// Use this for initialization void Start() { _levelController = GameObject.FindObjectOfType<LevelController>().GetComponent<LevelController>(); _levelController.enabled = false; _player = GameObject.FindObjectOfType<PlayerController>().GetComponent<PlayerController>(); _player.gameObject.SetActive (false); }
void Awake () { if (instance != null && instance != this) { Destroy (gameObject); } else { instance = this; GameObject.DontDestroyOnLoad(gameObject); } }
// Use this for initialization void Start() { if(am == null) am = GameObject.Find("AudioManager").GetComponent<AudioManager>(); if(lc == null) lc = GameObject.Find("LevelController").GetComponent<LevelController>(); StartCoroutine(ResetStage()); }
void Start() { levelController = FindObjectOfType<LevelController>(); player = GetComponent<PlayerController>(); playerRB = player.GetComponent<Rigidbody2D>(); currentHealth = startingHealth; }
// Use this for initialization void Start() { cachedBody = GetComponent<Rigidbody2D>(); // cachedAngle = transform.rotation.z+90; GetComponent<Rigidbody2D>().AddRelativeForce(Vector2.up * 200); //GetComponent<Rigidbody2D>().angularVelocity = 90; level = FindObjectOfType<LevelController>(); }
void Awake() { done = false; levelControllerGO = gameObject.transform.root.gameObject; levelController = levelControllerGO.GetComponent<LevelController>(); if (!dialog && helpMenu == null) helpMenu = GameObject.Find("HelpPanel"); }
public void Setup(LevelController controller, int obstacleCount, int maxObstacleDifficulty, LevelController levelController) { Controller = controller; LevelController = levelController; // CreateLaneObstacles(obstacleCount, maxObstacleDifficulty); CreateEnvironment(); CreateLaneDividers(4); }
void Start() { myRigidBody = GetComponent<Rigidbody2D> (); myAnimator = GetComponent<Animator> (); myCollider = GetComponent<Collider2D>(); player = FindObjectOfType<PlayerController>(); levelController = FindObjectOfType<LevelController>(); }
int mFingerId = -1; // the ID of the finger that's steering void Start() { mLevelController = LevelController.GetComponent<LevelController>(); mStats = GameManager.Instance.Progress.CurPilotStats; mShieldLeft = mStats.ShieldPoints; mFireCountdown = new Countdown(false, mStats.FireCooldown); UpdateAim(); UpdateShield(); UnlockRankBasedAchievements(); }
public Room(Room _parent, int _x, int _y, bool _placeHolder) { parent = _parent; x = _x; y = _y; level = LevelController.instance; name = "room " + x + "," + y; placeHolder = _placeHolder; }
// Use this for initialization void Start() { coins = 0; gui = GameObject.Find("GUI").GetComponent<GuiManager>(); rb = GetComponent<Rigidbody>(); magnetScrip = Magnet.GetComponent<Magnet>(); levelController = TheLevel.GetComponent<LevelController>(); }
void Start() { bouton=GetComponent<Button>(); GameObject levelControllerObject = GameObject.FindWithTag ("LevelController"); if (levelControllerObject != null) lvlC = levelControllerObject.GetComponent <LevelController>(); else Debug.Log ("Cannot find 'LevelController' script"); }
void Awake() { if (m_instance != null) { Destroy(this); } else { m_instance = this; } }
// Use this for initialization void Start() { lc = Camera.main.GetComponent<LevelController> (); Health = 1000; Attack = 7; Speed = 2; healthBar.MaxValue = Health; healthBar.Value = Health; StartCoroutine ("Behavior"); StartCoroutine ("SpawnSADBOYS"); }
void Start() { instance = this; UI = Instantiate(UI); pointsText = UI.transform.Find("HUD").Find("PointsText").GetComponent<Text>(); player = (GameObject)Instantiate(player, player.transform.position, player.transform.rotation); Time.timeScale = 1; }
//инициализация всех используемых модулей public void Awake() { rigid = gameObject.GetComponent<Rigidbody2D> (); groundCheck=transform.FindChild("GroundCheck").gameObject; sight = transform.FindChild ("Sight").gameObject; wallCheck1=transform.FindChild ("WallCheck1").gameObject; wallCheck2=transform.FindChild ("WallCheck2").gameObject; wallCheck3=transform.FindChild ("WallCheck3").gameObject; mov = transform.FindChild("NewHero").GetComponent<GAFMovieClip> (); //controlCol=transform.FindChild ("ControlledCollider").gameObject; //uncontrolCol=transform.FindChild ("UncontrolledCollider").gameObject; lvlController = GameObject.FindGameObjectWithTag (Tags.controller).GetComponent<LevelController> (); returning = false; }
void Awake() { if (_instance != null && _instance != this) { Destroy(gameObject); return; } else { _instance = this; _instance.Init(); } //DontDestroyOnLoad(this.gameObject); }
void Start() { redFlag = GameObject.FindWithTag("RedFlag"); blueFlag = GameObject.FindWithTag("BlueFlag"); gameController = GameObject.FindWithTag("GameController").GetComponent<GameController>(); scoreController = GameObject.FindWithTag("ScoreController").GetComponent<ScoreController>(); levelController = GameObject.FindWithTag("LevelController").GetComponent<LevelController>(); var targetMarkers = GameObject.FindWithTag("TargetMarkers"); skillshotController = targetMarkers.transform.Find("SkillshotMarker").GetComponent<SkillshotMarkerController>(); var moveMarker = GameObject.FindWithTag("MoveMarker"); moveMarkerController = moveMarker.GetComponent<MoveMarkerController>(); }
void Awake() { //player = GameObject.Find("Player"); main = this; GameObject[] loadedDynamicSections = Resources.LoadAll("Sections/Dynamic", typeof(GameObject)).Cast<GameObject>().ToArray(); dynamicSections = new SortedList<float, GameObject>(loadedDynamicSections.Length); foreach (GameObject go in loadedDynamicSections) { float difficulty = go.GetComponent<SectionController>().difficulty; dynamicSections.Add(difficulty, go); } staticSections = Resources.LoadAll("Sections/Static", typeof(GameObject)).Cast<GameObject>().ToArray(); spawnInitialSections(); }
// Use this for initialization void Start() { if(instance == null){ instance = this; } FindObjectOfType<RoundController>().Init(); FindObjectOfType<EnemyDropManager>().Init(); currentControl = startingControl; currentFavour = startingFavour; favourGUI.setTextValue(currentFavour); balanceBar.Init(); }
void Awake() { inShade = false; sunscreen = false; shadeLayer = LayerMask.GetMask("Shade"); // Setting up references. Canvas canvas = FindObjectOfType<Canvas>(); inGameMenu = canvas.GetComponent<MainMenuController>(); levelController = levelControlGO.GetComponent<LevelController>(); rb = gameObject.GetComponent<Rigidbody2D>(); groundCheck = transform.Find("GroundCheck"); wallCheck = wallGOCheck.transform; //anim = GetComponent<Animator>(); if (levelController.sunny) InvokeRepeating("SunDamage", 5, 1); }
// Use this for initialization void Start() { levelControllerObject = Instantiate(Resources.Load<GameObject>(levelControllerPath)); ojityanObject = Instantiate(Resources.Load<GameObject>(ojityanPath)); gameInfoCanvasObject = Instantiate(Resources.Load<GameObject>(gameInfoCanvasPath)); gamePauseObject = Instantiate(Resources.Load<GameObject>(gamePausePath)); levelControllerObject.transform.SetParent(transform); ojityanObject.transform.SetParent(transform); gameInfoCanvasObject.transform.SetParent(transform); gamePauseObject.transform.SetParent(transform); _levelController = levelControllerObject.GetComponent<LevelController>(); _gameInfoCanvas = gameInfoCanvasObject.GetComponent<GameInfoCanvas>(); _gamePause = gamePauseObject.GetComponent<GameOption>(); _ojityanAnimator = ojityanObject.GetComponent<Animator>(); }
public void Awake () { if (Instance) { Destroy(gameObject); return; } Instance = this; if (!useSeed) { seed = CustomMathf.GetRandomSeed(); } CreateMap(); }
void Start () { instance = this; if (PlayerPrefs.HasKey("WoodTutorial")) { woodLocks[0].SetActive(false); } if (PlayerPrefs.HasKey("CaveTutorial")) { caveLocks[0].SetActive(false); } if (PlayerPrefs.HasKey("WoodMiddle")) { woodLocks[1].SetActive(false); } if (PlayerPrefs.HasKey("CaveMiddle")) { caveLocks[1].SetActive(false); } }
public Tank(LevelController gameController, GameObject[] mobs, float cost, int waveNumber, int resistanceType) : base(gameController, mobs, cost, waveNumber) { Debug.Log("---Scheme = Tank---"); Debug.Log("Cost: " + cost); Debug.Log("Wave#: " + waveNumber); int numberOfMobs = Random.Range(MOBCOUNT_MIN, MOBCOUNT_MAX + 1); float singleMobCost = (float)cost / numberOfMobs; Debug.Log("# Mobs: " + numberOfMobs); Debug.Log("1 Mob Cost: " + singleMobCost); // Create the Scheme MobType enemyType = MobType.Tank; float moveSpeed = UnityEngine.Random.Range(MIN_SPEED, MAX_SPEED); float healthMultiplier = Random.Range(HEALTHMULT_MIN, HEALTHMULT_MAX); int health = (int)CalculateHP(moveSpeed, singleMobCost); health = (int)(health * healthMultiplier); Debug.Log("HPM: " + healthMultiplier); Debug.Log("HP: " + health); Debug.Log("Mspd: " + moveSpeed); float timeToKill = health / (DPS_CONSTANT * singleMobCost); float interval = timeToKill - ((DIST_TO_KILL - timeToKill * moveSpeed) / (moveSpeed * (numberOfMobs - 1))); Debug.Log("Int: " + interval); Item[][] itemDrops = GenerateItemDropArray(numberOfMobs, waveNumber); for (int i = 0; i < numberOfMobs; i++) { // Choose which mob to spawn. GameObject g = (GameObject)mobTable[enemyType.ToString()]; // Optimized assigning of new mob by using a Hashtable _spawnScheme.Add(new MobSpawn(g, itemDrops[i], interval, moveSpeed, health, resistanceType)); } }
IEnumerator DoWait() { yield return(StartCoroutine(Achievement.instance.WaitServiceComplete())); waitGO.SetActive(false); UICamera.selectedObject = items[0].l.gameObject; for (int i = 0; i < items.Length; i++) { items[i].l.onClick = OnItemClick; //check locked bool isLocked; if (TimeTrial.instance.data[i].requireUnlock) { if (!Achievement.instance.AchievementIsUnlocked(TimeTrial.instance.data[i].achieveId)) { isLocked = true; //go through slot data ModalSaveSlots modalSlots = UIModalManager.instance.ModalGetController <ModalSaveSlots>("slots"); for (int s = 0; s < modalSlots.slots.Length; s++) { SceneState.instance.ResetGlobalValues(); UserSlotData.LoadSlot(s, false); if (LevelController.IsLevelComplete(TimeTrial.instance.data[i].level)) { isLocked = false; break; } UserSlotData.LoadSlot(-1, false); } } else { isLocked = false; } } else { isLocked = false; } if (isLocked) { items[i].label.text = "?????"; items[i].label.color = Color.gray; items[i].time.text = "BEST - ---:--.--"; items[i].locked = true; } else { items[i].label.text = TimeTrial.instance.data[i].name; items[i].label.color = activeColor; if (TimeTrial.Exists(TimeTrial.instance.data[i].level)) { items[i].time.text = "BEST - " + LevelController.LevelTimeFormat(TimeTrial.Load(TimeTrial.instance.data[i].level)); } else { items[i].time.text = "BEST - ---:--.--"; } items[i].locked = false; } } back.onClick = OnReturn; }
public Scaling PauseText; //拡大縮小テキスト /// <summary> /// スタート関数 /// </summary> void Start() { LevelCon = GameObject.Find("LevelController").GetComponent <LevelController> (); //レベルコントローラ取得 InitPause(); }
private void GameControllerOnLevelStarted() { _levelController = GameController.Instance.LevelController; _spellSpanPoints = _levelController.SpellPoints; SpawnSpells(5); }
//private int action=0; //public float coefVectorUp =0.3f; //public float coefVectorDown =0.1f; private bool isGrounded() { return(LevelController.isOn(this, "Ground")); }
void Awake() { current = this; fruit = FindObjectsOfType <Fruit>().Length; }
private void Start() { levelController = this; Globals.Input = true; }
// Use this for initialization void Awake() { instance = this; }
void Start() { levelController = FindObjectOfType <LevelController> (); audio = gameObject.GetComponent(typeof(AudioSource)) as AudioSource; }
// Use this for initialization void Start() { level = GameObject.Find("Level").GetComponent <LevelController>(); bc = GetComponent <BossController> (); StartCoroutine("summonEnemy"); }
// Use this for initialization void Awake() { lc = FindObjectOfType <LevelController>(); }
void Awake() { LevelController.SetLifeBar(this.gameObject); }
void Awake() { current = this; }
private void Awake() { lc = GameMaster.Instance.GetLevelController(); sprite = GetComponent <SpriteRenderer>(); si = GetComponent <StorageIndicator>(); }
// Use this for initialization void Start() { level = FindObjectOfType <LevelController>(); }
// Use this for initialization void Start() { levelController = GameObject.FindGameObjectWithTag("LevelController").GetComponent <LevelController>(); }
// Call this method if you have to update the scoreText manually public void UpdateScore() { int scoreToDisplay = LevelController.GetScore(); scoreText.text = "Score: " + scoreToDisplay; }
public void SetPos(int x, int y) { this.transform.position = LevelController.PhysicalLocation(x, y); this.x = x; this.y = y; }
public override void OnClick_Close() { LevelController.ResumeGame(); base.OnClick_Close(); }
protected virtual void Awake() { levelController = GameObject.FindGameObjectWithTag("LevelController").GetComponent <LevelController>(); }
void FixedUpdate() { float runvalue = Input.GetAxis("Horizontal"); int action = 0; if (isDead) { myA.SetInteger("action", 4); return; } bool isOnMoveingPlatformVar = isOnMovingPlatform(); bool isGroundedVar = isGrounded(); //or if (isOnMoveingPlatformVar) { isGroundedVar = true; LevelController.SetParent(transform, tempMovingPlatformHit.transform); } else { LevelController.SetParent(transform, savedParent); } if (Input.GetButton("Jump")) { if (isGroundedVar) { jumpTime = 0.0f; } if (jumpTime < jumpMaxTime) { jump(); } } else { jumpTime += jumpMaxTime; } if (!isGroundedVar) { action = 2; } if (Mathf.Abs(runvalue) > 0) { Vector2 vel = myRB.velocity; vel.x = runvalue * speed; myRB.velocity = vel; if (action == 0) { action = 1; } } myA.SetInteger("action", action); if (runvalue < 0) { mySR.flipX = true; } else if (runvalue > 0) { mySR.flipX = false; } }
public void SetUp() { level = LevelController.instance; GameObject[] prefabSet = level.Room_1ExitsA; gameObject.tag = "Room"; if (room.parent != null) parent = room.parent.name; if (room.child1 != null) child1 = room.child1.name; if (room.child2 != null) child2 = room.child2.name; //Placeholders dont need any art if (room.placeHolder) { placeHolder = true; return; } //Give the first room special art if (room.parent == null) { CreateRoom(level.Room_Entrance[0], 180); return; } if (room.customType > 0) { roomsToEntrance = room.NumRoomsToEntrance(); if (room.customType == 1) prefabSet = level.Room_CustomA; if (room.customType == 2) prefabSet = level.Room_CustomB; if (room.customType == 3) prefabSet = level.Room_CustomC; int customRotation = (room.getHeadingDirection() * 90) + 180; int customSelection = Random.Range(0, prefabSet.Length); CreateRoom(prefabSet[customSelection], customRotation); custom = true; return; } bool exitWest = false, exitEast = false, exitNorth = false, exitSouth = false; if (room.IsConnectedTo(room.GetNorth())) exitNorth = true; if (room.IsConnectedTo(room.GetEast())) exitEast = true; if (room.IsConnectedTo(room.GetSouth())) exitSouth = true; if (room.IsConnectedTo(room.GetWest())) exitWest = true; int prefabRotation = 0; int exitCount = room.NumExits(); switch (exitCount) { case 1: roomsToEntrance = room.NumRoomsToEntrance(); if (exitWest && !exitEast && !exitNorth && !exitSouth) { prefabSet = level.Room_1ExitsA; prefabRotation = 270; } else if (!exitWest && exitEast && !exitNorth && !exitSouth) { prefabSet = level.Room_1ExitsA; prefabRotation = 90; } else if (!exitWest && !exitEast && exitNorth && !exitSouth) { prefabSet = level.Room_1ExitsA; prefabRotation = 0; } else if (!exitWest && !exitEast && !exitNorth && exitSouth) { prefabSet = level.Room_1ExitsA; prefabRotation = 180; } //override is it is a special room if (room.serverRoom) prefabSet = level.Room_ServerRoom; if (room.guardRoom) prefabSet = level.Room_GuardRoom; break; case 2: if (exitWest && exitEast && !exitNorth && !exitSouth) { prefabSet = level.Room_2ExitsB; prefabRotation = 90; } else if (exitWest && !exitEast && exitNorth && !exitSouth) { prefabSet = level.Room_2ExitsC; prefabRotation = 270; } else if (exitWest && !exitEast && !exitNorth && exitSouth) { prefabSet = level.Room_2ExitsC; prefabRotation = 180; } else if (!exitWest && exitEast && exitNorth && !exitSouth) { prefabSet = level.Room_2ExitsA; prefabRotation = 90; } else if (!exitWest && exitEast && !exitNorth && exitSouth) { prefabSet = level.Room_2ExitsA; prefabRotation = 180; } else if (!exitWest && !exitEast && exitNorth && exitSouth) { prefabSet = level.Room_2ExitsB; prefabRotation = 0; } break; case 3: if (!exitWest && exitEast && exitNorth && exitSouth) { prefabSet = level.Room_3ExitsA; prefabRotation = 180; } else if (exitWest && !exitEast && exitNorth && exitSouth) { prefabSet = level.Room_3ExitsB; prefabRotation = 180; } else if (exitWest && exitEast && !exitNorth && exitSouth) { prefabSet = level.Room_3ExitsC; prefabRotation = 180; } else if (exitWest && exitEast && exitNorth && !exitSouth) { prefabSet = level.Room_3ExitsC; prefabRotation = 0; } break; default: prefabSet = level.Room_3ExitsC; prefabRotation = 0; break; } // everything is set up, so create the room int prefabSelection = Random.Range(0, prefabSet.Length); CreateRoom(prefabSet[prefabSelection], prefabRotation); }
void Awake() { LevelController.SetFruitBar(this.gameObject); setLabel(); }
// Use this for initialization void Start() { levelController = GameObject.FindObjectOfType<LevelController>().GetComponent<LevelController>(); color = GetComponent<SpriteRenderer>().color; }
// Use this for initialization void Start() { levelController = ContainsController.GetComponent<LevelController>(); }
void Awake() { current = this; coins = PlayerPrefs.GetInt("coins", 0); }
void Awake() { ins = this; }
void Start() { levelController = FindObjectOfType <LevelController>(); CreateToolParent(); }
// Use this for initialization void Start() { LevelController.instance = this; stash = FindObjectOfType<PlayerStash>(); player = FindObjectOfType<Player>(); foreach (EnemySpawn spawn in GameObject.FindObjectsOfType<EnemySpawn>()) { spawn.myEnemySpawned += EnemySpawned; if (spawn.gameObject.tag == "HardSpawn") { hardEnemySpawnsExtention.Add(spawn); spawn.gameObject.SetActive(false); } else { currentEnemySpawns.Add(spawn); } } }
private void Awake() { instance = this; }
// Use this for initialization void Start() { levelController = new LevelController(); ShowPoint(); }
public void Awake() { Instance = this; }
// Use this for initialization void Start() { plank = GameObject.FindGameObjectWithTag("Plank"); fader = GameObject.FindGameObjectWithTag("Fader"); LeanTween.alpha (fader, 0f, 0.1f); levelController = FindObjectOfType<LevelController>(); handController = GameObject.FindGameObjectWithTag("HandController"); playerController = GameObject.FindGameObjectWithTag("OVRPlayerController"); audioSource = GetComponent<AudioSource> (); well = GameObject.FindGameObjectWithTag ("Well"); Invoke ("playVoiceOver", 1f); }
// Start is called before the first frame update void Start() { LookAtEnemy(); _watchingEnemy = true; _levelController = GameObject.FindObjectOfType <LevelController>(); }
// Use this for initialization private void Start() { gameObject.SetActive(false); _levelController = LevelController.Instance; }
public LevelExceptionHandler(LevelController levelController, ErrorMessagesController errorMessagesController, MessagesCollectionController messagesCollectionController) : base(errorMessagesController, messagesCollectionController) { _levelController = levelController; }