public void resetGame() { isLive = false; gameOver = false; if (cam.transform.position != pos4) { cam.transform.position = Vector3.Lerp(cam.transform.position, pos4, 3.0f * Time.deltaTime); } GameObject demoPlayer = GameObject.Find("ShipIcon"); demoPlayer.tag = "shipIcon"; LevelLogic LL = (LevelLogic)levelScreen.GetComponent(typeof(LevelLogic)); LL.gameOver = false; gameOver = false; gameOverPrefab.SetActive(false); // enable the renderer levelScreen.SetActive(false); levelScreen.SetActive(true); highestWave = LL.currentWave; LL.reset(); LL.enableTimer(); LL.currentWave = highestWave; //LL.c isLive = true; }
// Start is called before the first frame update void Start() { levelLogicScript = GameObject.Find("LevelLogic").GetComponent <LevelLogic>(); rb = GetComponent <Rigidbody2D>(); //finds closest player float distanceToClosestPlayer = Mathf.Infinity; PlayerMovement closestPlayer = null; PlayerMovement[] allPlayers = GameObject.FindObjectsOfType <PlayerMovement>(); foreach (PlayerMovement currentPlayer in allPlayers) { float distanceToPlayer = (currentPlayer.transform.position - transform.position).sqrMagnitude; if (distanceToPlayer < distanceToClosestPlayer) { distanceToClosestPlayer = distanceToPlayer; closestPlayer = currentPlayer; } } //moves pellet towards closest player and destroys pellet after 2 seconds moveDirection = (closestPlayer.transform.position - transform.position).normalized * speed; rb.velocity = new Vector2(moveDirection.x, moveDirection.y); Destroy(gameObject, 2f); }
public void Start() { levelLogic = GameObject.FindGameObjectWithTag("LevelMnanager").GetComponent <LevelLogic>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMOD>(); clic = GetComponent <AudioSource>(); //options.SetActive(false); }
// Use this for initialization void Start () { if (null == levelController) { levelController = new LevelLogic(); levelController.createEmptyLevel(16, 16); } playerController = GetComponent<PlayerMan>(); if(LevelManager.isActive()){ levelDescription = LevelManager.getCurrentLevel(); } /* Windows-proofing the text. We assume no OS9 or earlier. *crosses fingers* */ string csvText = levelDescription.text.Replace("\r", ""); var lineNumber = 0; var columnNumber = 0; foreach (string line in csvText.Split('\n')) { columnNumber = 0; foreach (string column in line.Split(',')) { addTile(columnNumber, lineNumber, column); ++columnNumber; } ++lineNumber; } GameObject.FindGameObjectWithTag("MainCamera").transform.position = new Vector3(columnNumber / 2 * gridSize, -lineNumber / 2 * gridSize, -3); GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>().orthographicSize = Math.Max((float)columnNumber / 2 * gridSize / 16 * 9, (float)lineNumber / 2 * gridSize); }
[SerializeField] int timesHit; //TODO: serialized for debug purposes private void Start() { level = FindObjectOfType <LevelLogic>(); gameSession = FindObjectOfType <GameSession>(); CountBreakableBlocks(); }
void Start() { operationObjectsNOT_TO_USE_JUST_TO_SEE_IN_INSPECTOR = operationObjects; LevelLogic.InitLevelLogic(); initUnlocks(); instantiatableObjects = instantiatableObjectsToSet; for (int i = 0; i < instantiatableObjects.Length; i++) { // Sets the actual "objectID" of each instantiatable object on the prefabs for easy access: // This is no longer used, syncGameState will handle the type: if (instantiatableObjects [i]) { if (instantiatableObjects [i].GetComponent <SyncGameState> ()) { instantiatableObjects [i].GetComponent <SyncGameState> ().objectType = (byte)i; } } } // The following are only used by server: operationGameObjectSpawnTimes.Add(0); // Spawn time is not used for this.. operationGameObjectBufferedRPCs.Add(new List <object[]>()); operationGameObjectsData.Add(null); // Not instantiatable.. }
private void Awake() { if (_instance == null) { _instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(this.gameObject); } settings = Resources.Load <PlayerSettings>("PlayerSettings"); settings.LoadSettings(); if (loadScene) { SceneManager.LoadScene(niveles[index].nombre, LoadSceneMode.Additive); currentScene = niveles[index]; } else { mode = LoadSceneMode.Single; foreach (LevelLogic lv in niveles) { lastLv = SceneManager.GetActiveScene().name; if (lv.nombre == lastLv) { currentScene = lv; } } } }
public void GenerateDefaultLevelGrid() { CreateLevelScript(); Grid2D grid = new Grid2D(worldSize, gridSpace); levelLogic = new LevelLogic(grid, gameGraphics); for (int x = 0; x < grid.gridSizeX; x++) { for (int y = 0; y < grid.gridSizeY; y++) { Node2D currentNode = grid.Grid[x, y]; BaseBrick brick = GenerateRandomBaseBrick(currentNode.ID); if (brick != null) { brick.transform.SetParent(brickGridParent); brick.SwitchPositions(currentNode.worldPosition); AddBrickToLevelController(brick); } } } Debug.Log("Bricks added to level controller"); AddPathToLevelController(); }
public void DestroyLevel() { if (levelController != null) { if (levelController.levelBricks != null) { foreach (BaseBrick brick in levelController.levelBricks) { DestroyImmediate(brick.gameObject); } levelController.levelBricks.Clear(); if (levelController.safePathIDs != null) { levelController.safePathIDs.Clear(); } } else { Debug.LogError("Level bricks are null"); } } else { Debug.LogError("levelController is null, cannot destroy level"); } if (levelLogic != null) { levelLogic = null; } else { Debug.LogError("Level Logic is null, have you generated a level?"); } }
void UpdateProgress(float deltaTime) { if (m_AttemptTimer) { m_CurrentAtemptTimer -= deltaTime; m_Progress.SetProgress(m_CurrentAtemptTimer / LevelLogic.GetUnlockAttempTime()); if (m_CurrentAtemptTimer < 0) { m_AttemptTimer = false; } } if (m_MoveNextTimer) { m_CurrMoveNextTime -= deltaTime; if (m_CurrMoveNextTime < 0) { m_MoveNextTimer = false; AskForNext(); } } m_CurrBag.UpdateMe(deltaTime); }
// Start is called before the first frame update void Start() { levelLogicScript = GameObject.Find("LevelLogic").GetComponent <LevelLogic>(); SFX_hit.volume = levelLogicScript.sfxVolumeSlider.value; existTimer = 0; damage = 4; //GetComponent<BoxCollider2D>().enabled = false; //finds closest player float distanceToClosestPlayer = Mathf.Infinity; PlayerMovement closestPlayer = null; PlayerMovement[] allPlayers = GameObject.FindObjectsOfType <PlayerMovement>(); foreach (PlayerMovement currentPlayer in allPlayers) { float distanceToPlayer = (currentPlayer.transform.position - transform.position).sqrMagnitude; if (distanceToPlayer < distanceToClosestPlayer) { distanceToClosestPlayer = distanceToPlayer; closestPlayer = currentPlayer; } } weaponManagerScript = closestPlayer.GetComponent <WeaponManager>(); }
void Start() { levelLogic = GameObject.FindGameObjectWithTag("LevelMnanager").GetComponent <LevelLogic>(); State = levelLogic.mainMenuState; if (State == 0) { warningObj.SetActive(true); titleScreen.SetActive(false); menu1.SetActive(false); menu2.SetActive(false); menu3.SetActive(false); menuTesting.SetActive(false); } else if (State == 1) { warningObj.SetActive(false); titleScreen.SetActive(true); menu1.SetActive(false); menu2.SetActive(false); menu3.SetActive(false); menuTesting.SetActive(false); } else if (State == 2) { warningObj.SetActive(false); titleScreen.SetActive(false); menu1.SetActive(false); menu2.SetActive(false); menu3.SetActive(true); menuTesting.SetActive(false); } Cursor.visible = true; }
// Start is called before the first frame update void Start() { levelLogicScript = GameObject.Find("LevelLogic").GetComponent <LevelLogic>(); attackCooldownTimer = 0; isMoving = true; HP = 10.0f; breadSpriteRenderer_RedHit.enabled = false; }
void Start() { video = GetComponent <VideoPlayer>(); if (GameObject.Find("LevelManager") != null) { level = GameObject.Find("LevelManager").GetComponent <LevelLogic>(); } }
private void CountBreakableBlocks() { level = FindObjectOfType <LevelLogic>(); if (IsBreakable()) { level.AddBlock(); } }
void SetAttemptTimer(bool start) { m_AttemptTimer = start; if (start) { m_CurrentAtemptTimer = LevelLogic.GetUnlockAttempTime(); } }
void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "playerLaser" && collision.gameObject.name != "LaserFire") { Debug.Log("collision!"); int damage = PlayerPrefs.GetInt("W1Damage") + 1; if (isVenting) { damage *= 3; } steamBotHP -= damage; AudioSource.PlayClipAtPoint(hitSound, transform.position); tk2dTextMesh dT = damageNumber.GetComponent <tk2dTextMesh>(); dT.text = damage.ToString(); GameObject.Instantiate(damageNumber, new Vector3(collision.transform.position.x, collision.transform.position.y, collision.transform.position.z), Quaternion.identity); if (!isVenting) { fire = true; } Destroy(collision.gameObject); if (steamBotHP <= 0) { if (!hasExploded) { Transform clone = (Transform)Instantiate(explosionMesh, transform.position, Quaternion.Euler(90, 0, 0)); SplitMeshIntoTriangles explodeScript = (SplitMeshIntoTriangles)clone.GetComponent(typeof(SplitMeshIntoTriangles)); explodeScript.blowUp(); hasExploded = true; AudioSource.PlayClipAtPoint(deathSound, transform.position); GameObject cam = GameObject.Find("tk2dCamera"); CameraShake cS = (CameraShake)cam.GetComponent(typeof(CameraShake)); cS.shakeCam(); } steamBotHP = 20; // give the player credit GameObject level = GameObject.Find("Level"); LevelLogic LL = level.GetComponent <LevelLogic>(); LL.destroyCount += 1; Destroy(gameObject); } } }
void Start() { levelLogic = FindObjectOfType <LevelLogic>(); if (CompareTag("Breakable")) { levelLogic.AddBreakableBlock(); } gameStatus = FindObjectOfType <GameSession>(); }
// Server side: void SpawnPlayer() { // Picks a spawn point here: GameObject sP = LevelLogic.getSpawnPoint(team); // Picks a spawn point here: GameObject playerObject = (GameObject)MonoBehaviour.Instantiate(playerObjects[team * (playerObjects.Length / 2) + classNum], sP.transform.position, sP.transform.rotation); playerObject.GetComponent <SyncGameState> ().playerOwner = playerOwner; OperationNetwork.OperationAddSyncState(playerObject); }
// Use this for initialization void Start() { levelLogic = GameObject.FindGameObjectWithTag("LevelLogic").GetComponent <LevelLogic>(); levelCompletePlay = false; levelComplete = Camera.main.transform.FindChild("LevelComplete").gameObject; levelComplete.SetActive(false); }
void Awake() { if (_instance == null) { _instance = this; } else { Debug.LogWarning("Multiple LevelLogic objects in scene!"); } }
// Start is called before the first frame update void Start() { onCookingStation = false; recipeBookImage.SetActive(false); ESP1 = GameObject.Find("EnemySpawnerP1").GetComponent <EnemySpawnerP1>(); ESP2 = GameObject.Find("EnemySpawnerP2").GetComponent <EnemySpawnerP2>(); ESP3 = GameObject.Find("EnemySpawnerP3").GetComponent <EnemySpawnerP3>(); ESP4 = GameObject.Find("EnemySpawnerP4").GetComponent <EnemySpawnerP4>(); levelLogicScript = GameObject.Find("LevelLogic").GetComponent <LevelLogic>(); sceneSwitchingScript = GameObject.Find("SceneSwitchingScript").GetComponent <SceneSwitchingScript>(); }
void Start() { m_DataLoader = new DataLoader(this); m_LevelLogic = new LevelLogic(this); m_Profile = new PlayerProfile(this); // m_InputManager.Init(this); // m_EntityManager.Init(this); m_GUILogic.Init(this); }
// Start is called before the first frame update void Start() { levelLogicScript = GameObject.Find("LevelLogic").GetComponent <LevelLogic>(); tomatoSpriteRenderer.enabled = true; tomatoExplosionSpriteRenderer.enabled = false; isMoving = true; HP = 16.0f; theAnimator = GetComponent <Animator>(); theAnimator.SetBool("tomatoIsMoving", true); tomatoSpriteRendererRedHit.enabled = false; }
// Start is called before the first frame update void Start() { levelLogicScript = GameObject.Find("LevelLogic").GetComponent <LevelLogic>(); timerRed = 1; timerBlue = 1; timerGreen = 1; timerOrange = 1; p1InZone = false; p2InZone = false; p3InZone = false; p4InZone = false; }
// Use this for initialization void Start() { levelLogic = GameObject.FindGameObjectWithTag("LevelMnanager").GetComponent <LevelLogic>(); levelOptions = GameObject.FindGameObjectWithTag("LevelOptions").GetComponent <LevelOptions>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMOD>(); textObj.SetActive(true); allChristals.SetActive(false); player.isLifeDecreasing = false; videoNumber = levelOptions.videoNumber; }
// public PlayerProfile GetPlayerProfile(){ // return m_Profile; // } void Start() { m_DataLoader = new DataLoader(this); m_LevelLogic = new LevelLogic(this); // m_Profile = new PlayerProfile(this); m_InputManager.Init(this); m_Level.Init(this); m_EntityManager.Init(this); m_GUILogic.Init(this); // InitBackend(); OnAuthComplete(); }
void Start() { if (!dontChangeMenu) { SetGeneralMenu(); } if (GameObject.Find("LevelManager").GetComponent <LevelLogic>() != null) { level = GameObject.Find("LevelManager").GetComponent <LevelLogic>(); } //if (sounds != null) sounds = GameObject.Find("LevelManager").GetComponent<PlaySound>(); //gammaLevel = RenderSettings.ambientLight.gamma; AddListNames(); SetSavedOptionsValue(); }
void Start() { m_Logic = this; m_LevelLogic = new LevelLogic(); m_PhysManager = new PhysicsManager(); m_InputManager.Init(); m_Level.Init(); m_EntityManager.Init(); m_GUILogic.Init(); m_LevelLogic.AddGameStartListener(GameStarted); m_LevelLogic.AddLevelStartListener(LevelStarted); m_LevelLogic.AddLevelEndListener(LevelEnded); }
// Start is called before the first frame update void Start() { enemySpawnerActive = false; inMyZone = false; enemyReadyToSpawn = false; //sets default enemy type to bread theEnemyType = EnemyType.Enemy_enum_Bread; playerMovementScript = GameObject.Find("Player3").GetComponent <PlayerMovement>(); enemySpawnTimer = 0; enemySpawnLength = 3f; DestroyAllEnemies(); NotInRecipeBook(); enemySpawner_UI.SetActive(true); resources_UI.SetActive(true); levelLogicScript = GameObject.Find("LevelLogic").GetComponent <LevelLogic>(); }
// Use this for initialization void Start() { state = State.FADEOUT; temp = tempInit; loadCurrentScreen = false; loadNextScreen = false; loadNextScreen3P = false; loadNextScreen4P = false; color = renderer.material.color; levelLogic = GameObject.FindGameObjectWithTag("LevelLogic"). GetComponent <LevelLogic>(); dataLogic = GameObject.FindGameObjectWithTag("DataLogic"). GetComponent <DataLogic>(); DontDestroyOnLoad(transform.gameObject); }
void Start() { m_Logic = this; dataController = new DataController(); m_LevelLogic = new LevelLogic(); // m_PhysManager = new PhysicsManager(); // m_InputManager.Init(); // m_Level.Init(); m_GUILogic.Init(); m_LevelLogic.AddGameStartListener(GameStarted); m_LevelLogic.AddLevelStartListener(LevelStarted); m_LevelLogic.AddLevelEndListener(LevelEnded); }
// Use this for initialization void Start () { currentSeq = ""; beat = 60.0f / bpm; offset = Time.time % (beat); // Translation of directions to move vectors moveList = new Dictionary<string, string>(); moveVectors = new Dictionary<char, Vector3>(); moveVectors['u'] = new Vector3(0, 1, 0); moveVectors['d'] = new Vector3(0, -1, 0); moveVectors['l'] = new Vector3(-1, 0, 0); moveVectors['r'] = new Vector3(1, 0, 0); string moves = moveText.text.Replace("\r",""); foreach(string line in moves.Split('\n')) { string[] mt = line.Split(':'); moveList[mt[1]] = mt[0]; } levelLoader = GetComponent<LoadLevel>(); levelLogic = levelLoader.GetLevelController (); }
private void Awake() { DontDestroyOnLoad (this); id = PlayerPrefs.GetString ("id"); //Debug.Log ("Level Stats Awake: Axiom " + Axiom.ToString ()); name = PlayerPrefs.GetString ("name"); difficulty = PlayerPrefs.GetInt ("difficulty"); switch (difficulty) { case 2: difficulty_scale = 3.0f; break; case 0: difficulty_scale = 1.0f; break; default: difficulty_scale = 2.0f; break; } level_logic = GetComponent<LevelLogic> (); }
void Start() { level_logic = GameObject.Find ("LevelLogic").GetComponent<LevelLogic> (); }