color during season }
// Use this for initialization void Start() { usedMagicAttack = false; hpScript = gameObject.GetComponent<HealthScript>(); lightColor = "White"; uiScript = (CursorScript) GameObject.Find("Menu Cursor").GetComponent<CursorScript>(); state = "Standby"; prevLocation = transform.position; speed = 15.0f; successfullyAttacked = false; attackTimer = 0.0f; blackTimer = 0; dmgBox = (DamageBoxScript) GameObject.Find ("DamageBox").GetComponent<DamageBoxScript>(); maxHealth = maxMana = 0.0f; maxHealth = GameObject.Find ("Menu Cursor").GetComponent<StatsScript>().GetMaxHP (gameObject.name); health = maxHealth; maxMana = GameObject.Find ("Menu Cursor").GetComponent<StatsScript>().GetMaxMP (gameObject.name); mana = maxMana; audioPlayer = gameObject.AddComponent<AudioSource>(); if (gameObject.name == "Zebulon") { lasScript = gameObject.GetComponentInChildren<LaserScript>(); lasScript.Hide(); } cachedForward = transform.forward; }
// Use this for initialization void Start() { uiScript = GameObject.Find ("Menu Cursor").GetComponent<CursorScript>(); //Fade (); }
public void UpdateInteraction() { //allow for player interactions if (Input.GetButtonDown("Action")) { //if the player is at a teleporter if (proxyType == ProxyObjectType.TELEPORTER && !isHanging) { if (!animState.IsName("PhasingOut") && !animState.IsName("PhasingIn")) { //set the animation to phase out animator.SetBool("isPhasing", true); //prevent the player from moving isRooted = true; rigidbody2D.gravityScale = 0.0f; teleporterIndex = 0; teleportColour = proxyObject.GetComponent <TeleportNodeScript>().colour; audio.PlayOneShot(teleportOutClip); } } //if the player is at a door and is grounded else if (proxyType == ProxyObjectType.DOOR && isGrounded) { //move the player to the door's exit Vector2 newPosition = proxyObject.GetComponent <DoorScript>().exit.transform.position; transform.position = newPosition; } else if (proxyType == ProxyObjectType.LEVER && isGrounded) { //switch the lever proxyObject.GetComponent <LeverScript>().Switch(); } //if the player is at a grab point and is not grounded else if (proxyType == ProxyObjectType.GRABPOINT && !isGrounded) { if (!animState.IsName("PhasingOut") && !animState.IsName("PhasingIn")) { //if the player is hanging already, release from the grab point if (isHanging) { isRooted = false; //if targetting another grab point, set it to the destination if (targetedGrabPoint) { grabDestination = targetedGrabPoint; } else { //if not targetting a grab point, stop hanging animator.SetBool("isHanging", false); isHanging = false; rigidbody2D.gravityScale = gravityScale; //remove the old grabber GameObject oldGrabber = GameObject.FindGameObjectWithTag("Grabber"); if (oldGrabber) { Destroy(oldGrabber); } //remove the old cursor CursorScript.RemoveCursors(); } } else { //if not currently hanging, set the proxy grab point to the destination and start hanging velocity = Vector2.zero; rigidbody2D.velocity = Vector2.zero; rigidbody2D.gravityScale = 0.0f; grabDestination = proxyObject; animator.SetBool("isHanging", true); isHanging = true; } } } } //if the player is hanging if (isHanging) { //if not yet at the destination if ((Vector2)transform.position != (Vector2)grabDestination.GetComponent <GrabPointScript>().hangPoint.position) { //move towards the destination velocity = (Vector2)grabDestination.GetComponent <GrabPointScript>().hangPoint.position - (Vector2)transform.position; velocity.Normalize(); velocity *= maxHorizontalSpeed; if (((Vector2)transform.position - (Vector2)grabDestination.GetComponent <GrabPointScript>().hangPoint.position).magnitude < 0.5f) { transform.position = (Vector2)grabDestination.GetComponent <GrabPointScript>().hangPoint.position; } //remove the old grabber GameObject oldGrabber = GameObject.FindGameObjectWithTag("Grabber"); if (oldGrabber) { Destroy(oldGrabber); } //create a new grabber GameObject grabber = (GameObject)GameObject.Instantiate(grabberPrefab, transform.position, Quaternion.identity); LineRenderer lr = grabber.GetComponent <LineRenderer>(); lr.SetPosition(0, grabber.transform.position); lr.SetPosition(1, grabDestination.transform.position); lr.SetWidth(0.1f, 0.1f); grabber.tag = "Grabber"; } else { //if destination reached, root the player velocity = Vector2.zero; rigidbody2D.velocity = Vector2.zero; isRooted = true; } //if the player is pressing right if (Input.GetAxis("Horizontal") > 0.0f) { //look for a grab point to the right of the player Collider2D[] colliders = Physics2D.OverlapPointAll((Vector2)grabDestination.transform.position + new Vector2(5.0f, 0.0f)); targetedGrabPoint = null; facingDirection.x = 1.0f; FaceRight(true); if (mindSeedSpawnPosition.x <= 0.0f) { mindSeedSpawnPosition.x *= -1.0f; } foreach (Collider2D collider in colliders) { //if grab point found if (collider.tag == "GrabPoint") { //update the cursor CursorScript.CreateNewCursor(collider.transform.position, cursorPrefab); //set the grab point to the target if (targetedGrabPoint != collider.gameObject) { targetedGrabPoint = collider.gameObject; } } } } //if the player is pressing left else if (Input.GetAxis("Horizontal") < 0.0f) { //look for a grab point to the left of the player Collider2D[] colliders = Physics2D.OverlapPointAll((Vector2)transform.position + new Vector2(-5.0f, 0.0f)); targetedGrabPoint = null; facingDirection.x = -1.0f; FaceRight(false); if (mindSeedSpawnPosition.x >= 0.0f) { mindSeedSpawnPosition.x *= -1.0f; } foreach (Collider2D collider in colliders) { //if grab point found if (collider.tag == "GrabPoint") { //update the cursor CursorScript.CreateNewCursor(collider.transform.position, cursorPrefab); //set the grab point to the target if (targetedGrabPoint != collider.gameObject) { targetedGrabPoint = collider.gameObject; } } } } else { //remove the cursor CursorScript.RemoveCursors(); targetedGrabPoint = null; } } else { //remove the old grabber GameObject oldGrabber = GameObject.FindGameObjectWithTag("Grabber"); if (oldGrabber) { Destroy(oldGrabber); } } }
void Awake() { i = this; }
// Use this for initialization void Start() { cursor = Camera.main.GetComponent <CursorScript> (); gM_obj = GameObject.Find("GameManager").GetComponent <gameManager>(); }