void Awake() { duration_ = duration.Value; magnitude_ = magnitude.Value; instance = this; ShakeBehaviour.isShaking = false; }
private void OnTriggerStay2D(Collider2D other) { if (other.gameObject.name == "Enemy") { //ShakeBehaviour.shakeDuration = 1; shakeData = GameObject.Find("Main Camera").GetComponent <ShakeBehaviour>(); shakeData.shakeDuration = 1; } }
private void Awake() { instance = this; if (transform == null) { transform = GetComponent(typeof(Transform)) as Transform; } }
// Update is called once per frame void Update() { if (AbilitiesInput.EarthQuakeDestroy == true) { //AbilitiesInput.EarthQuakeDestroy = false; Destroy(gameObject); ShakeBehaviour.StopShake(); } QuakeCollider.radius += GrowthRate * Time.deltaTime; //öka storleken på jordbävning lite varje frame }
private CircleCollider2D QuakeCollider; //variabel för att kunna komma åt collidern på objektet // Start is called before the first frame update void Start() { QuakeCollider = GetComponent <CircleCollider2D>(); //tar den collidern vi vill göra saker med if (ShakeBehaviour.isShaking == false) //ser till så att kameran inte redan skakar { ShakeBehaviour.Shake(ShakeDuration, ShakeMagnitude); //startar skaka skärmen med längden och styrkan som sätts i unity } EventManager.TriggerEvent("Earthquake"); Instantiate(Cracks, new Vector3(transform.position.x, transform.position.y), Quaternion.identity); }
public static bool isShaking; //variabel som säger iffal skärmen redan skakar void Awake() { instance = this; //instance är just det här scriptet ShakeBehaviour.isShaking = false; //skärmen skaks inte till att börja med cameras = new List <Camera>(); //ger en tom lista for (int i = 0; i < Camera.allCameras.Length - 1; i++) { instance.cameras.Add(Camera.allCameras[i]); if (instance.cameras[i].tag != "MainCamera") { instance.cameras.RemoveAt(i); } } }
void Update() { if (SecondScore < Time.time && AssistantBehaviour.Tutorial == false) { ScoreManaging.AddScore(1); SecondScore = Time.time + 1; } if (ProgressBar.fillAmount < 0.60f) { Bar.color = Stage01; } if (ProgressBar.fillAmount > 0.60f && ProgressBar.fillAmount < 0.75f) { Bar.color = Stage02; } if (ProgressBar.fillAmount > 0.75f) { Bar.color = Stage03; } if (DEVSWITCH == false) { ProgressBar.fillAmount = ProgressPool; if (ProgressPool >= 1) { DestoryDisasters(); ShakeBehaviour.StopShake(); PlayerWin = false; GameEnd = true; Time.timeScale = 0; StartCoroutine(switchScene()); } if (ProgressPool < 0) { DestoryDisasters(); ShakeBehaviour.StopShake(); if (added == false) { ScoreManaging.AddScore(5000); added = true; } PlayerWin = true; GameEnd = true; Time.timeScale = 0; StartCoroutine(switchScene()); } } }
void OnTriggerEnter2D(Collider2D col) { DamageDealer damageDealer = col.gameObject.GetComponent <DamageDealer>(); if (damageDealer != null) { //Debug.Log(damageType.name + " hit: " + damageDealer.damageType.name); if (col.CompareTag("Shield") && gameObject.CompareTag("Bullet")) { var particle = col.GetComponentInChildren <ParticleSystem>(); if (particle != null) { particle.transform.position = gameObject.transform.position; particle.Play(); } Destroy(gameObject); return; } if (damageDealer.damageType.TakesDamageFrom.Contains(damageType)) { col.gameObject.GetComponent <Stats>().DealDamage(DamageAmount.Value); if (!gameObject.CompareTag("Alien")) { if (damageType.name == "Enemy") { ShakeBehaviour.Shake(); } if (!gameObject.CompareTag("Fireball")) { Destroy(gameObject); } } } } }
// Update is called once per frame void Awake() { //singleton pattern if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } minPosition = transform.position.x; //maxPosition = -35f; //hard-coded values, oof, but (camera.transform.position.x + Screen.Width/2) should NOT exceed wall1.transform.position.x; maxPosition = 40f; //Currently Fidel's last position minMaxDistance = Mathf.Abs(minPosition - maxPosition); vertExtent = Camera.main.orthographicSize; horzExtent = vertExtent * Screen.width / Screen.height; shakeScript = this.gameObject.GetComponent <ShakeBehaviour>(); }
// Start is called before the first frame update void Start() { //set starting position transform.position = new Vector3(0, _minPosY, 0); _currAmmo = _maxAmmo; _isTripleLaserActive = false; _isShieldActive = false; //find gameobject then get component _spawnManager = GameObject.Find("Spawn_Manager").GetComponent <SpawnManager>(); _uIManager = GameObject.FindObjectOfType <Canvas>().GetComponent <UIManager>(); _camera = GameObject.FindObjectOfType <Camera>().GetComponent <ShakeBehaviour>(); _animator = GetComponent <Animator>(); _audioSource = GetComponent <AudioSource>(); _thruster = GameObject.Find("Player/Thruster"); _shield = GameObject.Find("Player/Shield"); _shieldSprite = _shield.GetComponent <SpriteRenderer>(); _shield.SetActive(false); _leftEngine = GameObject.Find("Left_Engine"); _rightEngine = GameObject.Find("Right_Engine"); _leftEngine.SetActive(false); _rightEngine.SetActive(false); //UI _uIManager.UpdateUIAmmo(_currAmmo, _maxAmmo); //null checks if (_animator == null) { Debug.LogError("Player.animator is NULL"); } if (_thruster == null) { Debug.LogError("Player.thruster is NULL"); } if (_camera == null) { Debug.LogError("Player.camera is NULL"); } if (_uIManager == null) { Debug.LogError("Player.uimanager is NULL"); } if (_spawnManager == null) { Debug.LogError("Player.spawn manager is NULL"); } if (_shield == null) { Debug.LogError("Player.shield is NULL"); } if (_shieldSprite == null) { Debug.LogError("Player.shieldSprite is NULL"); } if (LaserPrefab == null) { Debug.LogError("Player.Laserprefab is NULL"); } if (LaserTriplePrefab == null) { Debug.LogError("Player.LaserTriplePrefab is NULL"); } if (_audioSource == null) { Debug.LogError("Player.audiosource is NULL"); } else { _audioSource.clip = _laserAudioClip; } }
// Start is called before the first frame update void Start() { ShakeBehaviour.Shake(); }
void Start() { AI_Script = FindObjectOfType <AITest>(); Player_Script = FindObjectOfType <PlayerController>(); ScreenShake = FindObjectOfType <ShakeBehaviour>(); }
private void Awake() { _shaker = FindObjectOfType <ShakeBehaviour>(); _music = FindObjectOfType <MusicManager>(); NoiseManager.AddAudioSource(this.gameObject); }
private void Awake() { _shakeBehaviour = Camera.main.GetComponent <ShakeBehaviour>(); }