private void OnTriggerEnter(Collider other) { if (this.enabled) { collided = true; Vector3 fireSize = gameObject.transform.localScale; other.gameObject.transform.localScale += fireSize * 0.2f; foreach (Transform child in other.gameObject.transform) { child.transform.localScale += fireSize * 0.2f; } GameObject SceneScripter = GameObject.FindWithTag("SceneScripter"); SceneScript SceneScript = SceneScripter.GetComponent <SceneScript>(); SceneScript.deadFlowers += 1; foreach (Transform child in transform.GetChild(0).transform) { child.GetComponent <TextMain>().active = false; } transform.GetChild(0).transform.GetChild(0).GetComponent <TextMain>().active = true; transform.GetChild(1).gameObject.SetActive(true); GetComponent <MeshRenderer>().enabled = false; } }
// Start is called before the first frame update void Start() { sceneScript = Camera.main.GetComponent <SceneScript>(); hasWon = false; hasFailed = false; hasStarted = false; }
void Start () { transform = GetComponent<Transform> (); script = GameObject.Find ("SceneScript").GetComponent<SceneScript> (); speed = script.speed; evilMsgs = new string[]{ "WHAT??", "wat", "OMFG", "THAT BUT WHAT"}; nervousMsgs = new string[]{ "get that outta here tho lol", "no shakes thx", "nah I'm good", "maybe later lol"}; }
void initLevel() { Levels.lastLevel = level; changeState("start"); if (scene != null) { DestroyLevel(); } if (scenes.Length <= level - startLevel) { Levels.lastLevel = 0; Application.LoadLevel("levelSelect"); return; } GameObject go = (GameObject)Instantiate(scenes[level - startLevel].gameObject); go.transform.parent = transform; go.transform.localScale = Vector3.one; go.transform.localPosition = Vector3.zero; scene = go.GetComponent <SceneScript>(); levelNumer.a = (level + 1).ToString(); faultMessage.gameObject.SetActive(false); TheSun.reset(); }
public override void Do(CommandMapScript prCommand) { //Default Result string lcResult = "AI: Sorry my error, could you type that again?"; switch (_Scan) { case "area": //Get players current scene SceneScript lcCurrentScene = PlayerManagerScript.GetCurrentScene(); //Add to users score PlayerManagerScript._CurrentPlayer.PlayerScore += 25; //Add scene name to scanned list PlayerManagerScript._CurrentPlayer.Scanned += lcCurrentScene + ","; //update database _db.Connection.InsertOrReplace(PlayerManagerScript._CurrentPlayer); //Output lcResult = "AI: Scanning Area \n" + lcCurrentScene.Scan + "\n" + "AI: Items found \n" + ItemstoString(lcCurrentScene.Name); break; //-------------------------------------- End Of Methods ---------------------------------------------------------------------------- } prCommand._Result = lcResult; }
// Start is called before the first frame update void Start() { anim = chopsticks.transform.GetChild(0).GetComponent <Animator>(); camScript = Camera.main.GetComponent <CameraScript>(); sceneScript = Camera.main.GetComponent <SceneScript>(); startPos = chopsticks.transform.position; }
public override void Do(CommandMapScript prCommand) { if (GameManagerScript._Instance._ActiveCanvas.name == "Main Canvas") { //Default Result string lcResult = "AI: Sorry my error, could you type that again?"; switch (_Scan) { case "area": //Get players current scene SceneScript lcCurrentScene = PlayerManagerScript.GetCurrentScene(); //Add to users score PlayerManagerScript._CurrentPlayer.PlayerScore += 25; //Add scene name to scanned list PlayerManagerScript._CurrentPlayer.Scanned += lcCurrentScene + ","; //update database _db.Connection.InsertOrReplace(PlayerManagerScript._CurrentPlayer); //Output lcResult = "AI: Scanning Area \n" + lcCurrentScene.Scan + "\n" + "AI: Items found \n" + ItemstoString(lcCurrentScene.Name); break; } prCommand._Result = lcResult; } else { prCommand._Result = "switch to the terminal to scan"; } //update Firebase Database }
protected override void OnGameStart(SceneScript scene) { agent = GetComponent<NavMeshAgent>(); detection = GetComponentInChildren<AIRangeDetection>(); detection.Load(this); }
// Update is called once per frame void Update() { if (controller.Buttom_Start) { SceneScript.ChangeScene("MenuScene"); } }
/// <summary> /// Moves the player based on the direction /// </summary> /// <param name="prCommand"> </param> public override void Do(CommandMapScript prCommand) { if (GameManagerScript._Instance._ActiveCanvas.name == "Main Canvas") { //Turn off display events TurnOffEvent(); //Assign players current local to a local variable SceneScript lcCurrentScene = PlayerManagerScript.GetCurrentScene(); //Create a new scene variable SceneScript lcNewScene = new SceneScript(); //Try get new scene. If not a valid direction, ignore try { //Get scene direction by selecting where From Scene name is current Scenes and direction is users input SceneDirectionScript lcSceneDirection = _db.Connection.Table <SceneDirectionScript>().Where <SceneDirectionScript>(x => x.FromSceneName == lcCurrentScene.Name && x.Direction == _direction).ToList <SceneDirectionScript>().First <SceneDirectionScript>(); //Get new scene by selecting where name is scene direction's to scene variable lcNewScene = _db.Connection.Table <SceneScript>().Where <SceneScript>(x => x.Name == lcSceneDirection.ToSceneName).ToList <SceneScript>().First <SceneScript>(); PlayerManagerScript._CurrentPlayer.CurrentLocationID = lcNewScene.Name; } catch { lcNewScene = _db.Connection.Table <SceneScript>().Where <SceneScript>(x => x.Name == lcCurrentScene.Name).ToList <SceneScript>().First <SceneScript>(); PlayerManagerScript._CurrentPlayer.CurrentLocationID = lcNewScene.Name; } //check if new scene has a display event HasEvent(lcNewScene.Event); //if scene has been visited and scanned, Set this as text output if (Visited(lcNewScene) && Scanned(lcNewScene)) { prCommand._Result = lcNewScene.Name + "\n" + lcNewScene.SceneStoryDescription + "\n" + _Scanned; } //Else if scene has only been visited, set this as text output else if (Visited(lcNewScene)) { prCommand._Result = lcNewScene.Name + "\n" + lcNewScene.SceneStoryDescription + "\n" + _NotScanned; } else { //Update player saying they have visited this area before PlayerManagerScript._CurrentPlayer.Visted = PlayerManagerScript._CurrentPlayer.Visted + "," + lcNewScene.Name; //Update player with more score PlayerManagerScript._CurrentPlayer.PlayerScore += 10; //Set this as text output prCommand._Result = lcNewScene.Name + "\n" + lcNewScene.SceneStoryDescription; } _db.Connection.InsertOrReplace(PlayerManagerScript._CurrentPlayer); } else { prCommand._Result = "switch to the terminal to move"; } }
//function to check if the word has alredy been discovered public void VerifyFullWord() { //if every letter was found if (discoveredLetters == word.Length) { //sum points scoreTotal += wordPoint; //update score scoreUI.text = scoreTotal.ToString(); //saves the score saveData.SaveScore(scoreTotal); //reset the discovered letters discoveredLetters = 0; //Se não terminou todas as palavras da categoria if (index != currentCategory.words.Count) { //reset the discovered letters correctLetters.Clear(); correctLetters.TrimExcess(); wrongLettersUI.text = ""; //update word UpdateWord(); //Enable the Toy toy.EnableToy(); //reset the parts partToDisable = 0; //activate the button to the next word nextWordButton.SetActive(true); } else //Se ja terminou as palavras { //Enable the Toy toy.EnableToy(); //reset the parts partToDisable = 0; //reset the discovered letters correctLetters.Clear(); correctLetters.TrimExcess(); wrongLettersUI.text = ""; //update word ClearList(); //reset chances chances = startChances; //clear list of wrong words wrongLetters.Clear(); wrongLetters.TrimExcess(); currentCategory = null; word = null; DeletePreviousWord(); //enable the category won panel categoryWonPanel.SetActive(true); index = 0; } //pause the game SceneScript.PauseGame(); } }
private void Awake() { sceneScript = FindObjectOfType <SceneScript>(); foreach (var item in weaponsArray) { item.SetActive(false); } }
void Start() { //robotController = FindObjectOfType(typeof(RobotController)) as RobotController; sceneScript = FindObjectOfType(typeof(SceneScript)) as SceneScript; robotController = FindObjectOfType(typeof(RobotController)) as RobotController; robotSpawner = FindObjectOfType(typeof(RobotSpawner)) as RobotSpawner; timed = false; }
private void Awake() { //allows all players to run this sceneScript = GameObject.Find("SceneReference").GetComponent <SceneReference>().sceneScript; setNameButton = GameObject.Find("SceneReference").GetComponent <SceneReference>().setNameButton; // disable all weapons }
void Awake() { // Check if there are any other instances conflicting if (Instance != null && Instance != this) { Destroy(gameObject); } Instance = this; //DontDestroyOnLoad(gameObject); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.CompareTag("Word")) { if (SceneScript.GetWordNumberByName(this.name) == SceneScript.GetWordNumberByName(other.name)) { this.GetComponent <SpriteRenderer>().sprite = other.GetComponent <SpriteRenderer>().sprite; this.GetComponent <Rigidbody2D>().simulated = false; } } }
void Update() { if (Input.GetKeyDown(KeyCode.Space)) { SceneScript.LoadGame(); } if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } }
//---------------------------------------------------------------------------------------------------- void Awake() { if (sceneScript == null) { DontDestroyOnLoad(gameObject); sceneScript = this; } else if (sceneScript != this) { Destroy(gameObject); } }
/// <summary> /// Check to see if user has visited this scene before /// </summary> /// <param name="prScene">scene being checked</param> /// <returns>true if the scene has been visted by the player before, else false</returns> private static bool Visited(SceneScript prScene) { //Create an array from visited list string[] lcArrayVisted = PlayerManagerScript._CurrentPlayer.Visted.Split(','); foreach (string SceneName in lcArrayVisted) { if (SceneName == prScene.Name) { return(true); } } return(false); }
void OnEnable() { Giz = Camera.main.GetComponent <GizmoDrawer>(); if (EditorPrefs.HasKey("ObjectPath")) { string objectPath = EditorPrefs.GetString("ObjectPath"); sceneScript = AssetDatabase.LoadAssetAtPath(objectPath, typeof(SceneScript)) as SceneScript; } SceneScript obj = ScriptableObject.CreateInstance <SceneScript>(); serializedObject = new UnityEditor.SerializedObject(obj); }
/// <summary> /// Check to see if user has scanned this scene before /// </summary> /// <param name="prScene">scene being checked</param> /// <returns>true if the scene has been scanned by the player before, else false</returns> private bool Scanned(SceneScript prScene) { //Create Array from scanned list string[] lcArrayScanned = PlayerManagerScript._CurrentPlayer.Scanned.Split(','); foreach (string SceneName in lcArrayScanned) { if (SceneName == prScene.Name) { return(true); } } return(false); }
void Start() { restartcount = 0; #if UNITY_EDITOR // Для создания новых уровней, чтобы не накладывались SceneScript s = GetComponentInChildren <SceneScript>(); if (s != null) { return; } #endif initLevel(); }
// Use this for initialization void Start() { navScene = (Instantiate(firstScenePrefab, Vector3.zero, Quaternion.identity)).GetComponent <SceneScript>(); navScene.gc = this; navPlayer = (Instantiate(navigationPlayerPrefab, Vector3.zero, Quaternion.identity)).GetComponent <CharacterMovement>(); navPlayer.transform.position = navScene.transform.GetChild(0).GetChild(0).position; audioMan = (Instantiate(audioControllerPrefab, Vector3.zero, Quaternion.identity)).GetComponent <AudioManager>(); audioMan.PlayNavMusic(); chc = (Instantiate(hudPrefab, Vector3.zero, Quaternion.identity)).transform.GetChild(0).GetComponent <CombatHudController>(); chc.setGC(this); timeCounter = Random.Range(minRandTime, maxRandTime); }
public override void Do(CommandMapScript prCommand) { //Turn off display events TurnOffEvent(); //Assign players current local to a local variable SceneScript lcCurrentScene = PlayerManagerScript.GetCurrentScene(); //Get scene direction by selecting where From Scene name is current Scenes and direction is users input SceneDirectionScript lcSceneDirection = _db.Connection.Table <SceneDirectionScript>().Where <SceneDirectionScript>(x => x.FromSceneName == lcCurrentScene.Name && x.Direction == _direction).ToList <SceneDirectionScript>().First <SceneDirectionScript>(); //Get new scene by selecting where name is scene direction's to scene variable SceneScript lcNewScene = _db.Connection.Table <SceneScript>().Where <SceneScript>(x => x.Name == lcSceneDirection.ToSceneName).ToList <SceneScript>().First <SceneScript>(); //Update current player with new scene PlayerManagerScript._CurrentPlayer.CurrentLocationID = lcNewScene.Name; //Save updated player in database _db.Connection.InsertOrReplace(PlayerManagerScript._CurrentPlayer); //check if new scene has a display event HasEvent(lcNewScene.Event); //if scene has been visited and scanned, Set this as text output if (Visited(lcNewScene) && Scanned(lcNewScene)) { prCommand._Result = lcNewScene.Name + "\n" + lcNewScene.SceneStoryDescription + "\n" + _Scanned; } //Else if scene has only been visited, set this as text output else if (Visited(lcNewScene)) { prCommand._Result = lcNewScene.Name + "\n" + lcNewScene.SceneStoryDescription + "\n" + _NotScanned; } else { //Update player saying they have visited this area before PlayerManagerScript._CurrentPlayer.Visted = PlayerManagerScript._CurrentPlayer.Visted + "," + lcNewScene.Name; //Update player with more score PlayerManagerScript._CurrentPlayer.PlayerScore += 10; //Save updated player into database _db.Connection.InsertOrReplace(PlayerManagerScript._CurrentPlayer); //Set this as text output prCommand._Result = lcNewScene.Name + "\n" + lcNewScene.SceneStoryDescription; } }
private void Update() { float x = Input.GetAxis("Horizontal"); float z = Input.GetAxis("Vertical"); Vector3 move = transform.right * x + transform.forward * z; controller.Move(move * speed * Time.deltaTime); if (Input.GetButtonDown("Cancel")) { SceneScript.ReturnToScreen(); } }
public void DialogEnd() { if (sceneToRead.nextScene != null) { //Mettre un cooldown surement sceneToRead = sceneToRead.nextScene; TdL = 0; } StartCoroutine(Cooldown()); DialogueBox.SetActive(false); CG.gameObject.SetActive(false); GameController.current.gamestate = GameController.GameState.Ingame; Reading = false; CanRead = false; }
private AudioClip se2; //ぶつかった音 // Start is called before the first frame update void Start() { //HPなどの設定 this.tag = "Player"; base.make(HP_PL, Resources.Load("3wayBul") as GameObject); bul_waittime = -1; sleeptime = 0; rb2D = GetComponent <Rigidbody2D>(); director = GameObject.Find("Main Camera").GetComponent <SceneScript>(); director.hp_ui(get_HP()); player_as = GetComponent <AudioSource>(); //オーディオ読み込み se1 = Resources.Load("shot1") as AudioClip; se2 = Resources.Load("crash") as AudioClip; }
// Start is called before the first frame update void Start() { manager = GameObject.FindGameObjectWithTag("GameController").GetComponent <SceneScript>(); maxState = states.Capacity - 1; //turns off particles foreach (ParticleSystem part in particles) { part.Stop(); } currentState = states[0]; currentState.effect.Play(); BURN_TIER = currentState.burnTier; Debug.Log(currentState.displayName); Debug.Log(currentState.displayColor); fireText.text = currentState.displayName; fireText.color = currentState.displayColor; }
private void NoDestroy() { //Faz com que o game object que possui esta classe não seja destruído ao trocar de cena DontDestroyOnLoad(gameObject); if (singleton == null && singleton != this) { singleton = this; //Faz com que o game object que possui esta classe não seja destruído ao trocar de cena DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
public override void Do(CommandMapScript prCommand) { if (GameManagerScript._Instance._ActiveCanvas.name == "Main Canvas") { switch (_item) { case "up": SceneScript lcCurrentScene = PlayerManagerScript.GetCurrentScene(); //if items havent been picked up if (!ItemsPickedUp(lcCurrentScene.Name)) { string lcInventoryList = null; List <SceneItemScript> lcSceneItems = new List <SceneItemScript>(); //Gets all Scene Item that have the current Scene Name lcSceneItems = _db.Connection.Table <SceneItemScript>().Where <SceneItemScript>(x => x.SceneName == lcCurrentScene.Name).ToList <SceneItemScript>(); foreach (SceneItemScript SceneItem in lcSceneItems) { //Get the Item with the same ID GameItemScript Item = _db.Connection.Table <GameItemScript>().Where <GameItemScript>(x => x.ItemId == SceneItem.ItemId).ToList <GameItemScript>().First <GameItemScript>(); //Add Item name to local variable lcInventoryList = lcInventoryList + Item.Name + ","; } //Add current scene name to collected list PlayerManagerScript._CurrentPlayer.CollectList = PlayerManagerScript._CurrentPlayer.CollectList + lcCurrentScene + ","; //Update players inventory with local variable PlayerManagerScript._CurrentPlayer.InventoryList = PlayerManagerScript._CurrentPlayer.InventoryList + lcInventoryList; //Save to database _db.Connection.InsertOrReplace(PlayerManagerScript._CurrentPlayer); //Text output prCommand._Result = "AI: Items picked up"; } else //Text Output { prCommand._Result = "AI: No Items to pick up"; } break; } } else { prCommand._Result = "switch to the terminal to pick Items up"; } //update Firebase Database }
private void OnTriggerEnter(Collider other) { if (this.enabled) { print("Oh damn."); Vector3 fireSize = gameObject.transform.localScale; other.gameObject.transform.localScale += fireSize * 0.2f; foreach (Transform child in other.gameObject.transform) { child.transform.localScale += fireSize * 0.2f; } GameObject SceneScripter = GameObject.FindWithTag("SceneScripter"); SceneScript SceneScript = SceneScripter.GetComponent <SceneScript>(); SceneScript.deadFlowers += 1; gameObject.SetActive(false); } }
protected override void OnGameStart(SceneScript scene) { rigidbody = GetComponent<Rigidbody>(); startPosition = transform.position; }
IEnumerator Start() { _sceneScript = GetComponent("SceneScript") as SceneScript; TextAsset data = (TextAsset)Resources.Load("mainMenu/menu", typeof(TextAsset)); _xmlDoc = new XmlDocument(); _xmlDoc.LoadXml(data.text); XmlNodeList nodes = _xmlDoc.DocumentElement.SelectNodes("item"); _mainmMenu = new MainMenu(nodes); Stage.instance.addChild(_mainmMenu); _mainmMenu.y = _mainMenuY; _mainmMenu.addEventListner(GuiEvent.CHANGE, new EventDispatcher.CallBack(mainMenuChangeHandler)); // pre-generate sub menus to boost performance in realtime // Thread t = new Thread(delegate(){ // // }); // t.Start(); //Debug.Log("start time: "+System.DateTime.Now.ToString("yyyyMMddHHmmss")); XmlNodeList items = _xmlDoc.DocumentElement.SelectNodes("item"); for (int i=0; i<items.Count; i++){ if (items[i].Attributes["assetBundle"] != null){ string assetBundle = items[i].Attributes["assetBundle"].Value; WWW www = new WWW(MenuGenerator.AssetbundleBaseURL + assetBundle + ".assetbundle"); Debug.Log(assetBundle); yield return www; MenuGenerator.AddWWW(assetBundle, www); //MenuElement menuElement = MenuGenerator.GetMenuElement(items[i]); //yield return menuElement.IsLoaded; } } //Debug.Log("end time: "+System.DateTime.Now.ToString("yyyyMMddHHmmss")); }
void Start () { transform = GetComponent<Transform> (); stopped = false; script = GameObject.Find ("SceneScript").GetComponent<SceneScript> (); speed = script.speed; }
protected override void OnGameStart(SceneScript scene) { }
//Events protected virtual void OnGameStart(SceneScript scene) { }
protected override void OnGameStart(SceneScript scene) { rigidbody = GetComponent<Rigidbody>(); team = Team.CUCUMBIS; }