void Start () { //Time.timeScale = 1; Map.Initialize (); timer = 0; waveTime = 0; ApplicationModel.currentEnemyNum = 0; myAudio = GetComponent<AudioSource>(); PlaySound(GAME_MUSIC); level = ApplicationModel.GetCurrentLevel(); wave = GetComponent<WaveController>(); wave.ReadFile(level.ID); next = wave.Next (); initWarning (); player = playerObject.GetComponent<Player>(); level.Start(); Debug.Log( "This level has been started "+level.GetTimesStarted()+" times."); Debug.Log( "This level has been played "+level.GetTimesPlayed()+" times."); fadeEffect = fader.GetComponent<FadeEffect> (); fadeEffect.FadeIn (); gameStartPlayed = false; }
// Use this for initialization void Start() { Destroy (this.gameObject, 9f); player = CustomExtensions.GetPlayer (); rb = GetComponent<Rigidbody> (); GameObject gameController = GameObject.FindGameObjectWithTag ("GameController"); waveScript = gameController.GetComponent<WaveController> (); }
// Use this for initialization void Start() { mRigidbody = this.GetComponent <Rigidbody2D>(); mWaveCollider = GameObject.FindGameObjectWithTag("waveCollider"); mWaveController = mWaveCollider.GetComponent <WaveController>(); isCastingWave = false; distanceToGround = this.GetComponent <BoxCollider2D>().bounds.max.y - mRigidbody.transform.position.y; mAnimator = this.GetComponent <Animator>(); //mMusicManager = GameObject.FindGameObjectWithTag("musicManager").GetComponent<MusicManager>(); }
private void Start() { waveController = GameObject.FindObjectOfType <WaveController>(); leftDoorOpenPosition = leftDoor.transform.position; rightDoorOpenPosition = rightDoor.transform.position; leftDoorClosedPosition = new Vector3(leftDoorOpenPosition.x, leftDoorOpenPosition.y, leftDoorOpenPosition.z + 2); rightDoorClosedPosition = new Vector3(rightDoorOpenPosition.x, rightDoorOpenPosition.y, rightDoorOpenPosition.z - 2); }
/// <summary> /// Runs once when the script has been initialized. /// </summary> private void Start() { _myRigidBody = GetComponent <Rigidbody2D>(); _cam = Camera.main; _waveController = FindObjectOfType <WaveController>(); _waveController.SetHealthbar(maxHealth); _myCombatController.SetMaxHealth(maxHealth); }
void Start() { //Get the water mesh waterMesh = this.GetComponent<MeshFilter>().mesh; originalVertices = waterMesh.vertices; //Get the waveScript GameObject gameController = GameObject.FindGameObjectWithTag("GameController"); waveScript = gameController.GetComponent<WaveController>(); }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } }
internal void Initialize() { _text = GameObject.Find("Wave Text").GetComponent <Text>(); _icon = GameObject.Find("Icon").GetComponent <Image>(); _wave = FindObjectOfType <WaveController>(); _phaseDurations = _wave.GetPhaseDurations(); _textNext = GameObject.Find("Wave Text 2").GetComponent <Text>(); _iconNext = GameObject.Find("Icon 2").GetComponent <Image>(); GameObject.Find("Container").GetComponent <RectTransform>().sizeDelta = new Vector2(Screen.width, 120); }
void Awake() { waves = FindObjectOfType <WaveController>(); pc = GetComponent <PlayerCombat>(); anim = GetComponent <Animator>(); Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; tBases.text = bases.ToString(); tCredits.text = credits.ToString(); // Get turret names and total turret count string[] turretNames = Enum.GetNames(typeof(Tool)).Skip(1).ToArray(); int types = turretNames.Length; // Sets each turret cost costs = new Dictionary <string, int>(types); costs[Tool.Base.ToString()] = 1; costs[Tool.Blaster.ToString()] = 300; costs[Tool.Tumper.ToString()] = 500; costs[Tool.Laser.ToString()] = 2000; // Initializes the prefabs Dictionary prefabs = new Dictionary <string, GameObject>(types); // Gets references to the placeholder objects placeHolders = new Dictionary <string, GameObject>(types); phRenderers = new Dictionary <string, List <MeshRenderer> >(types); defMaterial = Resources.Load <Material>("Materials/Placeholder/Default"); invMaterial = Resources.Load <Material>("Materials/Placeholder/Invalid"); Transform phParent = GameObject.Find("Placeholders").transform; string name; for (int i = 0; i < types; i++) { name = turretNames[i]; placeHolders[name] = phParent.FindChild(name).gameObject; placeHolders[name].SetActive(false); prefabs[name] = Resources.Load <GameObject>("Prefabs/Buildables/" + name); phRenderers[name] = placeHolders[name].GetComponentsInChildren <MeshRenderer>().ToList(); phRenderers[name].RemoveAll(HasDetail); phRenderers[name].TrimExcess(); } // Set initial tool ph = placeHolders[tool.ToString()]; // Set properties for raycasting cam = Camera.main; screenPoint = new Vector3(Screen.width / 2, Screen.height / 2, MAX_RANGE); floorLayer = LayerMask.NameToLayer("Floor"); baseLayer = LayerMask.NameToLayer("Base"); turretLayer = LayerMask.NameToLayer("Turret"); }
public void ChangeHealth() { //public method that player weapons can call to damage this. enemyHealth -= PlayerStats.playerDamage; if (enemyHealth <= 0) { //DropLoot(); WaveController.DropLoot(enemyDifficulty, rb.position); WaveController.enemiesRemaining--; Destroy(gameObject); } }
void Start() { MultiplayerSceneProperties.Instance.currentPlayerList = new List <byte>(); MultiplayerSceneProperties.Instance.previousPlayerList = new List <byte>(); GameObject waveControllerOBJ = GameObject.Find("WaveController"); if (waveControllerOBJ != null) { waveController = waveControllerOBJ.GetComponent <WaveController>(); } }
private void Awake() { if (Instance == null) { Instance = this; // DontDestroyOnLoad(gameObject); // unless we want to keep track of zombies from before. } else { Destroy(gameObject); } }
void Awake() { _audioSource = GetComponent <AudioSource>(); _cameraScreenSize = Camera.main.orthographicSize; _cameraZoom = GetComponent <ProCamera2DSpeedBasedZoom>(); _waveController = GetComponent <WaveController>(); EnemyDied.AddListener(OnEnemyDeath); WaveCompleted.AddListener(OnWaveCompleted); SceneManager.sceneLoaded += OnSceneLoaded; }
private void Start() { //Start paused GameLogic.IsPaused = this.startPaused; //Set important stuff this.uiAnimator.SetFloat("BossSpeed", this.bossUISpeed); this.uiAnimator.SetFloat("EndSpeed", this.endUISpeed); this.background.StartMovement(AccelerationMovement.MovementMode.APPROACH); this.asteroidController = Instantiate(this.asteroids).GetComponent <AsteroidWaveController>(); this.asteroidController.StartWave(); StartRandomController(); }
void Awake(){ if(GameController.Instance != null){ DestroyImmediate(gameObject); return; } _instance = this; SpawnPlayer(); cycle = GameObject.Find("Sun").GetComponent<DayNightCycle>(); waveController = GameObject.Find("WaveController").GetComponent<WaveController>(); ship = GameObject.FindWithTag(Globals.SHIP).transform; }
// Use this for initialization public override void Start() { base.Start(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); waveController = GetComponent <WaveController>(); //エンディング初期化 if (PlayerPrefs.HasKey(endingPrefsKey)) { PlayerPrefs.DeleteKey(endingPrefsKey); } }
private void OnTriggerEnter2D(Collider2D other) { if (other.name != "WaveController") { return; } if (_started == false) { _started = true; _waveController = other.GetComponent <WaveController>(); _waveController.WaveRespawn(ufoWave); } }
// Finds all alive enemy game objects from wave controller's spawners List <GameObject> FindAllEnemies(WaveController controller) { List <GameObject> enemies = new List <GameObject>(); foreach (EnemySpawner spawner in controller.spawners) { foreach (Transform child in spawner.transform) { enemies.Add(child.gameObject); } } return(enemies); }
private void Start() { _events = FindObjectOfType <EventsController>(); _waveController = FindObjectOfType <WaveController>(); _currencyController = FindObjectOfType <CurrencyController>(); _attackerSpawners = FindObjectsOfType <AttackerSpawner>(); _heatZones = FindObjectOfType <HeatZones>(); _infoController = FindObjectOfType <InfoController>(); _boardEvents = FindObjectOfType <BoardEvents>(); _cooldownCounterReset(); StartCoroutine(_firstEvent()); }
// Use this for initialization void Start() { waveController = GameObject.FindWithTag("wavecontroller").GetComponent <WaveController>(); target = FindClosestTag("Player", gameObject, true); if (target == null) { target = FindClosestTag("Player", gameObject); } Invoke("EvaluateTarget", evaluationTime); Invoke("RandomRunAnimation", animationRandomizerTimer); }
void Start() { //Get the controllerScripts GameObject gameController = GameObject.FindGameObjectWithTag("GameController"); waveScript = gameController.GetComponent <WaveController>(); worldScript = gameController.GetComponent <WorldController> (); //Get the water mesh waterMesh = this.GetComponent <MeshFilter>().mesh; GenerateWaterMesh.GenerateWater(this.GetComponent <MeshFilter>(), worldScript.width, 0.5f, 0.0f); waterMesh = this.GetComponent <MeshFilter>().mesh; originalVertices = waterMesh.vertices; }
public static void SaveWaves(WaveController controller) { //BinaryFormatter formatter = new BinaryFormatter(); string path = Application.dataPath + "/Resources/Waves.json"; //FileStream stream = new FileStream(path, FileMode.Create); WaveData data = new WaveData(controller); string jsonData = JsonUtility.ToJson(data); //formatter.Serialize(stream, data); //stream.Close(); File.WriteAllText(path, jsonData); }
public void destroy() { destroyed = true; EventControl.killUnit -= onUnitKilled; EventControl.lifeChanged -= onLifeChanged; for (int i = 0; i < waves.Length; i++) { WaveController wave = waves[i]; if (wave) { wave.destroy(); } } }
void Start() { BoatMesh = GetComponent <MeshFilter>().mesh; UnderWaterMesh = UnderwaterMeshOBJ.GetComponent <MeshFilter>().mesh; originalVerticesArray = BoatMesh.vertices; originalTrianglesArray = BoatMesh.triangles; boatRB = GetComponent <Rigidbody>(); boatRB.maxAngularVelocity = 0.5f; GameObject gameController = GameObject.FindGameObjectWithTag("GameController"); waveScript = gameController.GetComponent <WaveController>(); waterScript = GameObject.FindGameObjectWithTag("Water").GetComponent <WaterController>(); }
/// <summary> /// 根据 PaperData 的位置和高宽信息构造一个纸片 /// </summary> /// <param name="paperData"> 至少包含纸片位置和高宽信息的纸片数据 </param> /// <returns> 返回新纸片对应的 WaveController脚本 </returns> /// <remarks> 纸片的 waveData 请之后单独设置 </remarks> private WaveController GetPaper(PaperData paperData) { // 实例化纸片 Transform paperTransform = Instantiate(PaperPrefab, papersParentTransform).transform; paperTransform.localPosition = paperData.localPosition; //保存 WaveController WaveController waveController = paperTransform.GetComponent <WaveController>(); // 设置纸片宽和高 waveController.PaperWeight = paperData.paperWeight; waveController.PaperHeight = paperData.paperHeight; // 返回生成纸片的 WaveController脚本 return(waveController); }
//checks wether or not the user have pressed escape and if they have call all the neccessary reset methods to go back to the main menu. public void MapUpdate() { KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Escape)) { SceneController.CurrentState = SceneController.State.Menu; Game1.MapHasBeenSelected = false; Game1.HasBeenCalled = false; Game1.InteractableMenu.Reset(); WaveController.Reset(); TowerController.Reset(); PlayerController.Reset(); Game1.HelpMenuActive = true; } }
/// <summary> 初始化用户修改纸片的关卡 </summary> private void InitializeModifyLevel() { // 关卡数据 LevelData levelData = DataController.Instance.GetCurrentLevelData(); // 纸片们数据 PaperData[] papersData = levelData.papersData; // 用户可操作纸片的数据们 WaveData[] waveDatas = new WaveData[2]; // 所有纸片的 WaveController们 WaveController[] waveControllers = new WaveController[levelData.papersData.Length]; // 生成纸片们,尚未给予 WaveData { int i = 0; foreach (PaperData paperData in papersData) { waveControllers[i++] = GetPaper(paperData); } } // 配置两张基础纸片的 WaveData for (int i = 0; i < 2; ++i) { waveControllers[i].WaveData = waveDatas[i] = new WaveData(papersData[i].waveAttributes); } // 配置 和视图纸片 的 WaveData // 注: 和视图纸片 不能被用户直接修改 // 但会自动立即反应其下 加数纸片 的修改 // 即创建自己的 waveDataMasks,记录别人的 WaveDataMask们 WaveData sum = waveControllers[2].WaveData = new WaveData(waveDatas); // 配置目标纸片的 WaveData // 注:目标纸片 初始化的结果为最原始的 和视图纸片 叠加一个 目标修改 // 且初始化后不能被修改 // 即:如果关卡只修改 用户可操作纸片们的WaveModification // 则至少对和纸片的拷贝级别应该达到 拷贝每个WaveModification WaveData goal = new WaveData(sum); // 对目标纸片的第一个蒙版做目标修改 // 注:因为用户只操作一个纸片,故只需要对一个 Mask 做修改,约定为第一个 goal.ModifyByMask(0, levelData.modification); waveControllers[3].WaveData = goal; }
void Awake() { getOriginalColors(); waveController = GameObject.FindObjectOfType <WaveController> (); scoreController = GameObject.FindObjectOfType <GameController> (); this.enemy = this.GetComponent <CharacterController> (); this.enemyAnimation = this.GetComponent <Animator> (); this.enemyAnimation.speed = enemyAnimationSpeed; if (enemyType == "Soldier") { enemyWeapon = this.GetComponent <FireEnemyWeapon> (); } modEnemyStats(); }
// 根据屏幕坐标寻找要修改的纸片的 WaveModification 和 WaveController private bool FindWaveRefByScreenPos( Vector2 screenPointOne, Vector2?screenPointTwo = null ) { // 将 屏幕坐标 转换到 世界坐标 Vector2 worldPoint = mainCamera.ScreenToWorldPoint(new Vector3( screenPointOne.x, screenPointOne.y )); // 如果坐标落在某个 可修改纸片的内部 for (int i = 0; i < 2; ++i) { if (inBound(worldPoint, i)) { // 如果传入了第二个点 if (screenPointTwo != null) { // 将 屏幕坐标 转换到 世界坐标 worldPoint = mainCamera.ScreenToWorldPoint(new Vector3( screenPointOne.x, screenPointOne.y )); // 如果第二个点不在第i张纸片上,返回 false,并且不更新引用们 if (!inBound(worldPoint, i)) { return(false); } } // 记录用户要更改的 WaveModification waveModification = waveModifications[i]; waveModificationOrigin.CopyFrom(waveModification); // 记录要应用更改的 WaveData 和 WaveController waveData = waveDatas[i]; waveController = waveControllers[i]; // 返回 true:已找到 return(true); } } // 否则返回 false:未找到 return(false); }
// Use this for initialization void Awake() { free = true; isProtectedByShield = false; speed = 600.0f; player = GameObject.FindGameObjectWithTag("Player"); rb2d = GetComponent <Rigidbody2D>(); body = transform.GetChild(0).gameObject; arenaRadius = GameObject.FindGameObjectWithTag("Walls").GetComponent <WallsController>().getRadius(); cloudRadius = 8f; cloudDecayTime = 5f; bloaterRadius = 0.8f; anim = body.GetComponent <Animator>(); waveController = GameObject.FindGameObjectWithTag("Wave Manager").GetComponent <WaveController>(); }
// Use this for initialization public void Initialize() { START = new Phase("Start"); READY = new Phase("Ready"); BATTLE = new Phase("Battle"); END = new Phase("End"); nowPhase = START; waveController = GetComponent <WaveController>(); timeCounter = 0f; totalTime = 0f; players = GameObject.FindGameObjectsWithTag("Player"); //Start (); }
private void BeginSpawning() { Debug.Log("Starting new wave"); currentWave = waveSpawner.transform.GetChild(wave). gameObject.GetComponent <WaveController>(); if (currentWave) { numEnemies = currentWave.numEnemies; SpawnWave(numEnemies); } else { Debug.Log("No more waves found, game ending."); EventManager.TriggerEvent(EventNames.GAME_WON); } }
public void StartWave(WaveController wave, int waveNum) { // Spawn amount based on wave number if (GameController.Instance.EndWave() > 0) { if (waveNum == GameController.Instance.CurWave() + GameController.Instance.EndWave()) { GameController.Instance.SpawnRescueShip(); } } UIManager.Instance.uiState = UIManager.UIState.NONE; controller = wave; waveNumber = waveNum; beginWave = false; StartCoroutine("WaveHandling"); }
void Awake() { if (target1 == null) { target1 = GameObject.FindGameObjectWithTag ("Player").GetComponent<Transform> (); } waveheight = GameObject.FindGameObjectWithTag ("GameController").GetComponent<WaveController> (); Vector3 angles = transform.eulerAngles; xDeg = angles.x; yDeg = angles.y; currentDistance = distance; desiredDistance = distance; correctedDistance = distance; // Make the rigid body not change rotation if (GetComponent<Rigidbody>()) GetComponent<Rigidbody>().freezeRotation = true; }
public WaveEvent(int waveNumber) { waveController = GameObject.Find(" GameController").GetComponentInChildren<WaveController>(); waveFlag = waveNumber; }
void Awake() { i = this; }
// Use this for initialization void Start() { waveController = GetComponent<WaveController>(); }
void Start() { //waterWakes = GameObject.FindGameObjectWithTag ("Water").GetComponent<WaterV3> (); GameObject gameController = GameObject.FindGameObjectWithTag ("GameController"); waveScript = gameController.GetComponent<WaveController> (); UnderWaterMesh = underWaterMeshObj.GetComponent<MeshFilter> ().mesh; BoatMesh = GetComponent<MeshFilter> ().mesh; originalVerticesArray = BoatMesh.vertices; originalTrianglesArray = BoatMesh.triangles; boatRB = GetComponent<Rigidbody> (); boatRB.maxAngularVelocity = 0.5f; }
void Start() { // Debug.Log("terrain width = " + terrainWidth.ToString()); // Debug.Log("terrain height = " + terrainHeight.ToString()); minimapCam = GameObject.Find("Minimap Camera").GetComponent<Camera>(); firstPersonCam = GameObject.Find("Main Camera").GetComponent<Camera>(); //set default skybox DEFAULT_SKYBOX = Resources.Load("Skyboxes/Skybox18", typeof(Material)) as Material; GameObject.Find("Main Camera").GetComponent<Skybox>().material = DEFAULT_SKYBOX; GameObject.Find("Minimap Camera").GetComponent<Skybox>().material = DEFAULT_SKYBOX; // Controller Inits _game = GameObject.Find(" GameController").GetComponent<GameController>(); _level = _game.gameObject.GetComponent<LevelController>(); _player = GameObject.Find("Player").GetComponent<PlayerController>(); _weapon = _player.gameObject.GetComponentInChildren<WeaponController>(); _wave = GameObject.Find(" GameController").GetComponent<WaveController>(); // Path Drawer pathDrawer = Resources.Load("Prefabs/Tools/PathDrawer", typeof(GameObject)) as GameObject; firstPersonCam.enabled = true; minimapCam.enabled = false; }
void Start() { Gridsourceimage = new Texture2D (256 , 256); //Gridsourceimage.Apply(); //Gridsourceimage = //Resources.Load("Textures/Water", typeof(Texture2D)) as Texture2D; waveScript = GameObject.FindGameObjectWithTag ("GameController").GetComponent<WaveController> (); watertileLoad = Resources.Load("Mesh/WaterV6", typeof(GameObject)) as GameObject; meshWidth = (watertileLoad.GetComponent<MeshFilter>().sharedMesh.bounds.size.x * watertileLoad.transform.lossyScale.x); player = CustomExtensions.GetPlayer(); //waterSize = GetComponentInChildren<WaterV3> (); //TileCheck (); CreateGrid(); Debug.Log(WaterVectorList.Count); }
void Awake() { cam = this; }
public void Start() { Instance = this; }
void Awake() { Singleton = this; GameStateManager.GameStateChanged += this.GameStateChangedHandler; }
public void OnDestroy() { Instance = null; }
void Awake() { if (I == null){ I = this; }else{ Destroy(gameObject); return; } camCtrl = GetComponent<CameraController>(); waveCtrl = GetComponent<WaveController>(); uiCtrl = GetComponent<UIController>(); buildingCtrl = GetComponent<BuildingController>(); partCtrl = GetComponent<ParticleController>(); audioCtrl = GetComponent<AudioController>(); foreach (ProjectileType typ in System.Enum.GetValues(typeof(ProjectileType))) { turretAmmo[typ] = -1; turretReloadTimers[typ] = 0; } }
void Start() { Debug.Log("START: " + footstepInterval); _game = GameObject.Find(" GameController").GetComponent<GameController>(); _wave = GameObject.Find(" GameController").GetComponent<WaveController>(); _weapon = GetComponentInChildren<WeaponController>(); _overviewCamera = GameObject.Find("Minimap Camera").GetComponent<CameraController>(); Screen.showCursor = true; Texture2D left = Resources.Load("Textures/Weapon/TakeDamage0", typeof(Texture2D)) as Texture2D; Texture2D right = Resources.Load("Textures/Weapon/TakeDamage1", typeof(Texture2D)) as Texture2D; Color c = new Color(0.8f, 0, 0, 1f); leftDamage = new MyTexture2D(left, new Rect((Screen.width / 2) - left.width, (Screen.height - left.height) / 2, left.width, left.height), c); rightDamage = new MyTexture2D(right, new Rect(Screen.width / 2, (Screen.height - right.height) / 2, right.width, right.height), c); // Player Variables _life = MAX_LIFE; AudioSource[] a = GetComponents<AudioSource>(); footstepsAudio = a[0]; footstepsAudio.volume = 0.25f; jumpingAudio = a[1]; voiceAudio = a[2]; _motor = GetComponent<CharacterMotor>(); // footsteps = new AudioClip[1]; // footsteps[0] = Resources.Load("Sound/Player/jump") as AudioClip; footsteps = new AudioClip[3]; footsteps[0] = Resources.Load("Sound/Player/foot_1") as AudioClip; footsteps[1] = Resources.Load("Sound/Player/foot_2") as AudioClip; footsteps[2] = Resources.Load("Sound/Player/foot_3") as AudioClip; onJumpAudio = Resources.Load("Sound/Player/Lilith_jump") as AudioClip; onLandAudio = Resources.Load("Sound/Player/Lilith_land") as AudioClip; onOutOfAmmo = Resources.Load("Sound/Player/Lilith_outofammo") as AudioClip; }