예제 #1
0
 // Start is called before the first frame update
 void Start()
 {
     mainCam.m_Lens.OrthographicSize = CamSizeStart;
     mainCam.transform.position      = CamPosStart;
     bounds.localScale = new Vector3(BoundSizeStart, BoundSizeStart);
     shakyShaky        = mainCam.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();
 }
 /// <summary>
 /// On awake we grab our components
 /// </summary>
 protected virtual void Awake()
 {
     _virtualCamera = GameObject.FindObjectOfType <Cinemachine.CinemachineVirtualCamera>();
     //_virtualCamera = GetComponent<Cinemachine.CinemachineVirtualCamera>();
     //Debug.Log(_virtualCamera);
     _perlin = _virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();
     //Debug.Log(_perlin);
 }
    // Start is called before the first frame update
    void Awake()
    {
        playerStatus.player        = this;
        playerStatus.fallingLimit *= Physics2D.gravity.y;
        //onGameOver = null;

        virtualCamera = FindObjectOfType <Cinemachine.CinemachineBasicMultiChannelPerlin>();

        shield.SetActive(false);
    }
예제 #4
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 public override void Attached()
 {
     if (entity.IsOwner)
     {
         cam  = GetComponent <Cinemachine.CinemachineFreeLook>();
         rig0 = cam.GetRig(0).GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>();
         rig1 = cam.GetRig(1).GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>();
         rig2 = cam.GetRig(2).GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>();
     }
 }
예제 #5
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 void Start()
 {
     rb           = GetComponent <Rigidbody2D>();
     gravity      = rb.gravityScale;
     trans        = GetComponent <Transform>();
     collider     = GetComponent <Collider2D>();
     rend         = GetComponent <SpriteRenderer>();
     noiseSystem  = VirtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();
     anim         = GetComponent <Animator>();
     distToGround = collider.bounds.extents.y;
 }
예제 #6
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    void Awake()
    {
        _rgdbdy   = GetComponent <Rigidbody>();
        _audio    = GetComponent <AudioSource>();
        maxHeight = transform.position.y;
        _particle = GetComponentInChildren <ParticleSystem>();

        cameraFX = GameObject.FindObjectOfType <Cinemachine.CinemachineVirtualCamera>();
        perlin   = cameraFX.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();

        ShakeCamera(false);
    }
예제 #7
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 //カメラのリセットを行う
 public virtual void CameraReset()
 {
     //現在使用中のカメラがある場合
     if (_virtualCamera)
     {
         //ノイズの停止
         _perlin.m_NoiseProfile = null;
     }
     //使用するカメラの更新
     _virtualCamera = GetComponent <CameraManager>().GetCullentVCam();
     _perlin        = _virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();
 }
예제 #8
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    IEnumerator ShakeCamera(float intensity, float time, Animator characterAnimator)
    {
        Cinemachine.CinemachineBasicMultiChannelPerlin CMmultiChannel = c_VirtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();
        CMmultiChannel.m_AmplitudeGain = intensity;
        // sr.enabled = false;
        yield return(new WaitForSeconds(time));

        characterAnimator.SetBool("Dizzy", false);
        AudioManager.instance.Play("Error");
        CMmultiChannel.m_AmplitudeGain = 0;
        Destroy(gameObject);
    }
예제 #9
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    void Awake()
    {
        m_gm         = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>();
        m_controller = GetComponent <CharacterController2D>();
        m_rb         = GetComponent <Rigidbody2D>();
        m_pInput     = GetComponent <PlayerInputManager>();
        m_animator   = GetComponentInChildren <Animator>();

        if (cVirtualCamera != null)
        {
            m_vcNoise = cVirtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();
        }
    }
예제 #10
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    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else
        {
            Destroy(gameObject);
        }

        m_virtualCamera = FindObjectOfType <Cinemachine.CinemachineVirtualCamera>();
        m_perlin        = FindObjectOfType <Cinemachine.CinemachineBasicMultiChannelPerlin>();
        ResetCamera();
    }
예제 #11
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    public IEnumerator Shake(float duration, float amplitudeGain)
    {
        float elapsed = 0f;

        bmcPerlin = GetComponentInChildren <Cinemachine.CinemachineBasicMultiChannelPerlin>();

        while (elapsed < duration)
        {
            bmcPerlin.m_AmplitudeGain = amplitudeGain;
            elapsed += Time.deltaTime;

            yield return(null);
        }
        GetComponentInChildren <Cinemachine.CinemachineBasicMultiChannelPerlin>().m_AmplitudeGain = 0f;
    }
예제 #12
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    private void Awake()
    {
        this.cameraNoise = this.virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();

        for (int row = 0; row < PlayerKeyboard.KeyCodes.Length; row++)
        {
            var keyRow = PlayerKeyboard.KeyCodes[row];

            for (int index = 0; index < keyRow.Length; index++)
            {
                var keyCode = keyRow[index];

                var key = new PlayerKeyboardKey(keyCode, Instantiate(this.keyPrefeb));
                key.transform.SetParent(this.keyboardTransform);
                key.transform.localPosition = new Vector3(5.5f + (row * 4) + (index * 12), 7.5f + ((2 - row) * 12), 0);
                key.transform.localScale    = Vector3.one;
                key.button.interactable     = false;
                key.button.onClick.AddListener(() => this.Use(keyCode));

                this.keys.Add(keyCode, key);
            }
        }

        foreach (var keyCode in this.unlocked)
        {
            this.Unlock(keyCode);
        }

        this.keyboardTransform.sizeDelta = new Vector2(PlayerKeyboard.KeyCodes[0].Length * 12 - 1, 0);

        // Event.

        PlayerStatus.StatusEvent disable = () => {
            this.isEnabled = false;
            foreach (var entry in this.keys)
            {
                entry.Value.button.interactable = false;
            }
        };

        this.status.OnReady += () => this.isEnabled = true;
        this.status.OnDie   += disable;
        this.status.OnWin   += disable;
    }
예제 #13
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    private void Awake()
    {
        this.cameraNoise       = this.virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();
        this.transitionCurrent = this.transitionTime;

        if (!PlayerStatus.isRestart)
        {
            this.transitionTransform.localScale = Vector2.one;
            this.isTransitioning = true;
            this.Invoke("StopTransitionDelay", this.transitionDelay);
        }
        else
        {
            this.isTransitioning   = false;
            this.isStartTransition = false;
            this.transitionTransform.localScale = Vector2.up;

            Destroy(levelTextObject);
        }
    }
예제 #14
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    // Start is called before the first frame update
    void Start()
    {
        health          = 100;
        lives           = 3;
        ShakeIntensity  = 5.0f;
        isCameraShaking = false;
        ShakeTimer      = MaxShakeTime;


        m_rigidBody2D    = GetComponent <Rigidbody2D>();
        m_spriteRenderer = GetComponent <SpriteRenderer>();
        m_animator       = GetComponent <Animator>();



        DustTrail = GetComponentInChildren <ParticleSystem>();
        SFX       = GetComponents <AudioSource>();
        vcam1     = FindObjectOfType <CinemachineVirtualCamera>();
        perlin    = vcam1.GetCinemachineComponent <CinemachineBasicMultiChannelPerlin>();
    }
예제 #15
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 /// <summary>
 /// On awake we grab our components
 /// </summary>
 protected virtual void Awake()
 {
     //_virtualCamera = GameObject.FindGameObjectWithTag("Camera1").GetComponent<Cinemachine.CinemachineVirtualCamera>();
     _perlin = _virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();
 }
예제 #16
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 internal void Lerp(CinemachineBasicMultiChannelPerlin p, float t)
 {
     p.m_AmplitudeGain = Mathf.Lerp(p.m_AmplitudeGain, m_AmplitudeGain, t);
     p.m_FrequencyGain = Mathf.Lerp(p.m_FrequencyGain, m_FrequencyGain, t);
 }
 internal void PushTo(CinemachineBasicMultiChannelPerlin p)
 {
     p.m_AmplitudeGain = m_AmplitudeGain;
     p.m_FrequencyGain = m_FrequencyGain;
 }
 internal void PullFrom(CinemachineBasicMultiChannelPerlin p)
 {
     m_AmplitudeGain = p.m_AmplitudeGain;
     m_FrequencyGain = p.m_FrequencyGain;
 }
예제 #19
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    IEnumerator ShakeCamera(float intensity, float time, GameObject character)
    {
        Cinemachine.CinemachineBasicMultiChannelPerlin CMmultiChannel = c_VirtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();
        CMmultiChannel.m_AmplitudeGain = intensity;
        sr.enabled = false;
        if (character.name != "CircleCharacter" && powerUpType == TypeOfPowerUp.circle)
        {
            // Transformarse en circulo
            Transform parent = character.transform.parent;
            Transform newChar;
            if (parent.name == "RectangleScaler")
            {
                newChar = character.transform.parent.transform.parent.transform.GetChild(1);
            }
            else
            {
                newChar = character.transform.parent.transform.GetChild(1);
            }
            activateNewCharacter(newChar);
            changeCameraTarget(newChar);

            character.SetActive(false);
        }
        else if (character.name != "RectangleCharacter" && powerUpType == TypeOfPowerUp.square)
        {
            // Transformarse en cuadrado
            Transform newChar = character.transform.parent.transform.GetChild(0).GetChild(0);
            Transform parent  = character.transform.parent.transform.GetChild(0);


            if (parent.name == "RectangleScaler")
            {
                parent.localScale = new Vector3(1, 1, 1);
            }
            newChar.localScale = new Vector3(1, 1, 1);
            activateNewCharacter(newChar);
            changeCameraTarget(newChar);
            character.SetActive(false);
        }
        else if (character.name != "TriangleCharacter" && powerUpType == TypeOfPowerUp.triangle)
        {
            // Transformarse en triangulo
            Transform parent = character.transform.parent;
            Transform newChar;
            if (parent.name == "RectangleScaler")
            {
                newChar = character.transform.parent.transform.parent.transform.GetChild(2);
            }
            else
            {
                newChar = character.transform.parent.transform.GetChild(2);
            }

            activateNewCharacter(newChar);
            changeCameraTarget(newChar);


            character.SetActive(false);
        }
        yield return(new WaitForSeconds(time));

        CMmultiChannel.m_AmplitudeGain = 0f;
        Destroy(gameObject);
    }
 /// <summary>
 /// On awake we grab our components
 /// </summary>
 protected virtual void Awake()
 {
     _virtualCamera = this.gameObject.GetComponent <CinemachineVirtualCamera>();
     _perlin        = _virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();
 }
예제 #21
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 // Use this for initialization
 void Start()
 {
     _cinemachineFreeLookCamera = GetComponentInChildren <CinemachineFreeLook>();
     _flightCamera      = transform.Find("CM 3rd-Person-FlightMode").GetComponent <CinemachineVirtualCamera>(); //Obtaining ref by GetComponent wasn't working
     flightNoiseChannel = _flightCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();
 }
예제 #22
0
 // Start is called before the first frame update
 void Awake()
 {
     Instance = this;
     CM       = GetComponent <Cinemachine.CinemachineVirtualCamera>()
                .GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();
 }
예제 #23
0
 void Start()
 {
     vcam  = GameObject.Find("CM vcam1").GetComponent <Cinemachine.CinemachineVirtualCamera>();
     noise = vcam.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();
 }
 void Start()
 {
     m_virtualCamera = GameObject.FindObjectOfType <Cinemachine.CinemachineVirtualCamera>();
     m_perlin        = GameObject.FindObjectOfType <Cinemachine.CinemachineBasicMultiChannelPerlin>();
     ResetCamera();
 }
 /// <summary>
 /// On awake we grab our components
 /// </summary>
 protected virtual void Awake()
 {
     Instance       = this;
     _virtualCamera = GameObject.FindObjectOfType <Cinemachine.CinemachineVirtualCamera>();
     _perlin        = _virtualCamera.GetCinemachineComponent <Cinemachine.CinemachineBasicMultiChannelPerlin>();
 }