예제 #1
0
    void Start()
    {
        //set hint timer here
        timer = 2f;

        //assigns hint images and then turns them off at the start of game
        speechBubble = GameObject.Find("CastHint").GetComponent <Image>();
        castFire     = GameObject.Find("CastFire").GetComponent <Image>();
        castWater    = GameObject.Find("CastWater").GetComponent <Image>();
        castIce      = GameObject.Find("CastIce").GetComponent <Image>();
        castWind     = GameObject.Find("CastWind").GetComponent <Image>();
        castEarth    = GameObject.Find("CastEarth").GetComponent <Image>();
        castRestore  = GameObject.Find("CastRestore").GetComponent <Image>();
        castShrink   = GameObject.Find("CastShrink").GetComponent <Image>();
        castGrow     = GameObject.Find("CastGrow").GetComponent <Image>();
        castAstral   = GameObject.Find("CastAstral").GetComponent <Image>();
        danger       = GameObject.Find("danger").GetComponent <Image>();

        castHint      = GameObject.Find("CastHint");
        castHint.text = "Move next to objects\n or obstacles and \nsay 'Cast hint'.";

        hint = "";

        ResetFlags();
        resetFlag = false;

        //assigns other helper functions
        avatar    = GameObject.Find("Witch character");
        uiH       = GameObject.Find("UIH1").GetComponent <UIHistory>();
        speechRec = GameObject.Find("SpeechRecognition01").GetComponent <SpeechRecognition01>();

        clock   = 0f;
        talking = false;
    }
예제 #2
0
    // Use this for initialization
    void Start()
    {
        bgMove      = true;
        facingRight = 1f;
        canMove     = true;
        Climb       = false;
        fireFlag    = false;
        moveleft    = false;
        moveright   = false;
        jumpMove    = false;
        climbUp     = false;
        sayCast     = false;
        fireTimer   = 0f;

        climbSound      = false;
        climbSoundEvent = FMODUnity.RuntimeManager.CreateInstance(climbSoundPath);

        runSound      = false;
        runSoundEvent = FMODUnity.RuntimeManager.CreateInstance(runSoundPath);

        footstepsEvent = FMODUnity.RuntimeManager.CreateInstance(footstepPath);

        speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
        check  = true;
    }
예제 #3
0
    // Use this for initialization
    void Start()
    {
        vivi   = GameObject.Find("Witch character");
        speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
        //gets Vivi's inital weight (jump purposes), speed, starting position, and inital size
        weight = GetComponent <Rigidbody2D>().mass;
        //vel = gameObject.GetComponent<Movement>().speed;
        //jump = gameObject.GetComponent<Movement>().jumpForce;
        posX    = transform.localPosition.x;
        posY    = transform.localPosition.y;
        posZ    = transform.localPosition.z;
        dimX    = transform.localScale.x;
        dimY    = transform.localScale.y;
        dimZ    = transform.localScale.z;
        initPos = gameObject.transform.position;

        sizeState = 0;
        canShrink = true;
        canGrow   = true;
        clock     = 0;
        timer     = 0.5f;
        tasks     = 0;
        roots     = 0;
        isShrink  = false;
        isGrow    = false;
    }
예제 #4
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    //public GameObject shrinePar;        //Shrine Particle System

    //Music
    //FMOD.Studio.EventInstance bellInteraction;
    //public string music = "event:/MUS_ChurchBell";

    // Use this for initialization
    void Start()
    {
        inBellTrigger = false;
        ringBell      = false;
        bellAni.SetActive(false);
        speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
    }
예제 #5
0
    // Use this for initialization
    void Start()
    {
        canTalk   = false;
        playScene = false;
        //load up the cutscnes and turn off activity
        for (int i = 0; i < cutscene.Length; i++)
        {
            cutscene[i].SetActive(false);
        }
        prayerAnimation.SetActive(false);
        timer   = 0f;
        Pray    = false;
        SPEECH  = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
        vivi    = GameObject.Find("Witch character");
        ui      = GameObject.Find("UISpellManager");
        mmc     = GameObject.Find("MainMenuColor");
        sb      = GameObject.Find("SpellBook");
        book    = sb.GetComponent <SpellBook>();
        borders = GameObject.Find("comicBorder");
        borders.GetComponent <SpriteRenderer>().enabled = false;

        Por_next     = GameObject.Find("Por_Next2").GetComponent <Image>();
        Por_back     = GameObject.Find("Por_Back2").GetComponent <Image>();
        PorText_Next = GameObject.Find("PorText_Next2").GetComponent <Text>();
        PorText_Back = GameObject.Find("PorText_Back2").GetComponent <Text>();
        uiH          = GameObject.Find("UIH1").GetComponent <UIHistory>();
        hist         = GameObject.Find("HistoryBubble");
        initUIH      = GameObject.Find("UIH1").transform.localScale;
        initHis      = GameObject.Find("HistoryBubble").transform.localScale;
    }
예제 #6
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    // Use this for initialization
    void Start()
    {
        posX = transform.localPosition.x;
        posY = transform.localPosition.y;
        posZ = transform.localPosition.z;
        dimX = transform.localScale.x;
        dimY = transform.localScale.y;
        dimZ = transform.localScale.z;

        //height determines how high earth moves and timer determines how long it stays out
        earthHeight    = 8f;
        timer          = 5f;
        earthCreate    = true;
        earthFlagTimer = 0.0f;

        //fire animation stuff
        colorObject = new Vector4(GetComponent <SpriteRenderer>().color.r, GetComponent <SpriteRenderer>().color.g,
                                  GetComponent <SpriteRenderer>().color.b, GetComponent <SpriteRenderer>().color.a);
        speech          = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
        vivi            = GameObject.Find("Witch character");
        iceAnim         = GameObject.Find("IceAnim");
        iceDrops        = GameObject.Find("IceDrops");
        rainAnim        = GameObject.Find("WaterAnim");
        rainDrops       = GameObject.Find("RainDrops");
        snowParticles   = GameObject.Find("SnowParticles").GetComponent <ParticleSystem>();
        bubbleParticles = GameObject.Find("BubbleParticles").GetComponent <ParticleSystem>();
        uiH             = GameObject.Find("UIH1").GetComponent <UIHistory>();
        wftimer         = 0.0f;
    }
예제 #7
0
 // Use this for initialization
 void Start()
 {
     ui          = GameObject.Find("UISpellManager").GetComponent <UserInterface>();
     speech      = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
     shrines     = GameObject.FindGameObjectsWithTag("shrine");
     ShitsOnFire = false;
 }
예제 #8
0
파일: Level3Hints.cs 프로젝트: Jurosale/JTM
 // Use this for initialization
 void Start()
 {
     ui     = GameObject.Find("UISpellManager").GetComponent <UserInterface>();
     speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
     //uiH = GameObject.Find("UIH1").GetComponent<UIHistory>();
     shrines = GameObject.FindGameObjectsWithTag("shrine");
     roots   = GameObject.FindGameObjectsWithTag("root");
 }
예제 #9
0
 // Use this for initialization
 void Start()
 {
     //Cute = false;
     Vivi   = GameObject.Find("Witch character");
     speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
     //Inkan: Start instance for giggle sound
     giggleEvent = FMODUnity.RuntimeManager.CreateInstance(giggleSoundPath);
 }
예제 #10
0
파일: FixArtist.cs 프로젝트: Jurosale/JTM
 // Use this for initialization
 void Start()
 {
     speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
     pads.SetActive(false);
     fish.SetActive(false);
     angryAnim = artist.GetComponentInChildren <Animator>().runtimeAnimatorController;
     check     = true;
 }
예제 #11
0
 // Use this for initialization
 void Start()
 {
     pos        = transform.position;
     posP       = parent.transform.position.y;
     followFlag = true;
     speech     = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
     uiH        = GameObject.Find("UIH1").GetComponent <UIHistory>();
     bhsp       = GameObject.Find("House").GetComponent <BurnedHouse_SpiritPuzzle>();
 }
예제 #12
0
    // Use this for initialization
    void Start()
    {
        particles = GetComponent <ParticleSystem>();
        particles.Stop();

        speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
        lv2H   = GameObject.Find("Puzzle and Textures").GetComponent <Level2Hints>();
        torch  = GameObject.Find("torch_fire").GetComponent <ParticleSystem>();
    }
예제 #13
0
 // Use this for initialization
 void Start()
 {
     speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
     move   = GameObject.Find("Witch character").GetComponent <Movement>();
     stage  = 1;
     GetComponent <TextMesh>().text = "\n        Say \"Vivi\"";
     initColor = GetComponent <TextMesh>().color;
     newColor  = new Vector4(.25f, .25f, .75f, 1f);
 }
예제 #14
0
    // Use this for initialization
    void Start()
    {
        speechObj = GameObject.Find("SpeechRecognition");
        speech    = speechObj.GetComponent <SpeechRecognition01>();

        waterEffect = water.GetComponent <WaterFX>();
        waterBounce = waterline.GetComponent <BuoyancyEffector2D>();

        stormStarted = false;
    }
예제 #15
0
파일: WindSpell.cs 프로젝트: Jurosale/JTM
 void Start()
 {
     anim       = GetComponent <Animator>();
     anim.speed = 0;
     animFlag   = false;
     speech     = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
     vivi       = GameObject.Find("Witch character");
     wind1      = GameObject.Find("WindAnim");
     wind2      = GameObject.Find("WindAnim2");
 }
예제 #16
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 // Use this for initialization
 void Start()
 {
     speechObj = GameObject.Find("SpeechRecognition");
     tp        = GameObject.Find("NPC_Teleporter").GetComponent <Teleporter>();
     speech    = speechObj.GetComponent <SpeechRecognition01>();
     GetComponent <RootAnim>().enabled = false;
     notified   = false;
     check      = true;
     timerCheck = true;
     //canRestore = false;
 }
예제 #17
0
파일: GameMaster.cs 프로젝트: Jurosale/JTM
    // Use this for initialization
    void Start()
    {
        UIObject = GameObject.Find("State UI");
        UI       = UIObject.GetComponent <StateUI>();

        cameraObject = GameObject.Find("Main Camera");
        mainCamera   = cameraObject.GetComponent <MainCamera>();

        speechRecObj = GameObject.Find("SpeechRecognition");
        speech       = speechRecObj.GetComponent <SpeechRecognition01>();
    }
예제 #18
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    void Start()
    {
        //assigns the animations and particles
        anim   = GetComponent <Animator>();
        sparks = this.transform.GetChild(0).gameObject.GetComponent <ParticleSystem>();
        smoke  = this.transform.GetChild(1).gameObject.GetComponent <ParticleSystem>();

        anim.speed = 0;
        animFlag   = false;

        speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
    }
예제 #19
0
    // Use this for initialization
    void Start()
    {
        //listens for additional fake words alongside the current keywords
        Fakekeywords = new string[] {
            "earth", "rock", "mountain", "elevation", "cliff", "raise",
            "water", "aqua", "fill", "rain", "flood", "shower", "wet", "ocean", "precipitation", "puddle", "wave",
            "wind", "move", "gust", "blow", "push", "air", "gale", "puff", "breeze", "breath", "waft",
            "fire", "burn", "incinerate", "flame", "ember", "blaze", "pyre", "light", "destroy", "ignite", "torch", "burst", "combust",
            "cool", "ice", "snow", "crystal", "hail", "blizzard", "freeze", "cold", "winter",
            "restore", "return", "reset", "undo", "redo", "origin", "mend", "fix", "rebuild", "repair", "reconstruct",
            "grow", "big", "tall", "huge", "increase", "expand", "giant", "colossal", "enormous", "jumbo", "oversize", "massive",
            "shrink", "small", "mini", "narrow", "cramp", "decrease", "short", "tiny", "crouch",
            "hint", "question", "inquiry", "curious", "help", "confuse", "puzzle", "unclear", "lost", "clue", "idea", "tip", "advice",
            "prayer", "pray", "speak", "talk", "follow", "come",

            "move left", "left", "walk left", "run left", "move right", "right", "walk right", "run left", "jump", "climb", "turn"
        };

        for (int i = 0; i < Fakekeywords.Length - 11; i++)
        {
            Fakekeywords[i] = "CAST " + Fakekeywords[i];
        }

        for (int i = 0; i < 11; i++)
        {
            Fakekeywords[Fakekeywords.Length - (1 + i)] = "VIVI " + Fakekeywords[Fakekeywords.Length - (1 + i)];
        }

        if (Fakekeywords != null)
        {
            Fakerecognizer = new KeywordRecognizer(Fakekeywords, Fakeconfidence);
            Fakerecognizer.OnPhraseRecognized += Recognizer_OnPhraseRecognized;
            Fakerecognizer.Start();
        }
        spellbook = GameObject.Find("SpellBook").GetComponent <SpellBook>();
        book      = GameObject.Find("spellbook").GetComponent <SpriteRenderer>();
        speech    = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
        moves     = GameObject.Find("Witch character").GetComponent <Movement>();
        uiH       = GameObject.Find("UIH1").GetComponent <UIHistory>();

        tip  = false;
        fake = false;
        playerbubble.enabled = false;
        command = "";
        timer   = 0f;

        int   dimx        = 1536;
        int   dimy        = 963;
        float unityScaleX = dimx / 1536F;
        float unityScaleY = dimy / 963F;

        GameObject.Find("PlayerUI").transform.localScale = new Vector3(Screen.width / 1536f * -0.65f * unityScaleX, Screen.height / 963f * 0.87f * unityScaleY, 1f);
    }
예제 #20
0
파일: Teleporter.cs 프로젝트: Jurosale/JTM
 // Use this for initialization
 void Start()
 {
     goddess   = GameObject.Find("NPC_Goddess");
     avatar    = GameObject.Find("Witch character");
     speech    = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
     finalRoot = GameObject.Find("Whale_Puzzle").GetComponentInChildren <Root>();
     initSize  = gameObject.transform.localScale;
     gameObject.transform.localScale = Vector3.zero;
     check       = true;
     points      = new List <GameObject>();
     canTeleport = false;
 }
예제 #21
0
    // Use this for initialization
    void Start()
    {
        timer  = 0;
        speech = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
        uiH    = GameObject.Find("UIH1").GetComponent <UIHistory>();
        ava    = GameObject.Find("Witch character").GetComponent <AvatarSpells>();

        ambienceEvent = FMODUnity.RuntimeManager.CreateInstance(ambiencePath);

        ambienceCounter = 0;
        ambienceGoal    = (int)Random.Range(3600f, 4800f);
        ambienceEvent.start();
    }
예제 #22
0
파일: BuoyPuzzle.cs 프로젝트: Jurosale/JTM
    // Use this for initialization
    void Start()
    {
        speechObj = GameObject.Find("SpeechRecognition");
        speech    = speechObj.GetComponent <SpeechRecognition01>();
        rb        = GetComponent <Rigidbody2D>();
        goodieRb  = goodie.GetComponent <Rigidbody2D>();

        StartCoroutine("Stormy");
        StartCoroutine("DingDing");
        bell = false;

        bellSound = FMODUnity.RuntimeManager.CreateInstance(bellPath);
    }
예제 #23
0
    // Use this for initialization
    void Start()
    {
        speechRecObj = GameObject.Find("SpeechRecognition");
        avatar       = GameObject.Find("Witch character");
        speech       = speechRecObj.GetComponent <SpeechRecognition01>();

        jiggle = 0;

        buttonDownEvent = FMODUnity.RuntimeManager.CreateInstance(buttonDownPath);
        bridgeDownEvent = FMODUnity.RuntimeManager.CreateInstance(bridgeDownPath);

        buttonDownStarted = false;
    }
예제 #24
0
파일: UseSpell.cs 프로젝트: Jurosale/JTM
 void Start()
 {
     anim       = GetComponent <Animator>();
     anim.speed = 0;
     animFlag   = false;
     vivi       = GameObject.Find("Witch character");
     speech     = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
     viviKeyword.SetActive(false);
     gradient.SetActive(false);
     uiSize = viviKeywordUi.transform.localScale;
     viviKeywordUi.transform.localScale = new Vector3(0f, 0f, 0f);
     Active    = true;
     rolling   = false;
     rolledOut = false;
 }
예제 #25
0
 void Start()
 {
     anim        = GetComponent <Animator>();
     anim.speed  = 0;
     flowerFlag  = true;
     flowers     = GameObject.FindGameObjectsWithTag("flower");
     animFlag    = false;
     speech      = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
     vivi        = GameObject.Find("Witch character");
     earthing    = GameObject.Find("earth");
     iceDrops    = GameObject.Find("IceDrops");
     rainDrops   = GameObject.Find("RainDrops");
     sparkles    = GameObject.Find("Sparkles");
     mist        = GameObject.Find("mist");
     flowerCheck = false;
 }
예제 #26
0
    // Use this for initialization
    void Start()
    {
        speech  = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
        debris  = GameObject.Find("Debris").GetComponent <Rigidbody2D>();
        debris1 = GameObject.Find("Debris_1").GetComponent <Rigidbody2D>();
        debris2 = GameObject.Find("Debris_2").GetComponent <Rigidbody2D>();
        house   = GameObject.Find("House");
        GameObject.Find("water4").GetComponent <UniversalSpells>().restoreOverride = true;
        GetComponent <SummonSpells>().canWater = false;
        debris.simulated  = false;
        debris1.simulated = false;
        debris2.simulated = false;

        GetComponent <Renderer>().material.color = new Color(1.0f, 1.0f, 1.0f, 0.0f);
        GetComponent <BoxCollider2D>().enabled   = false;
        waterFlag = false;
    }
예제 #27
0
    // Use this for initialization
    void Start()
    {
        rb = GetComponent <Rigidbody2D>();

        tripped = false;

        falling = false;
        StartCoroutine("Falling");

        //turns off the pickup ani
        pickUpAni.SetActive(false);

        //Inkan: create the instance for the sou d
        pageSound = FMODUnity.RuntimeManager.CreateInstance(pageSoundPath);

        sr = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
    }
예제 #28
0
파일: MayorLv3.cs 프로젝트: Jurosale/JTM
 // Use this for initialization
 void Start()
 {
     complete = 5;
     minReq   = Mathf.Ceil(complete * .7f);
     vivi     = GameObject.Find("Witch character");
     vivi.GetComponent <AvatarSpells>().roots = 0;
     spiritual_tree = GameObject.Find("spiritualtree");
     speech         = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
     currRoots      = -1;
     move           = false;
     moved          = false;
     ori_travel     = GameObject.Find("Goddess_Ori");
     moved_travel   = GameObject.Find("Goddess_Moved");
     ori_travel.SetActive(true);
     moved_travel.SetActive(false);
     first = true;
 }
예제 #29
0
    void Start()
    {
        //modify these values if you want to change wind speed and
        //timer's initial starting value for delayed effect purposes
        windSpeed = 50;
        timer     = 0;

        animFlag = false;

        //assigns game object values for various use
        speech         = GameObject.Find("SpeechRecognition").GetComponent <SpeechRecognition01>();
        vivi           = GameObject.Find("Witch character");
        wind1          = GameObject.Find("WindAnim");
        wind2          = GameObject.Find("WindAnim2");
        WindParticlesL = GameObject.Find("WindParticlesLeft");
        WindParticlesR = GameObject.Find("WindParticlesRight");
        uiH            = GameObject.Find("UIH1").GetComponent <UIHistory>();
    }
예제 #30
0
    // Use this for initialization
    void Start()
    {
        speechRecObj      = GameObject.Find("SpeechRecognition");
        speechRecognition = speechRecObj.GetComponent <SpeechRecognition01>();

        backgroundMusicEvent = FMODUnity.RuntimeManager.CreateInstance(backgroundMusicPath);
        prayerMusicEvent     = FMODUnity.RuntimeManager.CreateInstance(prayerMusicPath);
        castingEvent         = FMODUnity.RuntimeManager.CreateInstance(castingPath);

        backgroundMusicEvent.setVolume(1);
        backgroundMusicEvent.start();

        playingPrayerMusic = false;
        prayerMusicOneShot = false;
        volumeCounter      = 1;

        casting = false;
    }