public override void OnStart() { base.OnStart(); sound = gameObject.RequireComponent<CSound>(); doorButtonMesh = gameObject.RequireComponent<CMeshRenderer>(); if (doorName != null && doorName.Length > 0) { door = GameObject.GetGameObjectByName(doorName); if (requiresSurveillancePlayer) doorButtonMesh.GetMaterial().SetColor(SharpMocha.YELLOW); else doorButtonMesh.GetMaterial().SetColor(SharpMocha.CORNFLOWER_BLUE); } else { isButtonRed = true; // it is a default locked button } doorButtonColor = doorButtonMesh.GetMaterial().GetColor(); playerMouse = GetScript<Mouse>(Common.GetStealthPlayerMouse() ); player = Common.GetStealthPlayer(); playerScript = Common.GetStealthPlayerScript(); ocuConsole = GetScript<OcuConsoleScreen>(Common.GetSurveillancePlayerConsoleScreen()); }
public void OnStart() { surveillanceMouseMesh = Common.GetSurveillancePlayerMouse().RequireComponent<CMeshRenderer>(); surveillanceMouseScript = GetScript<OcuMouse>(Common.GetSurveillancePlayerMouse()); rcCar = Common.GetRCCar(); if (rcCar != null) InitCar(); }
public override void OnStart() { base.OnStart(); buttonMesh = gameObject.RequireComponent<CMeshRenderer>(); boobyTrapControllerObj = GameObject.GetGameObjectByName("TSR_SeqScrambler"); boobyTrapScript = GetScript<BoobyTrapControllerScript>(boobyTrapControllerObj); //buttonMesh.GetMaterial().SetColor(SharpMocha.CORNFLOWER_BLUE); sound = gameObject.RequireComponent<CSound>(); }
public void OnStart() { screenImage = GameObject.GetGameObjectByName(Common.prefix + screenImageName); screenImageMesh = screenImage.RequireComponent<CMeshRenderer>(); fadeScreen = GameObject.GetGameObjectByName(Common.prefix + fadeScreenName); Common.SetOpacityToGameObject(fadeOpacity, fadeScreen); // Start with full black mLoadingState = (int)LOADING_STATE.MENU_DIGIPEN; mLoadingTimer = 0.0f; mLoadingFirstTime = true; }
public virtual void OnStart() { gameObject.mLayerMask.AddLayer(LayerMask.Layers.LAYER_NORAYCAST); // Disable Collision trigger stuff triggerPhysics = gameObject.RequireComponent<CPhysics>(); triggerPhysics.mColliderType = 0; // static triggerPhysics.mIsTriggered = true; // Disable collision response // Disable CMeshRenderer triggerMesh = gameObject.RequireComponent<CMeshRenderer>(); triggerMesh.setEnabled(false); }
public void OnStart() { smc = new StateMachineController(); lightsmc = new StateMachineController(); player = Common.GetStealthPlayer(); binds = GameObject.GetGameObjectByName("Monster4Binds"); attackParticle = GameObject.GetGameObjectByName("Monster4AttackParts").GetComponent<CParticleEmitter>(); attackParticle.setEnabled(false); poofParticle = GameObject.GetGameObjectByName("Monster4Poof").GetComponent<CParticleEmitter>(); mlight = gameObject.GetComponentInChildren<CLight>(); sound = gameObject.RequireComponent<CSound>(); screen = Common.GetConsoleScreenScript(); mesh = GameObject.GetGameObjectByName("M4Mesh").RequireComponent<CMeshRenderer>(); hunting = new State(smc, S_hunting_Start, S_hunting_Update, null); respawning = new State(smc, S_respawning_Start, null, S_respawning_End, RESPAWNTIME, hunting); attacking = new State(smc, S_attacking_Start, S_attacking_Update, S_attacking_End); attacking_intro = new State(smc, S_attacking_intro_Start, S_attacking_intro_Update, null, 1.0f, attacking); incoming = new State(smc, S_incoming_Start, S_incoming_Update, null, 3.0f, respawning); hurting = new State(smc, S_hurting_Start, S_hurting_Update, null, 1.0f, respawning); idle = new State(smc); dying = new State(smc, S_dying_Start, null, S_dying_End, 2.0f, idle); //light smc hold = new State(lightsmc, null, null, null); turningoff = new State(lightsmc, null, S_turningoff_Update, null, 0.5f, hold); turningon = new State(lightsmc, null, S_turningon_Update, null, 0.5f, hold); //binds smc bindssmc = new StateMachineController(); bindhold = new State(bindssmc, null, null, null); bindsmoveup = new State(bindssmc, S_bindsmoveup_Start, S_bindsmoveup_Update, null, 0.5f, bindhold); bindsmovedown = new State(bindssmc, null, S_bindsmovedown_Update, S_bindsmovedown_End, 0.5f, bindhold); helper = new MonsterHelper(); smc.SetState(respawning); lightsmc.SetState(hold); DisplayCorruption(); }
public void OnStart() { sound = gameObject.RequireComponent<CSound>(); pinPadDisplay = gameObject.RequireComponent<CFontRenderer>(); pinPadDisplay.mText = "---"; pinPadDisplayBg = gameObject.transform.GetParent().gameObject.RequireComponent<CMeshRenderer>(); baseDisplayColor = pinPadDisplayBg.GetMaterial().GetColor(); GameObject door = GameObject.GetGameObjectByName(doorName); if (door != null) doorScript = GetScript<DoorMain>(door); // doorTop = GameObject.GetGameObjectByName(doorBtmName); // doorBtm = GameObject.GetGameObjectByName(doorTopName); playerMouse = GetScript<Mouse>(Common.GetStealthPlayerMouse() ); player = Common.GetStealthPlayer(); playerScript = GetScript<FirstPersonPlayer>(player); }
public override void OnStart() { base.OnStart(); buttonMesh = gameObject.RequireComponent<CMeshRenderer>(); buttonColor = buttonMesh.GetMaterial().GetColor(); sound = gameObject.RequireComponent<CSound>(); if (gameObject.GetName()[0] == 'r') keyCode = 1; else if (gameObject.GetName()[0] == 'g') keyCode = 2; else keyCode = 3; seqControllerObj = GameObject.GetGameObjectByName("SequenceScrambler"); seqController = GetScript<AccessSequenceControllerScript>(seqControllerObj); //buttonMesh.GetMaterial().SetColor(SharpMocha.CORNFLOWER_BLUE); }
public void OnStart() { playerCamera = Common.GetStealthPlayerCamera(); #if ZERO Cursor = GameObject.GetGameObjectByName("Mouse"); //Cursor.SetParent(gameObject); Cursor.transform.SetPosition(0, 0, 1.7f, CTransform.TransformSpace.LOCAL); zAxis = new Vector3(0, 0, 1); MapScreen = GameObject.GetGameObjectByName("MapScreen").RequireComponent<CMeshRenderer>(); Plane = GameObject.GetGameObjectByName("Plane"); paperViewer = GetScript<PaperViewer>(Plane); SurvCam = GameObject.GetGameObjectByName("Cam_Surv").RequireComponent<CCamera>(); ocuCam = GameObject.GetGameObjectByName("Cam_Oculus").RequireComponent<CCamera>(); DoorCode1 = GameObject.GetGameObjectByName("DoorCodes1"); DoorCode2 = GameObject.GetGameObjectByName("DoorCodes2"); PickCam1 = GameObject.GetGameObjectByName("PickCam1"); PickCam2 = GameObject.GetGameObjectByName("PickCam2"); PickCam3 = GameObject.GetGameObjectByName("PickCam3"); PickCam4 = GameObject.GetGameObjectByName("PickCam4"); PickCam5 = GameObject.GetGameObjectByName("PickCam5"); PickCam6 = GameObject.GetGameObjectByName("PickCam6"); PickCam1.RequireComponent<CMeshRenderer>().setEnabled(false); PickCam2.RequireComponent<CMeshRenderer>().setEnabled(false); PickCam3.RequireComponent<CMeshRenderer>().setEnabled(false); PickCam4.RequireComponent<CMeshRenderer>().setEnabled(false); PickCam5.RequireComponent<CMeshRenderer>().setEnabled(false); PickCam6.RequireComponent<CMeshRenderer>().setEnabled(false); Input.SetMouseLock(true); Input.SetMouseVisible(false); #endif }
public void OnStart() { if (gameObject.transform.GetParent() != null) { gameObject.transform.SetParent(null); } speedX = 0; speedZ = 0; currSpeed = speedNormal; speedWhenJumped = 0.0f; canJump = true; // playerBox is actually my own gameObject playerBox = gameObject; // GameObject.GetGameObjectByName("PlayerBoxCollider"); playerBoxMesh = playerBox.RequireComponent<CMeshRenderer>(); playerBoxMesh.setEnabled(false); playerCamera = Common.GetStealthPlayerCamera(); playerCamScript = GetScript<FirstPersonCamera>(playerCamera); player = Common.GetStealthPlayerMesh(); anim = player.RequireComponent<CAnimationController>(); anim.mIsPlaying = true; playerPhysics = gameObject.RequireComponent<CPhysics>(); playerPhysics.mColliderType = 1; idle = new State(smc, State_Idle_Enter, State_Idle_Update, State_Idle_Exit); move = new State(smc, State_Move_Enter, State_Move_Update, State_Move_Exit); jump = new State(smc, State_Jump_Enter, State_Jump_Update, State_Jump_Exit); crouch = new State(smc, State_Crouch_Enter, State_Crouch_Update, State_Crouch_Exit); sprinting = new State(smc, State_Sprinting_Enter, State_Sprinting_Update, State_Sprinting_Exit, 0.5f); sprinting.NextState = sprinting; notsprinting = new State(smc, State_NotSprinting_Enter, State_NotSprinting_Update, State_NotSprinting_Exit); smc.SetState(idle); sprint_smc.SetState(notsprinting); footstepID = GetSoundComponent().GetUniqueEvent("P1_FOOTSTEPS.vente", 0); }
public void OnStart() { mBlinkingLight = gameObject.RequireComponent<CMeshRenderer>(); mBlinkingLight.setEnabled(false); }
public void OnStart() { ocuMouse = GetScript<OcuMouse>(Common.GetSurveillancePlayerMouse() ); player = Common.GetStealthPlayer(); playerScript = GetScript<FirstPersonPlayer>(player); camera = Common.GetStealthPlayerCamera(); cameraCam = Common.GetSurveillancePlayerStaticCameraCam(); camScript = GetScript<CameraCam>(cameraCam); camRotLimitScript = GetScript<CameraRotationLimit>(gameObject); heldObjectPosition = GameObject.GetGameObjectByName("HeldObjectPosition"); sound = gameObject.RequireComponent<CSound>(); flyingSoundID = sound.GetUniqueEvent("CAM_FLIGHT.vente", 2); camPhysics = gameObject.RequireComponent<CPhysics>(); camPhysics.mColliderType = 1; camMesh = gameObject.RequireComponent<CMeshRenderer>(); mInitialScale = (Vector3)gameObject.transform.GetScale(); nonActive = new State(smc, State_NonActive_Enter, State_NonActive_Update, State_NonActive_Exit); flyingTowardsWall = new State(smc, State_FlyTowardsWall_Enter, State_FlyTowardsWall_Update, State_FlyTowardsWall_Exit); activeOnWall = new State(smc, State_ActiveOnWall_Enter, State_ActiveOnWall_Update, State_ActiveOnWall_Exit); flyingBackToPlayer = new State(smc, State_FlyingBackToPlayer_Enter, State_FlyingBackToPlayer_Update, State_FlyingBackToPlayer_Exit); smc.SetState(nonActive); // Initial state }
public void Reset() { mStateOfPushedIn = 0; mIsPushedIn = false; isTrapUnlocked = false; isActivated = false; Vector3 currPos = gameObject.transform.GetPosition(CTransform.TransformSpace.LOCAL); currPos.Z = mInitZ; gameObject.transform.SetPosition(currPos, CTransform.TransformSpace.LOCAL); mZMoved = 0.0f; buttonMesh = gameObject.RequireComponent<CMeshRenderer>(); buttonColor = SharpMocha.WHITE; buttonMesh.GetMaterial().SetColor(SharpMocha.BLACK); buttonMesh.mEmissiveColor = buttonColor; buttonMesh.setEnabled(false); }
public void OnStart() { sound = gameObject.RequireComponent<CSound>(); redButton = GameObject.GetGameObjectByName("redButton"); greenButton = GameObject.GetGameObjectByName("greenButton"); blueButton = GameObject.GetGameObjectByName("blueButton"); consoleScreen = Common.GetSurveillancePlayerConsoleScreen(); consoleScript = GetScript<OcuConsoleScreen>(consoleScreen); //lights = GameObject.GetGameObjectsWithTag("phase1light"); GameObject doorObj = GameObject.GetGameObjectByName("Terminal1Door"); door1Script = GetScript<DoorMain>(doorObj); doorObj = GameObject.GetGameObjectByName("Terminal2Door"); door2Script = GetScript<DoorMain>(doorObj); GameObject checkpoint = GameObject.GetGameObjectByName("Checkpoint1a"); checkpointScript = GetScript<DeathCheckpointTriggerArea>(checkpoint); chilloutFace = GameObject.GetGameObjectByName("chilloutface 1"); cFace = (chilloutFace.RequireComponent<CMeshRenderer>()); GameObject lightObj = GameObject.GetGameObjectByName("Light1a"); lightAtDoor = lightObj.RequireComponent<CLight>(); lightAtDoor.setEnabled(false); foreach (GameObject obj in GameObject.GetGameObjectsWithTag("phase1light")) { lights.Add(obj.RequireComponent<CLight>()); } sequence.Add(1); sequence.Add(3); sequence.Add(2); if(lights.Count == 0) { } geneticsAccessLeftLightObj = GameObject.GetGameObjectByName("GLD_LeftLight"); geneticsAccessLeftLight = geneticsAccessLeftLightObj.RequireComponent<CLight>(); }
public void OnStart() { cr = gameObject.RequireComponent<CMeshRenderer>(); cr.GetMaterial().SetColor(new Color(0.0f, 0.0f, 0.0f, 1.0f)); timer = 0; }
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(CMeshRenderer obj) { return (obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr; }
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(CMeshRenderer obj) { return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr); }
public void OnStart() { recv_obj = GameObject.GetGameObjectByName("pp_base"); origScale = gameObject.transform.scale; cr = gameObject.RequireComponent<CMeshRenderer>(); }