void InstantiateObject(Object prefab, Vector3 cameraPos, int number, float space) { Vector3[] positiones = RandomPositiones(cameraPos, number, space); for (int i = 0; i < number; i++) // 個数分繰り返す { // positionの演算 Vector3 position = positiones[i]; // 角度の算出 float yRotation = Random.Range(-180f, 180f); // AR空間に生成 var newObject = (GameObject)Instantiate(prefab, position, Quaternion.Euler(0, yRotation, 0)); // 親にタグを登録 newObject.tag = "Object"; // 子にタグを登録 List <GameObject> children = GetAllChildren.GetAll(newObject); foreach (GameObject obj in children) { obj.tag = "CH_Object"; } // targetIndicatorを生成 BuildTargetIndicator(newObject.transform); } UnityMessageManager.Instance.SendMessageToFlutter("next"); fadeController.isFadeIn = true; }
/// <summary> /// 最後の敵のオーラの色を変える /// </summary> private void EnemyAuraChange() { if (tag == "Boss") { return; } //全ての子オブジェクト取得 List <GameObject> children = GetAllChildren.GetAll(gameObject); //エネミー用リスト List <GameObject> enemys = new List <GameObject>(); //タグがEnemyの子オブジェクト用意したリストに追加 foreach (GameObject c in children) { if (c.tag == "Enemy") { enemys.Add(c); } } enemys.RemoveAll(x => x == null);//空の要素削除 //エネミーが一つしか残ってなかったらオーラの色変更 if (enemys.Count == 1) { enemys[0].transform.Find("EnemyAura").GetComponent <SpriteRenderer>().material = greenAura; plusEffectPos = enemys[0].transform.position; } }
//================================================================================================================ // 常に更新し続ける処理(60FPSで固定) //================================================================================================================ void FixedUpdate() { //------------------------------------------------------- // 引き合う時の処理 if (moveFlg == true) { GameObject player = objects[0]; Vector3 pos = player.transform.position; Vector3 dis = gorlPos - startPos; pos += (dis * Time.deltaTime) * velocity; //---------------------------------------------------- // 一定の距離まで近づくまで動く if (Vector3.Distance(pos, gorlPos) >= 0.5f) { player.transform.position = pos; } else { ReactionStart(); VibrationCamera.Instance.Vibration(); List <GameObject> children1 = GetAllChildren.GetAll(player); //------------------------------------------------------ // 親子関係にある敵だけ削除 for (int num = 0; num < children1.Count; num++) { if (children1[num].tag == "Enemy") { Destroy(children1[num]); } } } velocity += speed / 100; } }
void Start() { if (randomColor) { GetComponent <SpriteRenderer>().color = new Color(Random.Range(0, 0.5f), Random.Range(0, 0.5f), Random.Range(0, 0.5f), 1); } if (randomScale) { scale = Random.Range(0.5f, 3f); transform.localScale = new Vector3(scale, scale, scale); GetComponent <SpriteRenderer>().sortingOrder = (int)(-200 + (scale * 16)) + highOrder; if (highOrder != 0) { GameObject[] childs; childs = GetAllChildren.getChildren(gameObject); for (int i = 0; i < childs.Length; i++) { childs[i].GetComponent <SpriteRenderer>().sortingOrder = (int)(-200 + (scale * 16)) + highOrder - 1 - i; } } } if (randomRot) { Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(0, 360f)); transform.rotation = rotation; } }
public void SwitchRagdoll(bool newVal) { myAnimator.enabled = !newVal; var child = GetAllChildren.GetAll(rootBone); foreach (GameObject obj in child) { if (obj.GetComponent <Rigidbody>()) { obj.GetComponent <Rigidbody>().isKinematic = !newVal; } if (obj.GetComponent <BoxCollider>()) { obj.GetComponent <BoxCollider>().enabled = newVal; } if (obj.GetComponent <CapsuleCollider>()) { obj.GetComponent <CapsuleCollider>().enabled = newVal; } if (obj.GetComponent <SphereCollider>()) { obj.GetComponent <SphereCollider>().enabled = newVal; } } }
void Start() { wave.SetActive(false); curDial = 0; dangerZone.SetActive(true); numOfObjs = GetAllChildren.getChildren(wave, false, "Enemy").Length; ContinuePlot(); }
void Awake() { var children = GetAllChildren.GetAll(gameObject); foreach (var child in children) { AddGrabAble(child, true); } }
IEnumerator Waiter() { yield return(new WaitForSeconds(3)); WaveInt.GetComponent <Text>().text = "" + (curWave + 1); audioSource = GetComponent <AudioSource>(); waves = GetAllChildren.getChildren(gameObject, false, "Wave"); waves[curWave].SetActive(true); timer = 5; }
public void Reduce() { numOfObjs = GetAllChildren.getChildren(wave, false, "Enemy").Length - 1; if (numOfObjs <= 0) { DestroyMeteors(); venue.gameObject.SendMessage("HideMe", 0); venue.NextWave(); Destroy(gameObject); } }
void Update() { if (allowAnti) { numOfObjs = GetAllChildren.getChildren(wave, false, "Enemy").Length; timer -= Time.deltaTime * 1; if (timer < 0) { Check(); timer = 5; } } }
public void ContinuePlot() { if (curDial <= boxes.Length - 1) { venue.CastEvent((int)boxes[curDial].who, boxes[curDial].text, boxes[curDial].specEvent, this); curDial++; } else { venue.RemoveEvent(); dangerZone.SetActive(false); wave.SetActive(true); numOfObjs = GetAllChildren.getChildren(wave, false, "Enemy").Length; } }
/// <summary> /// LifeMeterの移動 /// </summary> private void LifeMeterMove() { var CurrentEnenmyCount = GetAllChildren.GetAll(mainClass.enemyWave[0]).Count; //for (int i = 0; i < EnemyS.Length; i++) //{ // if (EnemyS[i] != null) // CurrentEnenmyCount += EnemyS[i].transform.childCount; //} var ACPO = transform.parent.GetComponent <RectTransform>().anchoredPosition; if ((EnemyCount > CurrentEnenmyCount || Player.isDamage || Main.waveNum > 0) && ACPO.x < 150) { transform.parent.GetComponent <RectTransform>().anchoredPosition += new Vector2(1, 0) * MeterMoveSpeed; } }
public void ContinuePlot() { if (curDial <= boxes.Length - 1) { venue.CastEvent((int)boxes[curDial].who, boxes[curDial].text, boxes[curDial].specEvent, this); curDial++; } else { dangerZone.SetActive(false); venue.RemoveEvent(); wave.SetActive(true); venue.gameObject.SendMessage("CallMe", 0); numOfObjs = GetAllChildren.getChildren(wave, false, "Enemy").Length; allowAnti = true; } }
// Use this for initializatio void Start() { //rt = GetComponent<RectTransform>();//RectTransformを取得 //iniSize = rt.sizeDelta; main = GameObject.Find("MainManager");//playerオブジェクトを取得 mainClass = main.GetComponent <Main>(); //speed = Mathf.Abs(player.speed) / player.speedLimit; needleposition = GameObject.Find("NeedlePosition"); EnemyCount = GetAllChildren.GetAll(mainClass.enemyWave[0]).Count; //EnemyS = GameObject.FindGameObjectsWithTag("EnemyManager"); //for (int i = 0; i < EnemyS.Length; i++) // EnemyCount += EnemyS[i].transform.childCount; }
/// <summary> /// 時間経過開始 /// </summary> private void TimeStart() { //子オブジェクトが減ったら if (GetAllChildren.GetAll(gameObject).Count < iniChildCnt && !IsTimeStart) { EnemysActive(); //ボスバトル時間の減少を始める main.GetComponent <Main>().SetIsLifeTime(true); IsTimeStart = true; if (gameObject.tag != "Boss" && IsLine == true) { enemyLine.GetComponent <EnemyLine>().GetComponent <LineRenderer>().material = Line; IsLine = false; } } }
private void Button1_Click(object sender, RoutedEventArgs e) { switch (Button1.Content.ToString()) { case "Show all nannies": GetAllNannies.Clear(); foreach (var item in BL.GetAllNannys()) { GetAllNannies.Add(item); } CleanGrid(); ShowAllNanniesListView.Visibility = Visibility.Visible; break; case "Show all children": GetAllChildren.Clear(); foreach (var item in BL.GetAllChildren()) { GetAllChildren.Add(item); } CleanGrid(); ShowAllChildrenListView.Visibility = Visibility.Visible; break; case "Show all mothers": GetAllMothers.Clear(); foreach (var item in BL.GetAllMothers()) { GetAllMothers.Add(item); } CleanGrid(); ShowAllMothersListView.Visibility = Visibility.Visible; break; case "Show all contracts": GetAllContracts.Clear(); foreach (var item in BL.GetAllContracts()) { GetAllContracts.Add(item); } CleanGrid(); ShowAllContractsListView.Visibility = Visibility.Visible; break; } }
void Start() { var health = GetComponent <PlayerHealth>(); cloudPoint = GetComponent <PlayerCloudPoint>(); playerMeshList = GetAllChildren.GetAll(this.gameObject) .Select(x => x.GetComponent <SkinnedMeshRenderer>()) .Where(x => x != null) .ToList(); health.ReceiveDamageObservable .Subscribe(_ => Flash(health.InvincibleTime)); cloudPoint.IsRecovering .Where(x => x) .Subscribe(_ => Charge()); }
public void Init(float changing, float Delay, bool minus) { List <GameObject> list = GetAllChildren.GetAll(gameObject); list.Add(gameObject); rends = list.Select(x => x.GetComponent <CanvasRenderer>()).Where(r => r != null).ToList(); alphas = rends.Select(item => item.GetAlpha() / changing).ToList(); ChangingTime = changing; DelayTime = Delay; MinusColor = minus; if (MinusColor) { ColorDirection = -1; } else { ColorDirection = 1; rends.ForEach(r => r.SetAlpha(0)); } Timer = 0; }
// Use this for initialization void Start() { box = core.GetComponent <BoxCollider2D>(); //BoxCollider2D取得 animator = shield.GetComponent <Animator>(); //Animator取得 childEnemy = GetAllChildren.GetAll(gameObject); //敵の種類によってコンポーネントのアクティブを切る foreach (var e in childEnemy) { if (e.GetComponent <Turtroial_Move>() != null) { e.GetComponent <Turtroial_Move>().enabled = false; KeyEnemy.Add(e); } if (e.GetComponent <BoxCollider2D>() != null) { e.GetComponent <BoxCollider2D>().enabled = false; } if (e.GetComponent <Laser>() != null) { e.GetComponent <SpriteRenderer>().enabled = false; } if (e.gameObject.tag == "BeemEnd") { e.GetComponent <SpriteRenderer>().enabled = false; } } isBossStop = false; animator = shield.GetComponent <Animator>(); animation = GetComponent <Animation>(); shield.GetComponent <CircleCollider2D>().enabled = false; isColActive = false; isActive = false; isSE = false; }
// Use this for initialization void Start() { camera = GameObject.Find("Main Camera"); //カメラオブジェクト取得 main = GameObject.Find("MainManager"); //メインオブジェクト取得 //ボスじゃなければランクの表示座標設定 if (tag != "Boss") { rankPoint = transform.FindChild("EnemyLine").gameObject; spawmPos = rankPoint.transform.position; } plusEffectPos = Vector3.zero; LimitTime = addLifeTime * 60; CurrentTime = LimitTime; damage = GameObject.Find("Player").GetComponent <Player>().damage; iniChildCnt = GetAllChildren.GetAll(gameObject).Count;//全ての子オブジェクトの数取得 IsTimeStart = false; isChildDestroy = false; IsLine = true; }
private void SetWeapons() { _weaponList = new List <GameObject> (); List <GameObject> childList = GetAllChildren.GetAll(gameObject); foreach (GameObject obj in childList) { //child is your child transform //Make sure the target has components var hasEnemyWeapon = obj.GetComponent <EnemyWeapon> (); //If have a component if (hasEnemyWeapon != null) { _weaponList.Add(obj); } } childList.Clear(); }
//所持している武器の取得 private void SetWeapons() { //武器リスト作成 _weaponList = new List <GameObject> (); //子オブジェクトのリスト作成 List <GameObject> childList = GetAllChildren.GetAll(gameObject); foreach (GameObject obj in childList) { //EnemyWeaponのコンポーネントを持っているか //Make sure the target has components var hasEnemyWeapon = obj.GetComponent <EnemyWeapon> (); //コンポーネントを持っている場合 //If have a component if (hasEnemyWeapon != null) { //武器リストにオブジェクトを登録する _weaponList.Add(obj); } } //子オブジェクトのリストをクリア childList.Clear(); }
/// <summary> /// Spring系コンポーネントを削除する /// </summary> private static void RemoveSpringComponents(GameObject obj) { // 指定オブジェクトのルート取得 var root = obj.GetRoot(); // root下の全オブジェクトを取得 GameObject[] objs = GameObjectExtensions.GetChildren(root); // DynamicBoneを削除 objs.Select(a => a.GetComponent <DynamicBone>()).Where(a => a != null).ToList().ForEach(Undo.DestroyObjectImmediate); // DynamicBoneColliderを削除 // RootObjの子をすべて探索し格納 List <GameObject> rootObjList = GetAllChildren.GetAll(root); // コピー先を探索しDynamicBoneColliderがあったら参照 foreach (GameObject child in rootObjList) { if (child.GetComponent <DynamicBoneCollider>()) { Undo.DestroyObjectImmediate(child); } } }
void Start() { audioSource = GetComponent <AudioSource>(); waves = GetAllChildren.getChildren(gameObject, false, "Wave"); waves[curWave].SetActive(true); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Alpha1)) { cube.SetActive(!cube.activeSelf); if (cube.activeSelf) { active3DModel = cube; } } else if (Input.GetKeyDown(KeyCode.Alpha2)) { regSqPyramid.SetActive(!regSqPyramid.activeSelf); if (regSqPyramid.activeSelf) { active3DModel = regSqPyramid; } } else if (Input.GetKeyDown(KeyCode.Alpha3)) { regTriPyramid.SetActive(!regTriPyramid.activeSelf); if (regTriPyramid.activeSelf) { active3DModel = regTriPyramid; } } else if (Input.GetKeyDown(KeyCode.Alpha4)) { cone.SetActive(!cone.activeSelf); if (cone.activeSelf) { active3DModel = cone; } } else if (Input.GetKeyDown(KeyCode.Alpha5)) { cylinder.SetActive(!cylinder.activeSelf); if (cylinder.activeSelf) { active3DModel = cylinder; } } else if (Input.GetKeyDown(KeyCode.Alpha6)) { rectangular.SetActive(!rectangular.activeSelf); if (rectangular.activeSelf) { active3DModel = rectangular; } } else if (Input.GetKeyDown(KeyCode.Alpha7)) { sphere.SetActive(!sphere.activeSelf); if (sphere.activeSelf) { active3DModel = sphere; } } if (Input.GetKeyDown(KeyCode.C)) { characterUI = active3DModel.transform.Find("CharUI").gameObject; characterUI.SetActive(!characterUI.activeSelf); } if (Input.GetKeyDown(KeyCode.V)) { points = active3DModel.transform.Find("points").gameObject; points.SetActive(!points.activeSelf); } //カメラの方向を向かせる if (characterUI.activeSelf) { List <GameObject> childList = GetAllChildren.GetAll(characterUI); foreach (GameObject obj in childList) { obj.transform.LookAt(MainCameraDummy.transform.position); } } if (Input.GetKeyDown(KeyCode.W)) { CanvasForWipe.SetActive(!CanvasForWipe.activeSelf); } if (Input.GetKeyDown(KeyCode.G)) { GuideText.SetActive(!GuideText.activeSelf); } }//Update()
public void Reduce() { numOfObjs = GetAllChildren.getChildren(wave, false, "Enemy").Length - 1; Check(); }
void Start() { list1 = GetAllChildren.GetAll(gameObject); list2 = GetAllChildren.GetAll(unity_chan2); }
void GetChildren() { m_candleSpawner = GetAllChildren.GetAll(gameObject); }
// Use this for initialization void Start() { backList = GetAllChildren.GetAll(gameObject); }
// objのコンポーネント情報をtargetに追加する private static DynamicBone AddBoneComponent(GameObject obj, GameObject[] objs, GameObject target) { // コピー先に子がいない場合は抜ける if (!target.HasChild()) { return(null); } // コピー元 var fromBone = obj.GetComponent <DynamicBone>(); // コピー先 var toBone = target.AddComponent <DynamicBone>(); // ルートObject var rootObj = target.GetRoot(); /*** DynamicBone Parameters ***/ // Rootを設定 toBone.m_Root = target.gameObject.transform; // UpdateRateを設定 toBone.m_UpdateRate = fromBone.m_UpdateRate; // UpdateModeを設定 toBone.m_UpdateMode = fromBone.m_UpdateMode; // Dampingを設定 toBone.m_Damping = fromBone.m_Damping; toBone.m_DampingDistrib = fromBone.m_DampingDistrib; // Elasticityを設定 toBone.m_Elasticity = fromBone.m_Elasticity; toBone.m_ElasticityDistrib = fromBone.m_ElasticityDistrib; // Stiffnessを設定 toBone.m_Stiffness = fromBone.m_Stiffness; toBone.m_StiffnessDistrib = fromBone.m_StiffnessDistrib; // RadiusDistribを設定 toBone.m_Radius = fromBone.m_Radius; toBone.m_RadiusDistrib = fromBone.m_RadiusDistrib; // EndLenghを設定 toBone.m_EndLength = fromBone.m_EndLength; // EndOffset,Gravity,Forceを設定 toBone.m_EndOffset = fromBone.m_EndOffset; toBone.m_Gravity = fromBone.m_Gravity; toBone.m_Force = fromBone.m_Force; // Collidersを設定 toBone.m_Colliders = new List <DynamicBoneColliderBase>(); // RootObjの子をすべて探索し格納 List <GameObject> rootObjList = GetAllChildren.GetAll(rootObj); // コピー先を探索しDynamicBoneColliderがあったら参照 foreach (var collider in fromBone.m_Colliders) { //var dynamicBoneCollider = rootObj.transform.Find(collider.gameObject.name).GetComponent<DynamicBoneCollider>(); foreach (GameObject child in rootObjList) { if (child.name == collider.gameObject.name) { toBone.m_Colliders.Add(child.GetComponent <DynamicBoneCollider>()); } } } // Exclusionsを設定 toBone.m_Exclusions = new List <Transform>(); foreach (var exclusion in fromBone.m_Exclusions) { toBone.m_Exclusions.Add(exclusion); } // FreezeAxisを設定 toBone.m_FreezeAxis = fromBone.m_FreezeAxis; // DistantDisableを設定 toBone.m_DistantDisable = fromBone.m_DistantDisable; // ReferenceObjectを設定 toBone.m_ReferenceObject = fromBone.m_ReferenceObject; // DistanceToObjectを設定 toBone.m_DistanceToObject = fromBone.m_DistanceToObject; return(toBone); }