public void init() { infiniteObjectGenerator = InfiniteObjectGenerator.instance; powerUpManager = PowerUpManager.instance; gameManager = GameManager.instance; projectionCamerasController = ProjectionCamerasController.instance; projectionPortalWindowsController = ProjectionPortalWindowsController.instance; // mainCameraController = MainCameraController.instance; platformLayer = LayerMask.NameToLayer("Platform"); wallLayer = LayerMask.NameToLayer("Wall"); obstacleLayer = LayerMask.NameToLayer("Obstacle"); thisTransform = transform; thisRigidbody = rigidbody; capsuleCollider = GetComponent <CapsuleCollider>(); playerAnimation = GetComponent <PlayerAnimation>(); playerAnimation.init(); startPosition = thisTransform.position; startRotation = thisTransform.rotation; slideData = new CoroutineData(); forwardSpeeds.init(); // make sure the coin magnet trigger is deactivated activatePowerUp(PowerUpTypes.CoinMagnet, false, Color.white); reset(); enabled = false; // zorbModeActive = false; }
public void OnGUI() { GUILayout.Label("Infinite Object Persistence", "BoldLabel"); GUILayout.Label("1. Generate desired tracks using rules and probabilities"); GUILayout.Label("2. Hit play in Unity"); GUILayout.Label("3. Add extra objects (such as tutorial triggers)"); GUILayout.Label("4. Click \"Persist\""); GUILayout.Space(10); if (GUILayout.Button("Persist")) { saveLocation = EditorUtility.SaveFilePanelInProject("Save Location", "InfiniteObjectPersistence", "prefab", ""); if (saveLocation.Length == 0) { return; } GameObject infiniteObjectsGroup = GameObject.Find("Infinite Objects"); if (infiniteObjectsGroup != null) { GameObject persistGameObject = new GameObject(); InfiniteObjectPersistence persistence = persistGameObject.AddComponent <InfiniteObjectPersistence>() as InfiniteObjectPersistence; // Persist the Infinite Object Manager Data InfiniteObjectGenerator infiniteObjectGenerator = infiniteObjectsGroup.GetComponent <InfiniteObjectGenerator>(); infiniteObjectGenerator.saveInfiniteObjectPersistence(ref persistence); // Persist the Infinite Object History Data InfiniteObjectHistory infiniteObjectHistory = infiniteObjectsGroup.GetComponent <InfiniteObjectHistory>(); infiniteObjectHistory.saveInfiniteObjectPersistence(ref persistence); for (int i = infiniteObjectsGroup.transform.childCount - 1; i >= 0; --i) { infiniteObjectsGroup.transform.GetChild(i).parent = persistGameObject.transform; } EditorUtility.SetDirty(persistGameObject); PrefabUtility.CreatePrefab(saveLocation, persistGameObject); for (int i = persistGameObject.transform.childCount - 1; i >= 0; --i) { persistGameObject.transform.GetChild(i).parent = infiniteObjectsGroup.transform; } DestroyImmediate(persistGameObject); Debug.Log("Infinite Object Data Persisted!"); } else { Debug.Log("Error: Unable to find the Infinite Objects Game Object"); } } }
public void Start() { infiniteObjectGenerator = InfiniteObjectGenerator.instance; guiManager = GUIManager.instance; dataManager = DataManager.instance; audioManager = AudioManager.instance; powerUpManager = PowerUpManager.instance; missionManager = MissionManager.instance; inputController = InputController.instance; cameraController = CameraController.instance; coinGUICollection = CoinGUICollection.instance; Application.runInBackground = runInBackground; activeCharacter = -1; SpawnCharacter(); SpawnChaseObject(); }
public void Start() { infiniteObjectGenerator = InfiniteObjectGenerator.instance; guiManager = GUIManager.instance; dataManager = DataManager.instance; audioManager = AudioManager.instance; powerUpManager = PowerUpManager.instance; missionManager = MissionManager.instance; inputController = InputController.instance; cameraController = CameraController.instance; kinectTrackerData = TrackerData.instance; // projectionCamerasController = ProjectionCamerasController.instance; // projectionPortalWindowsController = ProjectionPortalWindowsController.instance; activeCharacter = Character.None; startGame(); }
public void Start () { infiniteObjectGenerator = InfiniteObjectGenerator.instance; guiManager = GUIManager.instance; dataManager = DataManager.instance; audioManager = AudioManager.instance; powerUpManager = PowerUpManager.instance; missionManager = MissionManager.instance; inputController = InputController.instance; cameraController = CameraController.instance; coinGUICollection = CoinGUICollection.instance; Application.runInBackground = runInBackground; activeCharacter = -1; spawnCharacter(); spawnChaseObject(); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); InfiniteObjectGenerator infiniteObjectGenerator = (InfiniteObjectGenerator)target; GUILayout.Label("No Collidable Probabilities", "BoldLabel"); DistanceValueList distanceProbabilityList = infiniteObjectGenerator.noCollidableProbability; if (DistanceValueListInspector.showLoopToggle(ref distanceProbabilityList, DistanceValueType.Probability)) { infiniteObjectGenerator.noCollidableProbability = distanceProbabilityList; EditorUtility.SetDirty(target); } DistanceValueListInspector.showDistanceValues(ref distanceProbabilityList, DistanceValueType.Probability); if (DistanceValueListInspector.showAddNewValue(ref distanceProbabilityList, DistanceValueType.Probability)) { infiniteObjectGenerator.noCollidableProbability = distanceProbabilityList; EditorUtility.SetDirty(target); } }
public void Awake() { instance = this; }
public void init() { // deprecated variables warnings: if (jumpForce != 0 && jumpHeight == 0) { Debug.LogError("PlayerController.jumpForce is deprecated. Use jumpHeight instead."); jumpHeight = jumpForce; } if (jumpDownwardForce != 0 && gravity == 0) { Debug.LogError("PlayerController.jumpDownwardForce is deprecated. Use gravity instead."); gravity = jumpDownwardForce; } // rigidbody should no longer use gravity, be kinematic, and freeze all constraints if (rigidbody != null) { if (rigidbody.useGravity) { Debug.LogError("The rigidbody no longer needs to use gravity. Disabling."); rigidbody.useGravity = false; } if (!rigidbody.isKinematic) { Debug.LogError("The rigidbody should be kinematic. Enabling."); rigidbody.isKinematic = true; } if (rigidbody.constraints != RigidbodyConstraints.FreezeAll) { Debug.LogError("The rigidbody should freeze all constraints. The PlayerController will take care of the physics."); rigidbody.constraints = RigidbodyConstraints.FreezeAll; } } cameraController = CameraController.instance; infiniteObjectGenerator = InfiniteObjectGenerator.instance; powerUpManager = PowerUpManager.instance; gameManager = GameManager.instance; if (attackType == AttackType.Projectile) { projectileManager = GetComponent<ProjectileManager>(); } platformLayer = 1 << LayerMask.NameToLayer("Platform"); floorLayer = 1 << LayerMask.NameToLayer("Floor"); wallLayer = LayerMask.NameToLayer("Wall"); obstacleLayer = LayerMask.NameToLayer("Obstacle"); thisTransform = transform; capsuleCollider = GetComponent<CapsuleCollider>(); playerAnimation = GetComponent<PlayerAnimation>(); playerAnimation.init(); startPosition = thisTransform.position; startRotation = thisTransform.rotation; slideData = new CoroutineData(); stumbleData = new CoroutineData(); forwardSpeeds.init(); // determine the fastest and the slowest forward speeds forwardSpeeds.getMinMaxValue(out minForwardSpeed, out maxForwardSpeed); forwardSpeedDelta = maxForwardSpeed - minForwardSpeed; if (forwardSpeedDelta == 0) { playerAnimation.setRunSpeed(1, 1); } // make sure the coin magnet trigger is deactivated activatePowerUp(PowerUpTypes.CoinMagnet, false); reset(); enabled = false; }
public void Init() { // deprecated variables warnings: if (jumpForce != 0 && jumpHeight == 0) { Debug.LogError("PlayerController.jumpForce is deprecated. Use jumpHeight instead."); jumpHeight = jumpForce; } if (jumpDownwardForce != 0 && gravity == 0) { Debug.LogError("PlayerController.jumpDownwardForce is deprecated. Use gravity instead."); gravity = jumpDownwardForce; } // rigidbody should no longer use gravity, be kinematic, and freeze all constraints Rigidbody playerRigibody = GetComponent <Rigidbody>(); if (playerRigibody != null) { if (playerRigibody.useGravity) { Debug.LogError("The rigidbody no longer needs to use gravity. Disabling."); playerRigibody.useGravity = false; } if (!playerRigibody.isKinematic) { Debug.LogError("The rigidbody should be kinematic. Enabling."); playerRigibody.isKinematic = true; } if (playerRigibody.constraints != RigidbodyConstraints.FreezeAll) { Debug.LogError("The rigidbody should freeze all constraints. The PlayerController will take care of the physics."); playerRigibody.constraints = RigidbodyConstraints.FreezeAll; } } cameraController = CameraController.instance; infiniteObjectGenerator = InfiniteObjectGenerator.instance; powerUpManager = PowerUpManager.instance; gameManager = GameManager.instance; if (attackType == AttackType.Projectile) { projectileManager = GetComponent <ProjectileManager>(); } platformLayer = 1 << LayerMask.NameToLayer("Platform"); floorLayer = 1 << LayerMask.NameToLayer("Floor"); wallLayer = 1 << LayerMask.NameToLayer("Wall"); obstacleLayer = 1 << LayerMask.NameToLayer("Obstacle"); thisTransform = transform; capsuleCollider = GetComponent <CapsuleCollider>(); playerAnimation = GetComponent <PlayerAnimation>(); playerAnimation.Init(); startPosition = thisTransform.position; startRotation = thisTransform.rotation; slideData = new CoroutineData(); stumbleData = new CoroutineData(); forwardSpeeds.Init(); // determine the fastest and the slowest forward speeds forwardSpeeds.GetMinMaxValue(out minForwardSpeed, out maxForwardSpeed); forwardSpeedDelta = maxForwardSpeed - minForwardSpeed; if (forwardSpeedDelta == 0) { playerAnimation.SetRunSpeed(1, 1); } ResetValues(false); enabled = false; }