void Start() { hm = GameObject.Find("HazardMGR").GetComponent <HazardManager>(); }
// Start is called before the first frame update void Start() { hazardManager = GetComponent <HazardManager>(); StartCoroutine(hazardWaves()); }
void Awake() { hm = GameObject.Find("HazardMGR").GetComponent <HazardManager>(); dogANIM = gameObject.GetComponent <Animator>(); dogANIM.SetInteger("dogNum", Random.Range(1, 10)); }
// Start is called before the first frame update void Start() { hazardManager = FindObjectOfType <HazardManager>(); }
//! Called by unity engine on start up to initialize variables. public void Start() { // Get a reference to the player. player = GameObject.Find("Player").GetComponent <PlayerController>(); // Get a reference to the rocket. rocketScript = rocketObject.GetComponent <Rocket>(); // Initiate meteor shower location list. meteorShowerLocationList = new List <Vector3>(); // Create the hazard manager. hazardManager = new HazardManager(this); // Create the combined mesh manager. meshManager = new CombinedMeshManager(this); // Create an object list to hold the player's most recently built objects for the 'undo' function. undoBlocks = new List <Block>(); // Create mod block name list. modBlockNames = new List <string>(); modBlockHolders = new List <GameObject[]>(); // Load chunk size setting. int cs = PlayerPrefs.GetInt("chunkSize"); chunkSize = cs > 0 ? cs : 40; // Load chunk size setting. float simSpeed = PlayerPrefs.GetFloat("simulationSpeed"); simulationSpeed = simSpeed > 0 ? simSpeed : 0.02f; // Create initial iron block holder for mesh manager. GameObject ironInit = Instantiate(ironHolder, transform.position, transform.rotation); ironInit.transform.parent = builtObjects.transform; ironInit.GetComponent <MeshPainter>().ID = 0; ironInit.SetActive(false); ironHolders = new GameObject[] { ironInit }; // Create initial iron block holder for mesh manager. GameObject glassInit = Instantiate(glassHolder, transform.position, transform.rotation); glassInit.transform.parent = builtObjects.transform; glassInit.GetComponent <MeshPainter>().ID = 0; glassInit.SetActive(false); glassHolders = new GameObject[] { glassInit }; // Create initial iron block holder for mesh manager. GameObject steelInit = Instantiate(steelHolder, transform.position, transform.rotation); steelInit.transform.parent = builtObjects.transform; steelInit.GetComponent <MeshPainter>().ID = 0; steelInit.SetActive(false); steelHolders = new GameObject[] { steelInit }; // Create initial iron block holder for mesh manager. GameObject brickInit = Instantiate(brickHolder, transform.position, transform.rotation); brickInit.transform.parent = builtObjects.transform; brickInit.GetComponent <MeshPainter>().ID = 0; brickInit.SetActive(false); brickHolders = new GameObject[] { brickInit }; }
public async void AddPoints(ChatMessage message) { DateTime now = DateTime.Now; using var context = ContextFactory.GetContext(); Player player = context.GetPlayer(Client, message); TimeSpan timeSinceLastPointGain = now - player.LastPointsGained; Int32 playerStorage = player.GetTotalStorage(); if (timeSinceLastPointGain >= PointGainCooldown) { if (player.Points >= playerStorage) { Client.SpoolMessageAsMe(message.Channel, player, $" You have {player.Points}/{playerStorage} cheese and cannot store any more. Consider buying more cheese storage with \"!cheese buy storage\"."); return; } RecipeInfo initialCheese = Random.NextElement(RecipeRepository, player.CheeseUnlocked); RecipeModifier modifier = Random.NextElement(RecipeModifierManager, (Int32)player.NextCheeseModifierUpgradeUnlock); RecipeInfo cheese = modifier.Modify(initialCheese); StringBuilder outputMessage = new(); String infestationStatus = HazardManager.UpdateInfestationStatus(player); var infestationTask = context.SaveChangesAsync(); if (!String.IsNullOrWhiteSpace(infestationStatus)) { outputMessage .Append(infestationStatus) .Append(Random.NextElement(EmoteManager.Get(message.Channel, EmoteCategory.Rat))) .Append(' '); } Boolean isCritical = Random.TryPercentChance((Int32)player.NextCriticalCheeseUpgradeUnlock * RankUpgradeExtensions.CriticalCheeseUpgradePercent); await infestationTask; var modifiedPoints = player.GetModifiedPoints(cheese.Points, isCritical); player.AddPoints(modifiedPoints); player.LastPointsGained = now; var addPointsTask = context.SaveChangesAsync(); Boolean isPositive = cheese.Points > 0; var emoteCategory = isPositive ? EmoteCategory.Positive : EmoteCategory.Negative; var emoteList = EmoteManager.Get(message.Channel, emoteCategory); if (isCritical) { outputMessage.Append(Random.NextElement(emoteList)); if (!isPositive) { outputMessage.Append(" NEGATIVE "); } outputMessage .Append(" CRITICAL CHEESE!!! ") .Append(Random.NextElement(emoteList)) .Append(' '); } outputMessage.Append($"You made some {cheese.Name}. {Random.NextElement(emoteList)} ({(isPositive ? "+" : String.Empty)}{modifiedPoints} cheese)"); Client.SpoolMessageAsMe(message.Channel, player, outputMessage.ToString()); await addPointsTask; return; } TimeSpan timeUntilNextValidPointGain = PointGainCooldown - timeSinceLastPointGain; String timeToWait = timeUntilNextValidPointGain.Format(); Client.SpoolMessageAsMe(message.Channel, player, $"You must wait {timeToWait} until you can make more cheese. {Random.NextElement(EmoteManager.Get(message.Channel, EmoteCategory.Waiting))}", Priority.Low); }