void Start() { GameObject player = GameObject.FindWithTag("Player"); if (player != null) { this.PlayerSimpleMovement = player.GetComponent <SimpleMovement>(); } this.HealthBarSprite = Resources.LoadAll <Sprite>("health_sprites"); this.HealthBars = new List <GameObject>(); Sprite[] weaponSprites = new Sprite[3]; weaponSprites[0] = Resources.Load <Sprite>("StandardWeapon"); weaponSprites[1] = Resources.Load <Sprite>("Missile"); weaponSprites[2] = Resources.Load <Sprite>("FreezeWeapon"); for (int i = 0; i < 3; i++) { this.WeaponObjects[i] = new GameObject(); this.WeaponObjects[i].AddComponent <SpriteRenderer>(); SpriteRenderer sr = this.WeaponObjects[i].GetComponent <SpriteRenderer>(); sr.sortingLayerName = "Player"; sr.sprite = weaponSprites[i]; this.WeaponObjects[i].transform.localScale = new Vector3(2.0f, 2.0f, 1.0f); this.WeaponObjects[i].SetActive(false); } this.AmmoStyle.fontSize = 20; this.AmmoStyle.normal.textColor = Color.white; }
protected override void Start() { base.Start(); mapObject = GetComponent<MapObject>(); movement = GetComponent<SimpleMovement>(); }
public override IEnumerator StartSpell() { forceFollowParent = true; rb = User.GetComponent <Rigidbody2D>(); retrobullets = User.GetComponent <RetroBullets>(); while (User.IsMoving()) { yield return(new WaitForSeconds(0.0001f)); } simp = User.gameObject.AddComponent <SimpleMovement>(); StageController.AudioManager.PlaySFX(BigShot, 0.7f); StageController.AudioManager.PlaySFX(BigShotEcho, 0.7f); RetroBullet = Instantiate(retrobullets.RetroFireball, transform.position, Quaternion.identity); while (true) { if (accelerating) { GameObject bullet = ObjectPooler.Spawn("EnergyBallCyan", transform.position, Quaternion.identity); bullet.GetComponent <SimpleMovement>().UpdateAcceleration(0, 0); CurrentChain.Add(bullet); } yield return(new WaitForSeconds(0.09f)); } }
private void Start() { mProjectileThrower = GetComponentInChildren <ProjectileThrower>(); mSimpleMovement = GetComponent <SimpleMovement>(); mCollisionMap = GameObject.FindObjectOfType <CollisionMap>(); mTeleport = GetComponent <EnemyTeleport>(); }
private static void GetGameState() { SavedGame.CurrentScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name; GameObject player = GameObject.FindWithTag("Player"); HealthSystem playerHealth = player.GetComponent <HealthSystem>(); SimpleMovement playerMovement = player.GetComponent <SimpleMovement>(); if (player == null) { return; } if (playerHealth == null) { return; } if (playerMovement == null) { return; } UnityEngine.Vector3 pos = player.transform.position; SavedGame.PlayerPosition = new Tino.Save.Vector3(pos.x, pos.y, pos.z); SavedGame.PlayerCurrentHealth = playerHealth.health; SavedGame.PlayerMaxHealth = playerHealth.maxHealth; SavedGame.PlayerExtraJumps = playerMovement.extraJumps; SavedGame.PlayerMissileAmmo = playerMovement.MissileAmmo; SavedGame.WorldItems = new SceneItemTuple[WorldState.SceneItemState.Count]; SavedGame.WorldItemStates = new bool[WorldState.SceneItemState.Count]; WorldState.SceneItemState.Keys.CopyTo(SavedGame.WorldItems, 0); WorldState.SceneItemState.Values.CopyTo(SavedGame.WorldItemStates, 0); }
private void PlayRandomDance() { SimpleMovement.OrientToDirection(commonComponents.simpleMovement.subMesh, Vector3.back); int dance = Random.Range(1, 5); commonComponents.animator.Play("Dance" + dance); }
public override void UpdateAI() { if (mCurrentState == AIState.Teleporting && mTeleport.CanTeleport()) { mNumTeleports++; mTeleport.Teleport(mNumTeleports == mMaxTeleports); if (mNumTeleports == mMaxTeleports) { mCurrentState = AIState.Throwing; mMaxTeleports = Random.Range(4, 7) + mCurrentPhase; } } else if (mCurrentState == AIState.Throwing) { SimpleMovement.OrientToDirection(mSimpleMovement.subMesh, TowardPlayer()); mProjectileThrower.ThrowProjectile(20, TowardPlayer()); mCurrentState = AIState.Delay; mNumTeleports = 0; mDelayTimer = 0f; } else if (mCurrentState == AIState.Delay) { if (mDelayTimer > 1.5f - mCurrentPhase * 0.5f) { mCurrentState = AIState.Teleporting; mNumTeleports = 0; } } }
void SpawnActor(Vector3 position) { int randVal = (int)(Random.value * 100); int index = randVal % EnemyList.Length; GameObject newActor = Instantiate(EnemyList[index]) as GameObject; //position.y += newActor.transform.localScale.y; newActor.transform.position = position; SimpleMovement moveScript = newActor.GetComponent("SimpleMovement") as SimpleMovement; if (moveScript == null) { throw new MissingComponentException("TODO: Refactor MoveScripts."); } moveScript.SetTarget(new Vector3(0, 0, 0)); if (WantGoofyRandomness) { // Just doing some goofy randomization. float rand = Random.Range(0, 2); Debug.Log("RAND:" + rand); if (rand > 0) { GoofyRandomization(3, newActor); } } }
// Use this for initialization void Start() { float calc = PlayerPrefs.GetInt("W1Range"); lifetimeMod = lifetime + calc / 4.0f; Destroy(gameObject, lifetimeMod); // destroy over time GameObject p1 = GameObject.FindGameObjectWithTag("Player"); if (p1) { SimpleMovement sM = (SimpleMovement)p1.GetComponent(typeof(SimpleMovement)); if (sM.lastDir == 0) { dir = transform.right; } else if (sM.lastDir == 1) { //dir = -transform.right; dir = Vector3.Reflect(transform.right, Vector3.right); } } }
// Update is called once per frame void Update() { if (mCooldown > 0f) { mCooldown -= Time.deltaTime; return; } // See if the player is in range and in a straight line, and if so, cast! if (Vector3.Distance(transform.position, Game.instance.avatar.transform.position) < 3f) { // Cast toward the player ... Vector3 direction = Game.instance.avatar.transform.position - spellCaster.transform.position; direction.y = 0f; direction.Normalize(); SimpleMovement.OrientToDirection(spellCaster.gameObject, direction); spellCaster.gameObject.transform.Rotate(0f, -90f, 0f); castingFX.gameObject.SetActive(true); castingFX.enableEmission = true; castingFX.transform.localScale = castingFXScale; spellCaster.CastSpell(12); mCooldown = 6f; StartCoroutine(DisableVFX()); } }
public override void OnEnter() { // get the animator component var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { Finish(); return; } _mover = go.GetComponent <SimpleMovement>(); if (_mover == null) { Finish(); return; } _mover.speedMultiplier = speed.Value; if (!everyFrame) { Finish(); } }
// Use this for initialization void Start() { xStart = transform.position.x; //xLast = transform.position.x; robot = GameObject.Find("Robot").GetComponent <SimpleMovement>(); ph = GameObject.Find("Robot").GetComponent <PlayerHUD>(); rb = GetComponent <Rigidbody2D> (); vec = new Vector2(1, 0); //sr = new SpriteRenderer(); is_right = true; next_direction = !is_right; is_collided = false; this.GetComponent <Rigidbody2D> ().velocity = new Vector2(speed, 0); animator = GetComponent <Animator> (); RuntimeAnimatorController ac = animator.runtimeAnimatorController; //Get Animator controller for (int i = 0; i < ac.animationClips.Length; i++) //For all animations { if (ac.animationClips[i].name == "ceo_shooting") //If it has the same name as your clip { fireTime = ac.animationClips[i].length; } } Camera cam = Camera.main; float height = 2f * cam.orthographicSize; camera_width = height * cam.aspect; }
void Awake() { sj = gameObject.GetComponent <SimpleJump>(); sm = gameObject.GetComponent <SimpleMovement>(); ssh = gameObject.GetComponentInChildren <SimpleArmory>(); rb = gameObject.GetComponent <Rigidbody2D>(); gravity = Mathf.Abs(Physics2D.gravity.y); }
protected override void Start() { base.Start(); movement = GetComponent<SimpleMovement>(); animator = GetComponent<Animator>(); spriteRenderer = GetComponent<SpriteRenderer>(); }
// Start is called before the first frame update void Start() { //Set the reference simpleMovementReference = GetComponent <SimpleMovement>(); //Disable the UI by default pianoHUD.SetActive(false); //Lock the mouse to middle of the screen Cursor.lockState = CursorLockMode.Locked; }
// Use this for initialization void Start() { robot = GameObject.Find("Robot").GetComponent <SimpleMovement>(); ph = GameObject.Find("Robot").GetComponent <PlayerHUD>(); direction = "horizontal"; sr = GetComponent <SpriteRenderer> (); capcol = robot.GetComponent <CapsuleCollider2D> (); boxcol = this.GetComponent <BoxCollider2D> (); }
void Start() { GameObject gameControllerObject = GameObject.FindWithTag("GameController"); if (gameControllerObject != null) { controller = gameControllerObject.GetComponent<SimpleMovement>(); } }
private void Start() { radar = GetComponent <Radar>(); harvester = GetComponent <Harvester>(); mover = GetComponent <SimpleMovement>(); // TODO: replace with proper state transition table Transition(State.Harvesting); }
public void Start() { _rb = GetComponent <Rigidbody2D>(); _playerMovement = GetComponent <SimpleMovement>(); _rb.gravityScale = _waterGravityScale; _rb.drag = _waterDrag; resetTransform(); }
private void Start() { mEnemy = GetComponent <Enemy>(); mMovement = GetComponent <SimpleMovement>(); if (KillableMap.instance != null) { KillableMap.instance.RegisterKillable(this); } }
void Start() { GameObject gameControllerObject = GameObject.FindWithTag("GameController"); if (gameControllerObject != null) { controller = gameControllerObject.GetComponent<SimpleMovement>(); } min = transform.position.y; }
//Esto de acá se va a activar en la UI de este Script ////////////////////////////////////////////////////// //public GameObject panelAutorizacion; // Start is called before the first frame update void Start() { //Lo que haces aqui es referenciar el objeto simple movimiento _simpleMovement = GetComponent <SimpleMovement>(); //Aca lo que hace es traer la posicion del MAGO _followOne = mago.GetComponent <FollowOne>(); //Aca lo que hace es traer la posicion actual del objeto _navMeshAgent = gameObject.GetComponent <NavMeshAgent>(); }
public IMovement GetMovement() { IMovement movement = new SimpleMovement(); foreach (var sensor in setOfSensors.Sensors) { movement.Sensors.Add(new SensorInterval(baseSensor: sensor, Interval)); } return(movement); }
private void Start() { // Getting components and setting them to relevant pointers m_UtilityScript = GetComponent <UtilityScoring>(); m_MoveScript = GetComponent <SimpleMovement>(); m_PathFinder = GetComponent <PathFinding>(); m_Inventory = GetComponent <CharacterInventory>(); m_Stats = GetComponent <CharacterStats>(); m_Mesh = GetComponentInChildren <PlayerMesh>(); // Mesh is actually in a child of the GameObject with this script attached to m_Queue = new LinkedList <QueuedTask>(); m_Audio = FindObjectOfType <AudioManager>(); }
protected override void Start() { base.Start(); mEnemy = GetComponent <Enemy>(); mTeleport = GetComponent <EnemyTeleport>(); mSimpleMovement = GetComponent <SimpleMovement>(); mSimpleAttack = GetComponent <SimpleAttack>(); mEnemy.SetEnemyAI(this); mKillable.onHit += OnHit; }
private void CastSpell() { Vector3 playerPosition = Game.instance.avatar.transform.position; Vector3 direction = playerPosition - transform.position; direction.y = 0f; direction.Normalize(); SimpleMovement.OrientToDirection(mSimpleMovement.subMesh, direction); int magic = GetComponent <CharacterStatistics>().ModifiedStatValue(CharacterStatType.Magic, gameObject); mSpellCaster.CastSpell(magic); mCastCounter = 3; }
void Awake() { // Required to prevent movement while stunned charSpeed = GetComponent <SimpleMovement> (); camera = GameObject.Find("Main Camera").GetComponent <CameraFollow> (); anim = GetComponentInChildren <Animator> (); rb = GetComponent <Rigidbody2D> (); collider = GetComponent <CapsuleCollider2D> (); healthText = GetComponentInChildren <Text>(); spriteRenderer = GetComponentInChildren <SpriteRenderer> (); isAlive = true; exploded = false; timer = 0.0f; }
/// <summary> /// Method that returns simplified departure information, using GET Departures /// </summary> /// <param name="stop_id">Bus stop ID number</param> /// <returns>List of simple bus services</returns> private List <SimpleMovement> SimpleDepartures(string stop_id) { IRestResponse response = GetDepartures(stop_id); //call method that calls API GetDeparturesObject obj = JsonConvert.DeserializeObject <GetDeparturesObject>(response.Content); //deserialise json to object List <Movement> movements = obj.response.movements; //could probably just get the list of movements right off the bat List <SimpleMovement> services = new List <SimpleMovement> { }; foreach (Movement movement in movements) { SimpleMovement simple = new SimpleMovement { }; //Bus route simple.Bus = movement.route_short_name; //Scheduled arrival time (timetable) simple.Sch = UTCtoNZST(movement.scheduledArrivalTime).ToShortTimeString(); //convert UTC to NZST, then get time string //Due time (real time tracking) if (movement.monitored) { TimeSpan diff = (movement.expectedArrivalTime - DateTime.UtcNow).GetValueOrDefault(); //difference of UTC expected time and UTC now double mins = diff.TotalMinutes; if (mins <= 0) { simple.Due = "*"; } else { simple.Due = Math.Floor(mins).ToString(); } } else if (movement.arrivalStatus == "cancelled") { simple.Due = "C"; //cancelled } else { simple.Due = ""; //untracked } services.Add(simple); } return(services); }
public void OnTriggerEnter2D(Collider2D other) { SimpleMovement playerMovement = other.gameObject.GetComponent <SimpleMovement>(); //Getting Simplemovement Game Component if (playerMovement == null) //Checking if the character running into the trigger has a Simplemovement script { return; } playerMovement.SetMoving(false); //Turn off the simplemovement script. DialogueManager.instance.StartDialogue(dialogue); //Start the Dialogue Queue using the Dialogue Manager singleton //characterController.GetComponent<SimpleMovement>().enabled = false; Cursor.visible = true; }
void Start() { m_Character = GetComponent <SimpleMovement>(); // Retrieving and setting movement script Path_Node[] Nodes = FindObjectsOfType <Path_Node>(); // Retrieving all Nodes on map foreach (Path_Node node in Nodes) { if (!AllNodes.ContainsKey(node.uniqueID)) { AllNodes.Add(node.uniqueID, node); } } // Setting current node and characters position m_CurrentNode = m_StartNode; transform.position = m_StartNode.transform.position; }
void Start() { ballRig = ball.GetComponent <Rigidbody>(); initialBallPosition = ball.transform.position; ballRig.constraints = RigidbodyConstraints.FreezeAll; playBtn.interactable = true; stopBtn.interactable = false; camControls = camController.GetComponent <SimpleMovement>(); camControlsFollow = camController.GetComponent <CameraFollow>(); camControlsFollow.FollowAll(false); camControls.canMove = true; winPanel.SetActive(false); }
private void ThrowProjectile() { SimpleMovement.OrientToDirection(GetComponent <SimpleMovement>().subMesh, TargetDirection()); int magic = GetComponent <CharacterStatistics>().ModifiedStatValue(CharacterStatType.Magic, gameObject); float speedModifier = 1f; if (Game.instance.playerStats.IsItemEquipped <BlackCoffee>()) { speedModifier = 0.65f; } mProjectileThrower.ThrowProjectile(magic, TargetDirection(), null, speedModifier); mThrowCounter = 2; }
void Awake() { rb = gameObject.GetComponent <Rigidbody2D>(); anim = gameObject.GetComponent <Animator>(); sj = gameObject.GetComponent <SimpleJump>(); sm = gameObject.GetComponent <SimpleMovement>(); ssh = gameObject.GetComponentInChildren <SimpleArmory>(); st = gameObject.GetComponent <SimpleStats>(); body = gameObject.GetComponent <SpriteRenderer>(); blood = transform.Find("Blood").GetComponent <SpriteRenderer>(); shoulder = transform.Find("Shoulder Pad").GetComponent <SpriteRenderer>(); back = transform.Find("Shoulder Back").GetComponent <SpriteRenderer>(); gun = GameObject.FindGameObjectWithTag("Gun").transform; renderGun = gun.GetComponent <SpriteRenderer>(); point = gun.Find("Point"); timer = 1f; }
void OnTriggerEnter2D(Collider2D c) { if (c.gameObject.tag != "Player") { return; } SimpleMovement playerMovement = c.gameObject.GetComponent <SimpleMovement>(); if (playerMovement == null) { return; } playerMovement.extraJumps = 1; //++;// = 2; WorldState.TurnOffItem(this.gameObject.scene.name, this.name); FindObjectOfType <AudioManager_2>().Play("Grab"); Debug.LogError("Extra Jumps after=" + playerMovement.extraJumps); Destroy(this.gameObject); }
public void kontynuuj() { gbc.healToMax(); controller.heal(controller.maxHealth); GameObject gameControllerObject = GameObject.FindWithTag("GameController"); if (gameControllerObject != null) { controller = gameControllerObject.GetComponent<SimpleMovement>(); } controller.respawn(); menu.SetActive(false); Time.timeScale = 1; Cursor.visible = false; controller.potiony = 0; controller.isMenuUp = false; camerascript.playLevelMusic(); }
void Start() { Barposition = healthBar.transform.position; health = 1000; maxBarLength = healthBar.GetComponent<RectTransform>().rect.width; GameObject gameControllerObject = GameObject.FindWithTag("GameController"); if (gameControllerObject != null) { controller = gameControllerObject.GetComponent<SimpleMovement>(); } }
void Start() { movement = GetComponent<SimpleMovement>(); character = GetComponent<Puncher>(); }