// Use this for initialization void Awake() { bell_boss = GetComponentInParent <BellBoss>(); this_target = GetComponent <ThisTarget>(); this_target.frequency = frequency; this_target.targetable = targetable; bubble = transform.Find("bubble").gameObject; bell1 = transform.Find("bell_1").gameObject; ApplyDifficulty(); Spawn(false); }
public void Sing(string note_name, float note_freq) { if (!singing) { singing = true; sing_start = Time.time; sung_pos_orig = sung_note_name.transform.localPosition; sung_pos = sung_note_name.transform.position; Debug.Log(note_name + ", " + note_freq); attack_symbol.SetText(note_name); sung_note_name.SetText(note_name); int enemies_shot = 0; PlayerCloud.shots_fired++; foreach (Transform child in spawner.transform) { ThisTarget targ = child.GetComponent <ThisTarget>(); if (targ == null) { continue; } if (targ.Resonate(note_freq)) { enemies_shot++; ShootTowards(child.gameObject); } } // The player misspelled when a sung note did not result in shooting someone if (enemies_shot == 0) { PlayerCloud.misspellings++; } Debug.Log("Shots fired = " + PlayerCloud.shots_fired); Debug.Log("Misspellings = " + PlayerCloud.misspellings); mouth = (GameObject)Instantiate(mouth_LA, PlayerSpriteHolder.transform); chuck.RunCode(ChuckSynths.Voice(note_freq, sing_time)); } else { Debug.Log("already singing..."); } }
// Use this for initialization void Start() { parent = transform.parent.gameObject.GetComponent <EnemySpawnerController>(); hp_slider.maxValue = max_hp; hp_slider.value = hit_points; ChooseNewPitch(); choose_new_pitch = false; ApplyDifficulty(); instrument_used = instrument_choices[Random.Range(0, instrument_choices.Length)]; Instantiate(instrument_used, transform); particleSys = GetComponentsInChildren <ParticleSystem>(); childSprites = GetComponentsInChildren <SpriteRenderer>(); float_behavior = GetComponent <FloatBehavior>(); allSprites.Add(GetComponent <SpriteRenderer>()); foreach (SpriteRenderer sprite in childSprites) { allSprites.Add(sprite); } reloading_time = Random.Range(0.0f, reload_in_sec); this_target = GetComponent <ThisTarget>(); this_target.frequency = note_freq; this_target.targetable = targetable; }