public bool isWaterSurfaceOnScreen() { if (!cameraFollow) { cameraFollow = Camera.main.GetComponent <cameraFollowPlayer>(); } if (!cameraFollow) { return(true); } float cl = cameraFollow.getLeftViewX() - 1f; float cr = cameraFollow.getRightViewX() + 1f; float ct = cameraFollow.getTopViewY() + 1f; float cb = cameraFollow.getBottomViewY() - 1f; Rect cam = new Rect(cl, cb, cr - cl, ct - cb); if (cam.Overlaps(new Rect(bound.left, bound.top, bound.right, bound.top + 1f))) { return(true); } else { return(false); } }
//This function spawns a projectile based on all of the projectile settings. Typically called from useItemAction public void spawnProjectile() { if (!spawnProjectilePrefab) { return; } Vector3 spawnPos; if (hasActionAim) { spawnPos = gameObject.transform.position + actionAimArc.getPointAlongAngle(spawnProjectileDistance) + (Vector3)offset + (Vector3)spawnProjectileOffset; } else { spawnPos = gameObject.transform.position + (Vector3)offset + (Vector3)spawnProjectileOffset; spawnPos.x += spawnProjectileDistance * (flippedX ? -1 : 1); } GameObject projectile = Instantiate(spawnProjectilePrefab, spawnPos, Quaternion.identity); if (sceneSettingsGO != null) { sceneSettingsGO.objectCreated(projectile); } GameObject particles = null; if (spawnProjectileParticles) { particles = Instantiate(spawnProjectileParticles, spawnPos, Quaternion.identity); } if (setProjectileRotation && hasActionAim) { projectile.transform.eulerAngles = new Vector3(0f, 0f, actionAimArc.angle); } if (setParticleRotation && hasActionAim && particles) { particles.transform.eulerAngles = new Vector3(0f, 0f, actionAimArc.angle); } if (playerControlledProjectile && spawnProjectileBehavior != spawnProjectileBehaviors.spawnWhileHeld && holder != null) { projectile.SendMessage("initiatePlayerControl", holder, SendMessageOptions.DontRequireReceiver); } if (projectileCamshakeDuration != 0 && projectileCamshakeIntensity != 0) { cameraFollowPlayer cfp = Camera.main.GetComponent <cameraFollowPlayer>(); if (cfp) { cfp.TriggerShakeExt(projectileCamshakeIntensity, projectileCamshakeDuration); } } if (sndSpawnProjectile) { global.audio.Play(sndSpawnProjectile); } }
// Initialization void Start() { // Set the turnLenght turnLenght = 18; // Set the first turn to true firstTurn = true; // Populate the game objects for cosmonauts and maraptors Cosmonauts.AddRange(GameObject.FindGameObjectsWithTag("Cosmonaut")); Maraptors.AddRange(GameObject.FindGameObjectsWithTag("Maraptor")); // Populate the State Machines for cosmonauts and maraptors, editing their names and startup properites foreach (GameObject Cosmonaut in Cosmonauts) { cosmonautP = Cosmonaut.GetComponent <cosmonautBase> (); cosmonautP.name = Cosmonaut.transform.gameObject.name; cosmonautP.baseHP = 100; cosmonautP.currentHP = 100; cosmonautP.baseShield = 50; CosmonautStateMachines.Add(Cosmonaut.GetComponent <cosmonautStateMachine> ()); } foreach (GameObject Maraptor in Maraptors) { maraptorP = Maraptor.GetComponent <maraptorBase> (); maraptorP.name = Maraptor.transform.gameObject.name; maraptorP.baseHP = 100; maraptorP.currentHP = 100; maraptorP.baseShield = 50; MaraptorStateMachines.Add(Maraptor.GetComponent <maraptorStateMachine> ()); } // Get the numberOfCosmonauts and numberOfMaraptors numberOfCosmonauts = Cosmonauts.Count; numberOfMaraptors = Maraptors.Count; // Set the number of player characters and the number of played on characters numberOfPlayerCharacters = numberOfCosmonauts + numberOfMaraptors; numberOfPlayedOnCharacters = 0; // Get the MainCameraPlayer MainCameraPlayer = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <cameraFollowPlayer> ();; // Get the Action Menu AM = GameObject.Find("ActionMenu").GetComponent <actionMenuScript>(); // Start Game GameState = GameStateEnum.INTRO; turnTimer = 0; StartCoroutine("TurnTimerIncrementor"); }
// Start is called before the first frame update void Start() { view = Camera.main.GetComponent <cameraFollowPlayer>() as cameraFollowPlayer; if (conversationCenterPoint == null) { conversationCenterPoint = gameObject.transform; } characterController = gameObject.GetComponent <CharacterController2D>() as CharacterController2D; currentGroup = startGroup; if (myType == type.AutoGroup || myType == type.AutoGroupLoop || myType == type.AutoRandom || myType == type.AutoStraightshot || myType == type.AutoStraightshotLoop) { isAutoType = true; if (autoInitiateAtStart) { Initiate(); } } }
void Awake() { global = GameObject.FindWithTag("global").GetComponent <Global>(); if (dialogCanvasPrefab) { canvas = Instantiate(dialogCanvasPrefab); } else //Assets/Resources/PrefabsAndScripts/MenusAndDialogs/Dialog/DialogCanvas.prefab { canvas = Instantiate(Resources.Load <GameObject>(global.dirDialogSystem + "DialogCanvas")); } canvasGroup = canvas.GetComponent <CanvasGroup>() as CanvasGroup; canvasComponent = canvas.GetComponent <Canvas>() as Canvas; canvas.SetActive(false); //We don't want to enable the canvas until after the firt OnGui event completes. This prevents some glitchy looking artifacts. dBox = canvas.transform.Find("dBox").gameObject; bg = dBox.transform.Find("bg").gameObject; bgRect = bg.GetComponent <RectTransform>() as RectTransform; playerCam = Camera.main.GetComponent <cameraFollowPlayer>() as cameraFollowPlayer; }
//Plays a sound effect if the specified position is within the camera's view. If cameraFollowPlayer does not exist then it will play the sound every time. //Buffer is added to the boundaries of the camera so pos can be a little outside of the view (negative buffer) or needs to be a little inside of the view (positive buffer) //By default the pos can be within one unit ouside of the view and the sound will still play. public void PlayIfOnScreen(AudioClip clip, Vector2 pos, float buffer = -1f, float randomizePitchMin = 1, float randomizePitchMax = 1) { if (!cameraFollow) { cameraFollow = Camera.main.GetComponent <cameraFollowPlayer>(); } bool play = true; if (cameraFollow) { if (!cameraFollow.insideView(pos, buffer, buffer)) { play = false; } } if (play) { Play(clip, randomizePitchMin, randomizePitchMax); } }
private void Start() { global = GameObject.FindWithTag("global").GetComponent <Global>(); if (!cameraFollow) { cameraFollow = Camera.main.GetComponent <cameraFollowPlayer>(); } bEffectorOne = GetComponent <BuoyancyEffector2D>() as BuoyancyEffector2D; if (buoyancyEffectorTwoGo != null) { bEffectorTwo = buoyancyEffectorTwoGo.GetComponent <BuoyancyEffector2D>() as BuoyancyEffector2D; } if (noInitialSplash) { canSplash = false; Invoke("initialSplashSwitch", 0.1f); } Reset(); InvokeRepeating("UpdateSurface", 0.0f, 1.0f / sampleRate); }
void Start() { camScript = FindObjectOfType <cameraFollowPlayer>(); }