Collider for 2D physics representing an circle.
// private Animator anim; void Awake () { circleCollider2D = GetComponent<CircleCollider2D> (); circleCollider2D.isTrigger = true; circleCollider2D.radius = circleRadius; // anim = GetComponent<Animator> (); }
public void DestroyGround( CircleCollider2D cc ){ V2int c = World2Pixel(cc.bounds.center.x, cc.bounds.center.y); // c => centro do circulo de destruiçao em pixels int r = Mathf.RoundToInt(cc.bounds.size.x*widthPixel/widthWorld); // r => raio do circulo de destruiçao em int x, y, px, nx, py, ny, d; for (x = 0; x <= r; x++) { d = (int)Mathf.RoundToInt(Mathf.Sqrt(r * r - x * x)); for (y = 0; y <= d; y++) { px = c.x + x; nx = c.x - x; py = c.y + y; ny = c.y - y; sr.sprite.texture.SetPixel(px, py, transparent); sr.sprite.texture.SetPixel(nx, py, transparent); sr.sprite.texture.SetPixel(px, ny, transparent); sr.sprite.texture.SetPixel(nx, ny, transparent); } } sr.sprite.texture.Apply(); Destroy(GetComponent<PolygonCollider2D>()); gameObject.AddComponent<PolygonCollider2D>(); }
void Awake (){ m_IsAlive = true; m_HealthSlider.value = m_CurrentHealth = m_BaseHealth; m_HealthSlider.maxValue = m_BaseHealth; m_Collider = GetComponent<CircleCollider2D> (); m_Weapons = GetComponent<PlayerWeapons> (); }
private bool IsOverLappingWithAnother(CircleCollider2D col){ Collider2D[] colliders = FindObjectsOfType<Collider2D>(); float checkGap = 0.1f; int ySign = 1; foreach(Collider2D testCol in colliders){ if (testCol.gameObject != col.gameObject){ for (int i = 1; i <= 2; i++){ for (float x = col.transform.position.x - col.radius; x <= col.transform.position.x + col.radius; x += checkGap){ Vector2 checkPoint = new Vector2(x, ySign * Mathf.Sqrt(Mathf.Pow(col.radius,2) - Mathf.Pow((x - col.transform.position.x ),2)) + col.transform.position.y); Debug.Log("PIE"); if (testCol.OverlapPoint(checkPoint)){ return true; } } ySign = -1; } } } return false; }
private void Awake() { _shape = GetComponent<Shape>(); _collider = GetComponent<CircleCollider2D>(); _offsets = new float[_shape.m_resolution]; RandomizeTime(); }
void Start () { Destroy (gameObject, m_deathTimer); collider = GetComponent<CircleCollider2D> (); StartCoroutine (EnableColliderAfterTime ()); }
protected override void Awake() { base.Awake (); circleCollider = GetComponent<CircleCollider2D> (); originalCenter = circleCollider.offset; }
void Start() { circleCollider = GetComponent<CircleCollider2D>(); rigidbody2D = GetComponent<Rigidbody2D> (); anim = GetComponent<Animator> (); basePerson = GetComponent<Person> (); }
// Use this for initialization void Start() { col = GetComponent<CircleCollider2D>(); men = GameObject.Find("Menu"); win = new Window(new Vector4((Screen.width - 100)/2,(Screen.height - 100)/2, 100, 100)); script = men.GetComponent<Menu>(); }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.CircleCollider2D circleCollider2D = (UnityEngine.CircleCollider2D)value; foreach (string property in reader.Properties) { switch (property) { case "radius": circleCollider2D.radius = reader.ReadProperty <System.Single> (); break; case "density": circleCollider2D.density = reader.ReadProperty <System.Single> (); break; case "isTrigger": circleCollider2D.isTrigger = reader.ReadProperty <System.Boolean> (); break; case "usedByEffector": circleCollider2D.usedByEffector = reader.ReadProperty <System.Boolean> (); break; case "usedByComposite": circleCollider2D.usedByComposite = reader.ReadProperty <System.Boolean> (); break; case "offset": circleCollider2D.offset = reader.ReadProperty <UnityEngine.Vector2> (); break; case "sharedMaterial": if (circleCollider2D.sharedMaterial == null) { circleCollider2D.sharedMaterial = reader.ReadProperty <UnityEngine.PhysicsMaterial2D> (); } else { reader.ReadIntoProperty <UnityEngine.PhysicsMaterial2D> (circleCollider2D.sharedMaterial); } break; case "enabled": circleCollider2D.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": circleCollider2D.tag = reader.ReadProperty <System.String> (); break; case "name": circleCollider2D.name = reader.ReadProperty <System.String> (); break; case "hideFlags": circleCollider2D.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
// Use this for initialization void Start () { particles = GetComponent<ParticleSystem>(); circleColider = GetComponent <CircleCollider2D>(); animator = GetComponent<Animator>(); timeToRespawn = timeToRespawn + Random.Range ( timeToRespawn * 0.96f , timeToRespawn * 1.04f); }
void Start() { //moveVector = new Vector2(; col = GetComponent<CircleCollider2D> (); anim = GetComponent<Animator> (); //test arguments }
// Use this for initialization void Start() { currRadius = 0f; circleCollider = GetComponent<CircleCollider2D>(); circleCollider.radius = currRadius; Instantiate(shockwaveFXPrefab, transform.position, Quaternion.identity); }
void Awake() { rb = GetComponent<Rigidbody2D>(); trans = GetComponent<Transform>(); anim = GetComponent<Animator>(); circleCollider = GetComponent<CircleCollider2D>(); }
public void Start() { findedEnemys = new List<BaseEnemy>(); _player = transform.parent.GetComponent<Player>(); _collider = transform.GetComponent<CircleCollider2D>(); _baseRadius = _collider.radius; }
// Use this for initialization void Start () { rbody = GetComponent<Rigidbody2D>(); collider = GetComponent<CircleCollider2D>(); selectorRenderer = selector.GetComponent<SpriteRenderer>(); selectorRenderer.enabled = false; charController = GameObject.FindWithTag("Player").GetComponent<CharacterController>(); }
// Use this for initialization public override void Start() { base.Start(); exploded = false; explosionRadius = gameObject.GetComponent<CircleCollider2D>(); }
public bool checkCollidesPoint(Vector2 point, List<Point> points, CircleCollider2D collider){ for (int i = 0; i < points.Count; i++) { Point p = points [i]; //double end = p.getRad () * 100; double p1x = p.getX (); double p1y = p.getY (); Point p2 = new Point(p.getTheta(), p.getRad () * 100); //double p2x = - Math.Cos (p.getTheta ()) * end; //double p2y = - Camera.main.orthographicSize + (Math.Sin(p.getTheta()) * end); double p2x = p2.getX (); double p2y = p2.getY (); double cx = point.x; double cy = point.y; if (intersects ((float)cx, (float)cy, (float)collider.radius, (float)p1x, (float)p1y, (float)p2x, (float)p2y)) { p.setRad (p.getRad () + p.getRad () * 0.1d); return true; } //Instantiate(sun, new Vector3((float)px,(float)p2y, 0), Quaternion.identity ); //intersection((float)cx,(float) cy, (float)collider.radius,(float) p1x,(float) p1y,(float) p2x,(float) p2y); } return false; }
void charge() { numShots = 0; if (chargedShot==null) { charge_anim.SetBool("charge", true); chargedShot = Instantiate (gun.bullet, gun.firingLocation.position, Quaternion.identity) as Rigidbody2D; chargedShot.gameObject.SetActive(true); chargedCollider = chargedShot.GetComponent<CircleCollider2D>(); chargedCollider.enabled = false;// disable the collider first script = chargedShot.GetComponent<BulletScript>(); // assign the script if (master.shipMode){ chargedShot.rotation = 90; // 270 degrees means facing north } else { master.setCharge(1f); // set 'charging' layer to activate } chargedShot.GetComponent<SpriteRenderer>().enabled = false; } else { //if (chargeLevel<=totalCharge) Vector3 size = chargedShot.transform.localScale; chargedShot.transform.localScale = new Vector3(size.x*1.5f, size.y*1.5f, 1f); script.damage = script.damage*2; } // make the charged shot stronger chargeLevel++; }
void Awake() { transform = GetComponent<Transform>(); Gravity = GetComponent<CircleCollider2D>(); _player = GameObject.FindGameObjectWithTag("Player").GetComponent<LookAtMouseMove>(); }
// Use this for initialization protected override void Awake() { base.Awake(); vfx = GetComponent<ParticleSystem>(); coll = GetComponent<CircleCollider2D>(); effector = GetComponent<PointEffector2D>(); }
void Awake() { Player = GameObject.FindGameObjectWithTag("Player"); ColliderRange = gameObject.AddComponent<CircleCollider2D>(); ColliderRange.radius = Range; ColliderRange.isTrigger = true; }
void Awake() { spring = GetComponent<SpringJoint2D>(); rigid2d = GetComponent<Rigidbody2D>(); collider2d = GetComponent<CircleCollider2D>(); catapult = spring.connectedBody.transform; }
// Use this for initialization void Start () { this.currentState = "Square"; // Game starts with Square this.animator = this.GetComponent<Animator>(); this.currentDirection = 1; // 1 for RIGHT / -1 for LEFT this.world = GameObject.Find("World"); this.isStucked = false; this.isControllerLocked = false; //Initialize the sounds /*this.fitTargetSound = this.audioPrefab.transform.GetChild(0).GetComponent<AudioSource>(); this.dieSound = this.audioPrefab.transform.GetChild(1).GetComponent<AudioSource>(); this.landscapeSound = this.audioPrefab.transform.GetChild(2).GetComponent<AudioSource>(); this.changeSound = this.audioPrefab.transform.GetChild(3).GetComponent<AudioSource>(); this.bounceSound = this.audioPrefab.transform.GetChild(4).GetComponent<AudioSource>(); */ //Grab the colliders this.SquareCollider = this.GetComponent<BoxCollider2D>(); this.CircleCollider = this.GetComponent<CircleCollider2D>(); this.TriangleCollider = this.GetComponent<PolygonCollider2D>(); //Grab the Rigidbody this.rigidBody = this.GetComponent<Rigidbody2D>(); this.setRigidbody(); }
// Use this for initialization void Start() { circlecollider = GetComponent<CircleCollider2D>(); GetComponent<RectTransform>().sizeDelta = new Vector2(Screen.width / 20, Screen.width / 20); circlecollider.radius = Screen.width / 40; //rigibody = GetComponent<Rigidbody2D>(); }
void Awake() { rigidbody = GetComponent<Rigidbody2D>(); body = GetComponent<PolygonCollider2D>(); feet = GetComponent<CircleCollider2D>(); health = GetComponent<Health>(); standing = body.points; crouched = new Vector2[standing.Length]; grounded = false; onWall = false; upSlope = false; downSlope = false; int min = 0; for (int i = 0; i < standing.Length; i++) { if (standing[i].y < standing[min].y) min = i; } for (int i = 0; i < standing.Length; i++) { float newY = (standing[i].y - standing[min].y) * 0.5f + standing[min].y; crouched[i] = new Vector2(standing[i].x, newY); } }
static public int constructor(IntPtr l) { UnityEngine.CircleCollider2D o; o = new UnityEngine.CircleCollider2D(); pushObject(l, o); return(1); }
public void Start() { // 30 rays at minimum var alpha = Mathf.Acos(Resources.MinSizeOfEnemy / 2 * Radius) * Mathf.Rad2Deg; _minAngle = 180 - 2 * alpha; _minAngle -= SkinRadius; _detectedEnemies = new List<BoxCollider2D>(); _sonarCollider = GetComponent<CircleCollider2D>(); if (_sonarCollider == null) Debug.LogError("Sonar Collider component has not been assigned"); if (Type == Resources.FriendlyReconType.Sonar) { _sonarDetection = true; _sonarCollider.radius = Radius; _sonarCollider.isTrigger = true; } _circularDetectionAngle = 0f; _angleBetweenRays = 360f / NumberOfRays; _backgroundManager = GetComponent<FriendlyBackgroundManager>(); if (_backgroundManager == null) Debug.LogError("Background Mananger is null"); }
void Awake() { rb2d = GetComponent<Rigidbody2D>(); rb2d.gravityScale = 0; col = GetComponent<CircleCollider2D>(); col.isTrigger = true; }
// Use this for initialization protected void Start() { rb = GetComponent<Rigidbody2D>(); anim = GetComponent<Animator>(); circleCollider = GetComponent<CircleCollider2D>(); spriteRenderer = GetComponent<SpriteRenderer>(); }
// Use this for initialization void Start() { //Get collider col = GetComponent<CircleCollider2D> (); //Rigidbody of gameobject //Rigidbody2D rb = transform.parent.GetComponent<Rigidbody2D> (); }
public void IgnoreCollisions(CircleCollider2D coll) { foreach (Transform child in transform) { Physics2D.IgnoreCollision(child.GetComponent<BoxCollider2D>(), coll); } }
static public int set_center(IntPtr l) { UnityEngine.CircleCollider2D o = (UnityEngine.CircleCollider2D)checkSelf(l); UnityEngine.Vector2 v; checkType(l, 2, out v); o.center = v; return(0); }
static public int set_radius(IntPtr l) { UnityEngine.CircleCollider2D o = (UnityEngine.CircleCollider2D)checkSelf(l); float v; checkType(l, 2, out v); o.radius = v; return(0); }
static public int get_radius(IntPtr l) { try { UnityEngine.CircleCollider2D self = (UnityEngine.CircleCollider2D)checkSelf(l); pushValue(l, self.radius); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_center(IntPtr l) { try { UnityEngine.CircleCollider2D self = (UnityEngine.CircleCollider2D)checkSelf(l); pushValue(l, true); pushValue(l, self.center); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.CircleCollider2D o; o = new UnityEngine.CircleCollider2D(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int get_center(IntPtr l) { try { UnityEngine.CircleCollider2D self = (UnityEngine.CircleCollider2D)checkSelf(l); pushValue(l, self.center); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { try { UnityEngine.CircleCollider2D o; o = new UnityEngine.CircleCollider2D(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.CircleCollider2D o; if (matchType(l, 1)) { o = new UnityEngine.CircleCollider2D(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
static public int set_radius(IntPtr l) { try { UnityEngine.CircleCollider2D self = (UnityEngine.CircleCollider2D)checkSelf(l); float v; checkType(l, 2, out v); self.radius = v; return(0); } catch (Exception e) { return(error(l, e)); } }
static public int set_center(IntPtr l) { try { UnityEngine.CircleCollider2D self = (UnityEngine.CircleCollider2D)checkSelf(l); UnityEngine.Vector2 v; checkType(l, 2, out v); self.center = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_center(IntPtr l) { try { UnityEngine.CircleCollider2D self = (UnityEngine.CircleCollider2D)checkSelf(l); UnityEngine.Vector2 v; checkType(l, 2, out v); self.center = v; return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
// fields // properties static void CircleCollider2D_center(JSVCall vc) { if (vc.bGet) { UnityEngine.CircleCollider2D _this = (UnityEngine.CircleCollider2D)vc.csObj; var result = _this.center; JSApi.setVector2S((int)JSApi.SetType.Rval, result); } else { UnityEngine.Vector2 arg0 = (UnityEngine.Vector2)JSApi.getVector2S((int)JSApi.GetType.Arg); UnityEngine.CircleCollider2D _this = (UnityEngine.CircleCollider2D)vc.csObj; _this.center = arg0; } }
static void CircleCollider2D_radius(JSVCall vc) { if (vc.bGet) { UnityEngine.CircleCollider2D _this = (UnityEngine.CircleCollider2D)vc.csObj; var result = _this.radius; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); } else { System.Single arg0 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.CircleCollider2D _this = (UnityEngine.CircleCollider2D)vc.csObj; _this.radius = arg0; } }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.CircleCollider2D circleCollider2D = (UnityEngine.CircleCollider2D)value; writer.WriteProperty("radius", circleCollider2D.radius); writer.WriteProperty("density", circleCollider2D.density); writer.WriteProperty("isTrigger", circleCollider2D.isTrigger); writer.WriteProperty("usedByEffector", circleCollider2D.usedByEffector); writer.WriteProperty("usedByComposite", circleCollider2D.usedByComposite); writer.WriteProperty("offset", circleCollider2D.offset); writer.WriteProperty("sharedMaterial", circleCollider2D.sharedMaterial); writer.WriteProperty("enabled", circleCollider2D.enabled); writer.WriteProperty("tag", circleCollider2D.tag); writer.WriteProperty("name", circleCollider2D.name); writer.WriteProperty("hideFlags", circleCollider2D.hideFlags); }
static public int get_radius(IntPtr l) { UnityEngine.CircleCollider2D o = (UnityEngine.CircleCollider2D)checkSelf(l); pushValue(l, o.radius); return(1); }
public ColliderCircle2D(UnityEngine.CircleCollider2D collider) : base(collider) { m_Collider = collider; }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.CircleCollider2D circleCollider2D = SaveGameType.CreateComponent <UnityEngine.CircleCollider2D> (); ReadInto(circleCollider2D, reader); return(circleCollider2D); }