private void Awake() { instance = this; SpawnShowCases(); }
void Start() { if (spawner == null) { spawner = FindObjectOfType <GroundSpawner> (); } }
void Awake() { Instance = this; activeGrounds = new List <GroundBase>(); RepositionManager.OnReposition += OnReposition; FillPool(); }
void Awake() { instance = this; InitializeRows(); InitializeColumns(); spawnedGroundPieces = new List <GroundPiece> (); CreateGround(); }
// Start is called before the first frame update protected virtual void Start() { myRigidBody = GetComponent <Rigidbody2D>(); currentPlaceTileHealth = defaultPlaceTileHealth; collector = GetComponent <CoinCollector>(); defaultWallTile = wallTile; curPlaceCost = 0; activeButton = defaultActiveButton; s = GameObject.Find("Tilemap").GetComponent <GroundSpawner>(); }
public override void OnInspectorGUI() { if (GUILayout.Button("Spawn ground")) { GroundSpawner gs = target as GroundSpawner; gs.SpawnGround(); } DrawDefaultInspector(); }
// Start is called before the first frame update void Start() { groundSpawner = GameObject.FindObjectOfType <GroundSpawner>(); player = GameObject.FindGameObjectWithTag("Player"); fog = transform.GetChild(16).GetComponent <ParticleSystem>(); playerStatus = GameObject.FindGameObjectWithTag("Player").GetComponent <ChickenStatus>(); playerStatus.counterEggSpawn++; SpawnTrees(); SpawnFruits(); //SpawnObstacle(); }
private void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(this); } else { } blockSpawner = GetComponent <BlockSpawner>(); cubeSpawner = GetComponent <CubeSpawner>(); groundSpawner = GetComponent <GroundSpawner>(); }
private void CacheReference() { player = GameObject.Find("Player"); GameCanvas = GameObject.Find("Canvas"); LevelTrigger = GameObject.Find("Baria").transform; groundSpawner = FindObjectOfType <GroundSpawner>(); txtBullet = GameCanvas.transform.GetChild(0).GetComponent <TextMeshProUGUI>(); txtDistance = GameCanvas.transform.GetChild(1).GetComponent <TextMeshProUGUI>(); txtDisInfect = GameCanvas.transform.GetChild(2).GetComponent <TextMeshProUGUI>(); txtLevel = GameCanvas.transform.GetChild(3).GetComponent <TextMeshProUGUI>(); beforeStartMenu = GameCanvas.transform.GetChild(4).gameObject; afterDieMenu = GameCanvas.transform.GetChild(5).gameObject; afterWinMenu = GameCanvas.transform.GetChild(6).gameObject; playerMovement = player.GetComponent <PlayerMovement>(); }
// Start is called before the first frame update void Start() { groundSpawner = GameObject.FindObjectOfType <GroundSpawner>(); player = GameObject.FindGameObjectWithTag("Player"); fog = transform.GetChild(16).GetComponent <ParticleSystem>(); playerStatus = GameObject.FindGameObjectWithTag("Player").GetComponent <ChickenStatus>(); playerStatus.counterEggSpawn++; //SpawnObstacle(); SpawnTrees(); SpawnFruits(); //int frequencyLake = Random.Range(0, 20); // if (frequencyLake < 1) // groundSpawner.SpawnLake(); }
// public static int totalBottles = 0; void Start() { //Add obstacles to list ObstacleList.Add(Obstacle1); ObstacleList.Add(Obstacle2); ObstacleList.Add(Obstacle3); // Add Buildings to list BuildingList.Add(Building1); BuildingList.Add(Building2); BuildingList.Add(Building3); groundSpawner = GameObject.FindObjectOfType <GroundSpawner>(); SpawnObstacle(); SpawnBottle(); SpawnBuilding(); }
// Start is called before the first frame update void Start() { isHit = false; animator = transform.GetChild(0).gameObject.GetComponent <Animator>(); chMv = GetComponent <ChickenMovement>(); groundSpawner = GameObject.FindObjectOfType <GroundSpawner>(); strengthEffect = transform.GetChild(1).gameObject.GetComponent <SpawnEffect>(); createTargetPatternStrength(); // createTargetPatternJump(); // Access chicken's body color chk_rendererBD = chickenBody.GetComponent <SkinnedMeshRenderer>(); chk_rendererWG = chickenWings.GetComponent <SkinnedMeshRenderer>(); chk_rendererTH = chickenThigs.GetComponent <SkinnedMeshRenderer>(); originalColor = chk_rendererBD.material.color; }
/*Obstacles: * - half wall * - full wall that you need to shoot to break. Shoot only at the special spot. bullseye/aim animation? * - tunnel walls (l shaped) that you need to go under */ // Start is called before the first frame update void Start() { groundSpawner = GameObject.FindObjectOfType <GroundSpawner>(); int randomNumber = Random.Range(0, 7); int randomNumberTwo = Random.Range(0, 7); if (randomNumber == randomNumberTwo) { SpawnObtacles(); } int randomNumber1 = Random.Range(0, 5); int randomNumber2 = Random.Range(0, 5); if (randomNumber1 == randomNumber2) { SpawnEnemyShooter(); } }
/// <summary> /// Sets the character to the specified spawner /// </summary> /// <param name="spawnername"></param> /// <param name="spawnChar"></param> /// <returns></returns> public void SpawnerSetSpawn(string spawnername, Character spawnChar) { if (ZoneManager.Instance.CurrentGround == null) { DiagManager.Instance.LogInfo("[SE]:ScriptGround.SpawnerDoSpawn(): No ground map loaded!!"); } else { GroundSpawner spwn = ZoneManager.Instance.CurrentGround.GetSpawner(spawnername); if (spwn != null) { spwn.NPCChar = spawnChar; } else { DiagManager.Instance.LogInfo(String.Format("[SE]:ScriptGround.SpawnerDoSpawn(): Couldn't find spawner named {0} on map {1}!", spawnername, ZoneManager.Instance.CurrentGround.AssetName)); } } }
/// <summary> /// Make the specified spawner run its spawn method. /// </summary> /// <param name="spawnername"></param> /// <returns></returns> public GroundChar SpawnerDoSpawn(string spawnername) { if (ZoneManager.Instance.CurrentGround == null) { DiagManager.Instance.LogInfo("[SE]:ScriptGround.SpawnerDoSpawn(): No ground map loaded!!"); } else { GroundSpawner spwn = ZoneManager.Instance.CurrentGround.GetSpawner(spawnername); if (spwn != null) { return(spwn.Spawn(ZoneManager.Instance.CurrentGround)); } else { DiagManager.Instance.LogInfo(String.Format("[SE]:ScriptGround.SpawnerDoSpawn(): Couldn't find spawner named {0} on map {1}!", spawnername, ZoneManager.Instance.CurrentGround.AssetName)); } } return(null); }
void Start() { groundSpawner = GameObject.FindObjectOfType <GroundSpawner>(); SpawnTerrains(); }
// only 1 egg in the track // Start is called before the first frame update void Start() { // Debug.Log("Start first line"); //Always spawn decor groundSpawner = GameObject.FindObjectOfType <GroundSpawner>(); player = GameObject.FindGameObjectWithTag("Player"); playerStatus = GameObject.FindGameObjectWithTag("Player").GetComponent <ChickenStatus>(); fog = transform.GetChild(11).GetComponent <ParticleSystem>(); barn = groundSpawner.isBarn; eggCounter = GameObject.FindGameObjectWithTag("GoldenEggCounter"); eggs = eggCounter.GetComponent <GoldenEgg>().goldenEgg; SpawnTrees(); playerStatus.counterEggSpawn++; // eggTypeId = Random.Range(0, 3); int frequencyTypeEgg = Random.Range(0, 3); SpawnGoldenEggs(); if (!barn) //If not spawn barn { if (!groundSpawner.isStart) { //At the start of the game don't spawn obstacles //Choose if spawn a moving obstacle-less chance int moving = Random.Range(0, 8 - eggs); //More chance to generate moving obstacles when got more eggs if (hardMode) { // Avoid creating moving and stationary obstacle if (moving < 2) { SpawnObstacle(true); } else { SpawnObstacle(false); SpawnObstacle(false); if (eggs >= 2 && eggs < 4) //If collected between 2 and 4 eggs, spawn 3rd obstacle { SpawnObstacle(false); } else if (eggs >= 4) { //If collected 4 eggs, spawn 3rd and 4th obstacle SpawnObstacle(false); SpawnObstacle(false); } } } else { if (moving < 2) { SpawnObstacle(true); } else { SpawnObstacle(false); SpawnObstacle(false); if (eggs >= 2 && eggs < 4) { //If collected between 2 and 4 eggs, spawn 3rd obstacle SpawnObstacle(false); } else if (eggs >= 4) { //If collected 4 eggs, spawn 3rd and 4th obstacle SpawnObstacle(false); SpawnObstacle(false); } } } } if (groundSpawner.isStart) { transform.GetChild(11).gameObject.SetActive(false); } // Spawn only one type of object on a single tile //Spawnpotion less frequent chance int frequencyPotion = Random.Range(0, 20); if (frequencyPotion < 1) { SpawnPotion(); } SpawnFruits(); } }
private void Start() { groundSpawner = GameObject.FindGameObjectWithTag("GameController").GetComponent <GroundSpawner>(); }
// Start is called before the first frame update void Start() { GroundSpawner = FindObjectOfType <GroundSpawner>(); }
// Use this for initialization void Start() { spawner = GameObject.Find("GroundSpawner").GetComponent <GroundSpawner>(); }
void SpawnBlock() { if (blockIndex > 0) { randomIndex = 1; blockIndex--; } else if (blockIndex == 0) { blockIndex = numbers[Random.Range(0, 3)]; int randomMin = 2; int randomizer = Random.Range(0, 2); if (randomizer == 1) { randomMin = 4; } if (blockCount > 5) { randomIndex = Random.Range(randomMin, 7); } else { randomIndex = Random.Range(4, 5); } } if (randomIndex == 1) { int random1 = Random.Range(0, 2); // pick between 1 and 2 to choose which side to spawn the island; int random2 = Random.Range(0, 10); // get the chance to spawn an island canSpawnIsland = islandSpawners[0].getCanSpawn() && islandSpawners[1].getCanSpawn(); if (canSpawnIsland && random2 < 3) { currentBlock = Instantiate(groundPrefab[7], islandSpawners[random1].transform.position, islandSpawners[random1].transform.rotation); /* * if (currentBlock.transform.childCount > 0) * spawnTurretIndicators(currentBlock.transform.childCount); */ manager.grounds.Add(currentBlock); } } else if (randomIndex == 2) { blockIndex--; SetBlock(randomIndex); blockCount--; currentBlock.transform.Rotate(0f, 180f, 0f); transform.Translate(60, 60, 0); currentIndex = randomIndex; return; } else if (randomIndex == 3) { blockIndex--; SetBlock(randomIndex); blockCount--; currentBlock.transform.Rotate(0f, 180f, 0f); transform.Translate(60, -60, 0); currentIndex = randomIndex; return; } else if (randomIndex == 4) { transform.Rotate(0, -90, 0, Space.Self); } else if (randomIndex == 5) { transform.Rotate(0, 90, 0, Space.Self); } else if (randomIndex == 6) { blockIndex--; blockCount /= 2; SetBlock(randomIndex); transform.Rotate(0, 90, 0, Space.Self); transform.Translate(30, 0, 0); GroundSpawner go = Instantiate(this, transform.position, transform.rotation); go.blockCount = blockCount; go.transform.Rotate(0f, 180f, 0f); go.transform.Translate(60, 0, 0); go.randomIndex = 1; go.blockCount = blockCount; manager.groundSpawners.Add(go); currentIndex = randomIndex; return; } SetBlock(randomIndex); currentIndex = randomIndex; transform.Translate(30, 0, 0); }
public SpawnScriptItem(LuaEngine.EEntLuaEventTypes eventType, GroundSpawner ent) { EventType = eventType; baseEnt = ent; }
private void Start() { groundSpawner = GameObject.FindObjectOfType <GroundSpawner>(); }
// Start is called before the first frame update void Start() { groundSpawner = GameObject.FindObjectOfType <GroundSpawner>(); SpawnObstacle(); }