void FixedUpdate() { //put this in an update loop to prevent forver pausing for (int i = 0; i < 4; i++) { state = GamePad.GetState((PlayerIndex)i, GamePadDeadZone.None); if (state.Buttons.Start == ButtonState.Pressed && prestate.Buttons.Start == ButtonState.Released && !isPaused) { prestate = state; pauseGame(i); } } if (spawn) { count++; if (count > 200) { RespawnScript a = GameObject.Find("RespawnObject").GetComponent <RespawnScript> (); for (int i = 0; i < 4; i++) { if (players [i]) { Debug.Log("adding player: " + i); a.InitialSpawn(i); } } spawn = false; } } prestate = state; }
//SoundPlayerScript SPS; //bool CanStepSound; //int StepCounter; // Use this for initialization void Start() { //CanStepSound = true; //StepCounter = 0; //SPS = GameObject.Find ("Main Camera").GetComponent<SoundPlayerScript> (); PauseScript = GameObject.Find("PauseMenuComponent").GetComponent <UIPauseMenuScript>(); ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); RB = GetComponent <Rigidbody2D> (); LR = GetComponent <LineRenderer> (); RS = GameObject.Find("RespawnObject").GetComponent <RespawnScript>(); PauseScript.SetPlayer(PlayerNumber, this); AimingCursor.SetActive(false); ReticleRB = AimingCursor.GetComponent <Rigidbody2D> (); AimingCursor.GetComponent <SpriteRenderer> ().color = GetComponent <SpriteRenderer> ().color; Color C = ES.GetColor(PlayerNumber); C.r += .2f; C.g += .2f; C.b += .2f; Color C2 = C; C2.a = .2f; LR.SetColors(C, C2); currentRot = Quaternion.identity; if (BounceReticle) { LR.SetVertexCount(4); } }
// Use this for initialization void Start() { RS = GameObject.Find("RespawnObject").GetComponent <RespawnScript>(); Stats = GameObject.Find("TotalStatsHolder").GetComponent <EndGameStatsScript>(); ES = GameObject.Find("EternalHolder").GetComponent <EternalScript> (); WinText = GameObject.Find("WinTextObj").GetComponent <Text>(); WarBarP1 = GameObject.Find("KillBarP1").GetComponent <Image> (); WarBarP2 = GameObject.Find("KillBarP2").GetComponent <Image> (); WarBarP3 = GameObject.Find("KillBarP3").GetComponent <Image> (); WarBarP4 = GameObject.Find("KillBarP4").GetComponent <Image> (); WarBarP1.color = ES.GetColor(0); WarBarP2.color = ES.GetColor(1); WarBarP3.color = ES.GetColor(2); WarBarP4.color = ES.GetColor(3); WarBarP1.fillAmount = 0; WarBarP2.fillAmount = 0; WarBarP3.fillAmount = 0; WarBarP4.fillAmount = 0; P1Kills = 0; P2Kills = 0; P3Kills = 0; P4Kills = 0; KillsToWin = ES.GetKillNumber(); WinText.text = ""; WinText.enabled = false; // temporary dev tool KillsToWin = 10; }
// Use this for initialization void Start() { hrvReceiverScript = GameObject.FindWithTag("MeasureObject").GetComponent <OSCReceiver>(); respawnLocation = GameObject.FindWithTag("Player").GetComponent <RespawnScript>(); pillarRoom = GameObject.FindWithTag("PillarEvent").GetComponent <PillarRoomEvent>(); //Torch changing related variables torches = GameObject.FindGameObjectsWithTag("Torch"); baseTorch = new Vector4(0.97f, 0.73f, 0.21f, 1); dreadTorch = new Vector4(0.49f, 0.02f, 0.11f, 1); flameBGM = GameObject.Find("MazeChanges/FlameChangeBGM").GetComponent <AudioSource>(); //Wall changing related variables crossFadeScript = GetComponent <CrossFade>(); wallOffset = new Vector2(0f, 0f); wallTiling = new Vector2(3f, 1.5f); threshWallTiling = new Vector2(-0.19f, 1.5f); //Brick1 threshWallOffset = new Vector2(0.6f, 0f); smallWallTiling = new Vector2(2f, 1.5f); //Brick3 smallWallOffset = new Vector2(0f, 0f); tinyWallTiling = new Vector2(1.2f, 1.5f); //Brick4 tinyWallOffset = new Vector2(0f, 0f); mainWallChange = firstWallChange; crossFadeScript.setNewMaterial(secondMaterial, secondSmallWallMaterial, secondTinyWallMaterial, secondThreshMaterial); //The first set of materials it will change to //Enemy range manipulation and such //endEnemyRadius = GameObject.Find("End Guardian2/ProximityDetector"); enemyDetectors = GameObject.FindGameObjectsWithTag("EnemyDetectors"); }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Fire1") && Time.time > nextFire) { nextFire = Time.time + fireTimer; System.Console.Out.WriteLine("hack"); others = Physics.OverlapBox(Collider.transform.position, new Vector3(3, 3, 3)); foreach (Collider c in others) { if (c.gameObject.tag == "Attackable") { //c.gameObject.GetComponent<Rigidbody>().AddForce(fpsCam.transform.forward * hitForce); RespawnScript rs = c.gameObject.GetComponent <RespawnScript>(); if (rs != null) { col.Collect(rs.type); this.StartCoroutine(rs.RespawnEffect()); rs.gameObject.SetActive(false); } } } } }
IEnumerator WaitAndActivate(GameObject go, RespawnScript script, float waitTime) { Debug.Log("Start spawn Delay..."); yield return(new WaitForSeconds(waitTime)); Debug.Log("Spawn Delay Done, trigger spawning..."); Activate(go, script); }
void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { RespawnScript spawnScript = other.GetComponent <RespawnScript>(); spawnScript.killPlayer(); } }
// Use this for initialization void Awake() { rb = GetComponent <Rigidbody> (); player = transform.parent.gameObject.GetComponent <StrikerScript>(); rb.isKinematic = true; respawn = GameObject.FindGameObjectWithTag("GameManager").GetComponent <RespawnScript> (); tr = GetComponent <TrailRenderer> (); }
void OnTriggerEnter(Collider col) { RespawnScript rs = col.GetComponent <RespawnScript>(); if (rs != null) { rs.Respawn(); } }
void OnTriggerExit2D(Collider2D collision) { RespawnScript respawn = collision.gameObject.GetComponent <RespawnScript>(); if (respawn != null) { respawn.Respawn(); } }
void Awake() { // get the car controller car = GetComponent<CarController>(); jumpScript = GetComponent<JumpScript>(); nitroScript = GetComponent<NitroScript>(); speedMeterScript = GetComponent<SpeedMeterScript>(); pathIndicatorScript = GetComponent<PathIndicatorScript>(); respawnScript = GetComponent<RespawnScript>(); }
void Start() { // получение объекта аниматор animator = GetComponent <Animator>(); _respawn = GetComponent <RespawnScript>(); _inputs = GetComponent <PlayerInputs>(); animator.SetInteger("Health", health); }
void ReactivateWithDelay(GameObject go, RespawnScript script, float delay) { if (delay <= 0f) { Activate(go, script); } else { StartCoroutine(WaitAndActivate(go, script, delay)); } }
public void die(RespawnScript respawnScript, GameObject tombstonePrefab) { respawnScript.change(-1); GameObject tombStone = Instantiate(tombstonePrefab, transform.position, transform.rotation) as GameObject; TombStoneScript script = tombStone.GetComponent <TombStoneScript> (); script.player = gameObject; script.respawnScript = respawnScript; script.work(); gameObject.SetActive(false); }
//SoundPlayerScript SPS; //bool CanStepSound; //int StepCounter; // Use this for initialization void Start() { //CanStepSound = true; //StepCounter = 0; //SPS = GameObject.Find ("Main Camera").GetComponent<SoundPlayerScript> (); PauseScript = GameObject.Find("PauseMenuComponent").GetComponent <UIPauseMenuScript>(); RB = GetComponent <Rigidbody2D> (); LR = GetComponent <LineRenderer> (); RS = GameObject.Find("RespawnObject").GetComponent <RespawnScript>(); //PauseScript.SetPlayer (PlayerNumber, this); AimingCursor.SetActive(false); ReticleRB = AimingCursor.GetComponent <Rigidbody2D> (); AimingCursor.GetComponent <SpriteRenderer> ().color = GetComponent <SpriteRenderer> ().color; }
// Use this for initialization void Start() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); count = -1; UpdateHits(); }
void Start() { _positionHandler = GetComponent <PositionHandlerScript>(); _controllers = _positionHandler.Controllers; _playerPositions = _positionHandler.PlayerPositions; _defaultPositions = _positionHandler.DefaultPositions; _carRigidbody = GetComponent <Rigidbody>(); _respawnScript = GetComponent <RespawnScript>(); _countDownScript = Countdown.GetComponent <CountDown>(); _maxSpeed = _maxSpeedDefault; _canvas = GameObject.Find("Canvas").transform; _pauseMenu = _canvas.GetComponent <PauseMenuScript>(); }
// Use this for initialization void Start() { LeftTrigger = "p" + playerNum + "LeftTrigger"; RightTrigger = "p" + playerNum + "RightTrigger"; LeftBumper = "p" + playerNum + "LeftBumper"; RightBumper = "p" + playerNum + "RightBumper"; LeftX = "p" + playerNum + "LeftX"; LeftY = "p" + playerNum + "LeftY"; RightX = "p" + playerNum + "RightX"; RightY = "p" + playerNum + "RightY"; AButton = "p" + playerNum + "A"; RightStickClick = "p" + playerNum + "RightStickClick"; rend = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody2D>(); playerCol = GetComponent <BoxCollider2D>(); lastGrave = null; inHitstun = false; frames = 0; //get enemy player num once lol this took me years enemyPlayerNum = (playerNum == 1) ? 2 : 1; dashCount = dashMax; playerShovel = GetComponentInChildren <ShovelScript>(); // acceleration = Vector2.zero; force = Vector2.zero; speed = Vector2.zero; spawnManager = GameObject.Find("RespawnManager").GetComponent <RespawnScript>(); scoreManager = GameObject.Find("ScoreManager").GetComponent <ScoreScript>(); collManager = GameObject.Find("CollisionManager").GetComponent <CollisionScript>(); cameraShake = GameObject.Find("Main Camera").GetComponentInChildren <CameraShakeScript>(); hpVisual = GameObject.Find("P" + playerNum + "HP").GetComponentInChildren <HPScript>(); //transform.position = spawnManager.getSpawnpoint(playerNum).position; health = maxHealth; hpVisual.updateVisual(health); hitstunTimer = hitstunMaxTimer; slayTimer = 0; //position = transform.position; }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag.Equals("Ball")) { Ball ball = other.gameObject.GetComponent <Ball>(); RespawnScript respawn = other.gameObject.GetComponent <RespawnScript>(); Score(ball.GetTeam()); ball.SetTeam(Team.NONE); respawn.Respawn(); } else if (other.gameObject.tag.Equals("Player")) { RespawnScript respawn = other.gameObject.GetComponent <RespawnScript>(); respawn.Respawn(); } }
// Update is called once per frame void Update() { if (startHangEvent) { waitTime = waitTime + Time.deltaTime; if (waitTime >= 5.0f) { if (eventStarted == false) { nooseChair.GetComponentInChildren <Renderer>().transform.rotation = Quaternion.Euler(0, 0, 90f); player.GetComponent <ExampleMovement>().enabled = false; eventStarted = true; } } if (waitTime >= 10f && eventStarted) { if (soundPlaying == false) { womanWhisper.GetComponent <AudioSource>().Play(); this.GetComponent <AudioSource>().PlayOneShot(chokeSound); soundPlaying = true; } else { player.GetComponent <CameraMovement>().enabled = false; if (this.GetComponent <AudioSource>().isPlaying == false) { playerDead = true; } } } if (playerDead) { RespawnScript spawnScript = player.GetComponent <RespawnScript>(); spawnScript.killPlayer(); startHangEvent = false; playerDead = false; } } }
private void Start() { Cursor.lockState = CursorLockMode.Locked; // Инициализация объекта класса перемещения игрока moveCharacter = GetComponent <PlayerControl>(); // Инициализация объекта класса перемещения камеры thirdPersonCamera = GetComponent <ThirdPersonCamera>(); // Получение главной камеры mainCamera = Camera.main; // Получение высоты положения камеры для "приседания" tempCameraYPosition = moveCharacter.cameraYPosition; // Получене дистации от камеры до объекта слежения для камеры "от первого лица" в "присяде". tempDistanceFromTarget = thirdPersonCamera.distanceFromTarget; rb = GetComponent <Rigidbody>(); startPosition = rb.transform.position; room = GetComponent <RespawnScript>(); }
// Update is called once per frame void Update() { ammunitionText.text = "Ammunition: " + ammunition.ToString(); if (Input.GetButtonDown("Fire1") && Time.time > nextFire && ammunition > 0) { ammunition--; nextFire = Time.time + fireTimer; StartCoroutine(ShotEffect()); System.Console.WriteLine("shoot"); Vector3 rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0)); laserLine.SetPosition(0, gunEnd.position); RaycastHit hit; if (Physics.Raycast(rayOrigin, fpsCam.transform.forward, out hit, weaponRange)) { laserLine.SetPosition(1, hit.point); if (hit.rigidbody != null) { hit.rigidbody.AddForce(-hit.normal * hitForce); RespawnScript rs = hit.transform.gameObject.GetComponent <RespawnScript>(); if (rs != null) { col.Collect(rs.type); this.StartCoroutine(rs.RespawnEffect()); rs.gameObject.SetActive(false); } } } else { laserLine.SetPosition(1, rayOrigin + (fpsCam.transform.forward * weaponRange)); } laserLine.SetPosition(1, hit.point); } }
// Use this for initialization void Start() { spawnScript = GameObject.FindWithTag("Player").GetComponent <RespawnScript>(); }
// Use this for initialization void Start () { RS = GameObject.Find ("RespawnObject").GetComponent<RespawnScript>(); PCS = GetComponent<PlayerControlScript> (); }
private void Awake() { Instance = this; }
public void Start() { _transform = GetComponent <Transform>(); _respawnScript = GetComponent <RespawnScript>(); }
void Awake() { Instance = this; }
// Use this for initialization void Awake() { RS = GameObject.Find("RespawnObject").GetComponent <RespawnScript>(); PCS = GetComponent <PlayerControlScript> (); SS = GameObject.Find("ScoreObject").GetComponent <ScoreScript>(); }
void Activate(GameObject go, RespawnScript activateionEventScript) { activateionEventScript.Activate(); }
// Use this for initialization void Start() { spawnScript = GameObject.FindWithTag("Player").GetComponent<RespawnScript>(); }
// Use this for initialization void Start() { hrvReceiverScript = GameObject.FindWithTag("MeasureObject").GetComponent<OSCReceiver>(); respawnLocation = GameObject.FindWithTag("Player").GetComponent<RespawnScript>(); pillarRoom = GameObject.FindWithTag("PillarEvent").GetComponent<PillarRoomEvent>(); //Torch changing related variables torches = GameObject.FindGameObjectsWithTag("Torch"); baseTorch = new Vector4(0.97f, 0.73f, 0.21f, 1); dreadTorch = new Vector4(0.49f, 0.02f, 0.11f, 1); flameBGM = GameObject.Find("MazeChanges/FlameChangeBGM").GetComponent<AudioSource>(); //Wall changing related variables crossFadeScript = GetComponent<CrossFade>(); wallOffset = new Vector2 (0f,0f); wallTiling = new Vector2 (3f,1.5f); threshWallTiling = new Vector2 (-0.19f, 1.5f); //Brick1 threshWallOffset = new Vector2 (0.6f,0f); smallWallTiling = new Vector2 (2f, 1.5f); //Brick3 smallWallOffset = new Vector2 (0f,0f); tinyWallTiling = new Vector2 (1.2f, 1.5f); //Brick4 tinyWallOffset = new Vector2 (0f,0f); mainWallChange = firstWallChange; crossFadeScript.setNewMaterial(secondMaterial, secondSmallWallMaterial, secondTinyWallMaterial, secondThreshMaterial); //The first set of materials it will change to //Enemy range manipulation and such //endEnemyRadius = GameObject.Find("End Guardian2/ProximityDetector"); enemyDetectors = GameObject.FindGameObjectsWithTag("EnemyDetectors"); }
void Start() { stats = GetComponent <PlayerStats> (); health = GetComponent <PlayerStats> ().maxHealth; respawn = GameObject.FindGameObjectWithTag("GameManager").GetComponent <RespawnScript> (); }