예제 #1
0
    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;
        }
    }
예제 #2
0
 // Start is called before the first frame update
 void Start()
 {
     sceneScript = Camera.main.GetComponent <SceneScript>();
     hasWon      = false;
     hasFailed   = false;
     hasStarted  = false;
 }
예제 #3
0
	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"};
	}
예제 #4
0
    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();
    }
예제 #5
0
    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;
    }
예제 #6
0
 // 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;
 }
예제 #7
0
    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
    }
예제 #8
0
파일: CApple.cs 프로젝트: muit/LudumDare33
    protected override void OnGameStart(SceneScript scene)
    {
        agent = GetComponent<NavMeshAgent>();

        detection = GetComponentInChildren<AIRangeDetection>();
        detection.Load(this);
    }
예제 #9
0
 // Update is called once per frame
 void Update()
 {
     if (controller.Buttom_Start)
     {
         SceneScript.ChangeScene("MenuScene");
     }
 }
예제 #10
0
    /// <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";
        }
    }
예제 #11
0
    //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();
        }
    }
예제 #12
0
    private void Awake()
    {
        sceneScript = FindObjectOfType <SceneScript>();

        foreach (var item in weaponsArray)
        {
            item.SetActive(false);
        }
    }
예제 #13
0
    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;
    }
예제 #14
0
    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
    }
예제 #15
0
    void Awake()
    {
        // Check if there are any other instances conflicting
        if (Instance != null && Instance != this)
        {
            Destroy(gameObject);
        }
        Instance = this;

        //DontDestroyOnLoad(gameObject);
    }
예제 #16
0
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(gameObject);
     }
 }
예제 #17
0
    void Awake()
    {
        // Check if there are any other instances conflicting
        if (Instance != null && Instance != this)
        {
            Destroy(gameObject);
        }
        Instance = this;

        //DontDestroyOnLoad(gameObject);
    }
예제 #18
0
 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;
         }
     }
 }
예제 #19
0
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Space))
     {
         SceneScript.LoadGame();
     }
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         Application.Quit();
     }
 }
예제 #20
0
    //----------------------------------------------------------------------------------------------------

    void Awake()
    {
        if (sceneScript == null)
        {
            DontDestroyOnLoad(gameObject);
            sceneScript = this;
        }
        else if (sceneScript != this)
        {
            Destroy(gameObject);
        }
    }
예제 #21
0
 /// <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);
 }
예제 #22
0
    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);
    }
예제 #23
0
 /// <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);
 }
예제 #24
0
    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);
    }
예제 #26
0
    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;
        }
    }
예제 #27
0
    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();
        }
    }
예제 #28
0
파일: SceneReader.cs 프로젝트: kavehes/RPG
 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;
 }
예제 #29
0
    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;
    }
예제 #30
0
 // 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;
 }
예제 #31
0
    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);
        }
    }
예제 #32
0
 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
 }
예제 #33
0
    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);
        }
    }
예제 #34
0
파일: Bullet.cs 프로젝트: muit/LudumDare33
 protected override void OnGameStart(SceneScript scene)
 {
     rigidbody = GetComponent<Rigidbody>();
     startPosition = transform.position;
 }
예제 #35
0
파일: MainScript.cs 프로젝트: meekr/Haima
    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"));
    }
예제 #36
0
	void Start () {
		transform = GetComponent<Transform> ();
		stopped = false;
		script = GameObject.Find ("SceneScript").GetComponent<SceneScript> ();
		speed = script.speed;
	}
예제 #37
0
 protected override void OnGameStart(SceneScript scene)
 {
 }
예제 #38
0
파일: Item.cs 프로젝트: muit/CrabFramework
 //Events
 protected virtual void OnGameStart(SceneScript scene)
 {
 }
예제 #39
0
파일: CPlayer.cs 프로젝트: muit/LudumDare33
 protected override void OnGameStart(SceneScript scene)
 {
     rigidbody = GetComponent<Rigidbody>();
     team = Team.CUCUMBIS;
 }