// Use this for initialization void Start () { se2d = GetComponent<SurfaceEffector2D>(); if (target != null) { target = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>(); } }
private void Standardization_Physics() { Axises: { for (int i = 0; i < 2; i++) { Transform axis = Axises [i]; CircleCollider2D cc2d = axis.gameObject.EnsureComponent <CircleCollider2D> (); cc2d.radius = .5f + chain_unit_height / Radius / 4f; cc2d.usedByEffector = true; Rigidbody2D r2d = axis.gameObject.EnsureComponent <Rigidbody2D> (); r2d.isKinematic = true; SurfaceEffector2D se2d = axis.gameObject.EnsureComponent <SurfaceEffector2D> (); se2d.speed = Speed; } } ChainPhysics: { BoxCollider2D bc2d = ChainPhysics.EnsureComponent <BoxCollider2D> (); bc2d.size = new Vector2(AxisDistance, Radius * 2f + chain_unit_height); ChainPhysics.transform.localPosition = Vector3.zero; ChainPhysics.transform.localScale = Vector3.one; ChainPhysics.transform.right = p0 - p1; bc2d.usedByEffector = true; Rigidbody2D r2d = ChainPhysics.EnsureComponent <Rigidbody2D> (); r2d.isKinematic = true; SurfaceEffector2D se2d = ChainPhysics.EnsureComponent <SurfaceEffector2D> (); se2d.speed = Speed; } }
private void Awake() { effector = gameObject.GetComponent <SurfaceEffector2D>(); originalSpeed = effector.speed; eventListener.Add("exitThinking", OnExitThinking); eventListener.Add("enterThinking", OnEnterThinking); }
/// <summary> /// Updates the buttons to disable them where appropriate. /// </summary> void UpdateButtons() { if (LevelController.instance.selectedObject == null || !LevelController.instance.IsPaused) { foreach (Button button in allButtons) { button.interactable = false; } } else { //set all to interactable but then check what the selected object is an update buttons accordingly. foreach (Button button in allButtons) { button.interactable = true; } if (LevelController.instance.IsPaused) { if (LevelController.instance.selectedObject.tag == "Conveyor") { allButtons [6].interactable = true; SurfaceEffector2D surface = LevelController.instance.selectedObject.GetComponent <SurfaceEffector2D> (); if (surface != null) { if (surface.speed < 0) { allButtons [6].GetComponentsInChildren <Image> () [1].sprite = switchLeft; } else { allButtons [6].GetComponentsInChildren <Image> () [1].sprite = switchRight; } } } else { allButtons [6].GetComponentsInChildren <Image> () [1].sprite = switchDisabled; allButtons [6].interactable = false; } if (LevelController.instance.selectedObject.tag == "Funnel") { allButtons [1].interactable = false; allButtons [2].interactable = false; allButtons [3].interactable = false; } if (getSelectedObjectCost() > LevelController.instance.startingMoney) { allButtons [7].interactable = false; } } } }
void Start() { // gets SurfaceEffector 2D of object se = obj.GetComponent <SurfaceEffector2D>(); if (se == null) { obj.AddComponent <SurfaceEffector2D>(); se = obj.GetComponent <SurfaceEffector2D>(); } ChangeSpeed(); }
public void Start() { //ultimo trilho para freiar na estação FaseDetail faseDetail = FindObjectOfType(typeof(FaseDetail)) as FaseDetail; accelerator = faseDetail.accelerator; scoreTMP = FindObjectOfType(typeof(ScoreTMP)) as ScoreTMP; trainController = FindObjectOfType(typeof(TrainController)) as TrainController; //hudCompletou.SetActive(false); nextlevel = false; audioController = AudioController.getInstance(); audioController.trocarMusica(audioController.musicaFase1); }
private void ManageBoostDirection() //Depending on initial direction of the drawing, the boost direction needs to be changed accordingly { surfaceEffector = GetComponent <SurfaceEffector2D>(); if (points[0].x < points[1].x) { surfaceEffector.speed = boostSpeed; } else { surfaceEffector.speed = -boostSpeed; } }
private void Start() { m_disBtTrack = m_disBtTrack * ratio; m_trackEffector = m_track.GetComponent <SurfaceEffector2D>(); m_rtk = m_detect.GetComponent <RotateTrackDetect>(); m_playerTrans = GameObject.FindWithTag("Player").transform; m_playerRig = m_playerTrans.GetComponent <Rigidbody2D>(); Death.Instance.Add(gameObject); m_curAngle = m_startAngle; SetTrackState(true); InitPos(); }
private void Start() { surface = GetComponent <SurfaceEffector2D>(); speed = Mathf.Abs(speed); surface.speed = (isRightward ? speed : -speed); Animator[] anims = GetComponentsInChildren <Animator>(); foreach (Animator anim in anims) { anim.SetBool("right", isRightward); } }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "SpawnPlatform") { grounded = true; } else { grounded = false; } if (collision.gameObject.tag == "conveyer") { sf2 = collision.gameObject.GetComponent <SurfaceEffector2D>(); } }
public static int get_speedVariation(IntPtr l) { int result; try { SurfaceEffector2D surfaceEffector2D = (SurfaceEffector2D)LuaObject.checkSelf(l); LuaObject.pushValue(l, true); LuaObject.pushValue(l, surfaceEffector2D.speedVariation); result = 2; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
void Start() { effector = gameObject.GetComponent <SurfaceEffector2D> (); gears = transform.GetChild(1).transform; rotateArrow = transform.GetChild(2).gameObject; directionArrow = transform.GetChild(3).gameObject; keeperScript = GameObject.Find("ScoreKeeper").GetComponent <ScoreKeeper> (); sr = gameObject.GetComponent <SpriteRenderer> (); if (startingDirection == "left") { flip(); } if (disabledOnStart) { gameObject.tag = "Untagged"; } }
public static int set_useBounce(IntPtr l) { int result; try { SurfaceEffector2D surfaceEffector2D = (SurfaceEffector2D)LuaObject.checkSelf(l); bool useBounce; LuaObject.checkType(l, 2, out useBounce); surfaceEffector2D.useBounce = useBounce; LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
public static int set_speed(IntPtr l) { int result; try { SurfaceEffector2D surfaceEffector2D = (SurfaceEffector2D)LuaObject.checkSelf(l); float speed; LuaObject.checkType(l, 2, out speed); surfaceEffector2D.speed = speed; LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
/// <summary> /// Switch the direction a conveyor is pushing. /// </summary> /// <param name="theObject">The object.</param> private void Switch(GameObject theObject) { SurfaceEffector2D surface = theObject.GetComponent <SurfaceEffector2D> (); if (surface != null) { surface.speed *= -1; if (surface.speed < 0) { allButtons [6].GetComponentsInChildren <Image> () [1].sprite = switchLeft; } else { allButtons [6].GetComponentsInChildren <Image> () [1].sprite = switchRight; } } else { allButtons [6].GetComponentsInChildren <Image> () [1].sprite = switchDisabled; } }
private float resistSpeed; //抵抗速度 // Start is called before the first frame update void Start() { _surfaceEffector2D = transform.parent.GetComponent <SurfaceEffector2D>(); _gameController = GameObject.Find("GameController").GetComponent <Gamecontroller>(); _flagManager = GameObject.Find("FlagManager").GetComponent <FlagManager>(); //resistSpeedはdefaultSpeedの半分 resistSpeed = -defaultSpeed / 2.0f; _nowResist = false; _surfaceEffector2D.useFriction = false; if (resistDirection[0] && resistDirection[1]) { for (int i = 0; i < 2; i++) { resistDirection[i] = false; //メッセージ表示 Debug.Log("Resist Directionのどちら一方にチェックを入れてください"); } } }
private void Start() { se2d = se2d.GetComponent <SurfaceEffector2D>(); slider.value = se2d.speed; }
void Start() { effector = GetComponentInParent <SurfaceEffector2D> (); }
// Start is called before the first frame update void Start() { se2d = GetComponent <SurfaceEffector2D>(); se2d.speed = 0.0f; }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); DefaultPos = transform.position; surfaceEffector = GetComponent <SurfaceEffector2D>(); }
// Start is called before the first frame update void Start() { surface = GetComponent <SurfaceEffector2D>(); }
public static Tween TweenSpeed(this SurfaceEffector2D effector, float to, float duration) => Tweening.To(getter: () => effector.speed, setter: speed => effector.speed = speed, to, duration).SetTarget(effector);
public static Tween TweenForceScale(this SurfaceEffector2D effector, float to, float duration) => Tweening.To(getter: () => effector.forceScale, setter: forceScale => effector.forceScale = forceScale, to, duration).SetTarget(effector);
// Use this for initialization void Start() { SE2D = this.GetComponent <SurfaceEffector2D>(); }
private void Start() { surfaceEffector = GetComponent <SurfaceEffector2D>(); //playerRb = Player.gameObject.GetComponent<Rigidbody2D>(); }
void Awake() { se = GetComponent <SurfaceEffector2D>(); }
/* * Returns the X-velocity Gimmick will have on this frame, based on current situation and input. * If speeding up, use NORMALACCEL * If slowing down, use SKIDDECEL * If grounded with no left/right input, use COASTDECEL * If airborne with no left/right input, velocity unchanged * Speed is capped by MAXSPEED * Accounts for being on a moving platform if that moving platform contains a Rigidbody2D component */ public float getXVelocity() { // Get velocity of any ground Gimmick is standing on Rigidbody2D groundBody = ground.GetComponent <Rigidbody2D> (); SurfaceEffector2D groundEffect = ground.GetComponent <SurfaceEffector2D> (); Vector3 parentVel; if (groundBody) { parentVel = groundBody.velocity; } else if (groundEffect) { parentVel = new Vector3(groundEffect.speed * ground.transform.localScale.x, 0f, 0f); } else { parentVel = new Vector3(0f, 0f, 0f); } // Convert to local velocity Vector3 localVel = ((Vector3)myRigidbody.velocity) - parentVel; float xVel = localVel.x; if (Input.GetAxisRaw("Horizontal") > 0 && canMove) { // Player inputting "right" xInput = RIGHT; if (myRigidbody.velocity.x > 0) { // Speeding up xVel = Mathf.Min(xVel + NORMALACCEL * Time.deltaTime, MAXSPEED); } else { // Slowing down xVel += SKIDDECEL * Time.deltaTime; } } else if (Input.GetAxisRaw("Horizontal") < 0 && canMove) { // Player inputting "left" xInput = LEFT; if (myRigidbody.velocity.x < 0) { // Speeding up xVel = Mathf.Max(xVel - NORMALACCEL * Time.deltaTime, -MAXSPEED); } else { // Slowing down xVel -= SKIDDECEL * Time.deltaTime; } } else { // No left/right input if (isGrounded) { // Coasting to a stop xInput = NEUTRAL; if (xVel >= 0) { xVel = Mathf.Max(xVel - COASTDECEL * Time.deltaTime, 0f); } else { xVel = Mathf.Min(xVel + COASTDECEL * Time.deltaTime, 0f); } } // else airborne with no left/right input, velocity unchanged } localVel.x = xVel; return(xVel + parentVel.x); }