// Start is called before the first frame update void Start() { terrain = Terrain.GetReference(); manager = GameManager.GetReference(); cameraEffects = CameraEffects.GetReference(); PrevY = transform.position.y; }
// Update is called once per frame void Update() { if (ParticleTimerSeconds > 0) { ParticleTimer -= Time.deltaTime; if (ParticleTimer <= 0f) { ParticleTimerSeconds--; ParticleTimer = 1f; if (ParticleTimerSeconds > 4) { int spark = Random.Range(0, SparkParticles.Count); SparkParticles[spark].Play(); SparkSounds[spark].Play(); } if (ParticleTimerSeconds == 4) { for (int i = 0; i < ExplosionParticles.Count; i++) { ExplosionParticles[i].Play(); } CameraEffects.GetReference().Shake(0.5f); ExplosionAudio.Play(); } if (ParticleTimerSeconds <= 1) { SmokeParticles.Stop(); } } } }
private IEnumerator StopTime() { isTimeStopped = true; CameraEffects.SetSepia(_saturationMultiplier); yield return(null); }
/// <summary> /// Abstract Callback Function to handle blocking and everything else with the Player Unit /// </summary> /// <returns></returns> public override callbackValue callbackDamageFnc() { // Add Charge because of Perfect blocking if (perfectBlockActive && isBlocking) { if (currentCharges < maxCharges) { setCharges(currentCharges + 1); } // Camera Shake CameraEffects.ShakeOnce(ShakeLength, ShakeStrength); sparksCharged.Clear(); sparksCharged.Play(); SoundManager.Instance.playRandomSFX(parrySFX, audioSource, 0.8f, 1.2f); SoundManager.Instance.playSFX(chargeSFX, audioSource, 0.8f, 1.2f); return(callbackValue.SUCCESS); } // Normal blocking else if (!perfectBlockActive && isBlocking) { sparks.Clear(); sparks.Play(); SoundManager.Instance.playRandomSFX(parrySFX, audioSource, 0.8f, 1.2f); return(callbackValue.NOTHING); } // No blocking return(callbackValue.FAILURE); }
private void Update() { if (energy <= 0f) { CameraEffects.Failure(); enabled = false; } if (body.velocity.magnitude > .1f) { isIdle = false; energy -= body.velocity.magnitude / speed * Time.deltaTime; walkSoundTimer += Time.deltaTime * (body.velocity.magnitude / speed); if (walkSoundTimer >= .3f) { walkSoundSource.clip = RandomWalkSound(walkSounds); walkSoundSource.Play(); walkSoundTimer = 0f; } animator.Play("Walk"); sprite.flipX = body.velocity.x > 0; } else { if (walkSoundSource.isPlaying) { walkSoundSource.Stop(); } walkSoundTimer = 1f; if (!isDamaged && !isIdle) { animator.Play("Idle"); isIdle = true; } } }
public IEnumerator Die() { inputDelegate = Empty; rotationDelegate = Empty; ledsIn.color = ledsOut.color = Color.black; GetComponent <Breakable>().Break(true); movementUpgradeObject.GetComponent <Breakable>().Break(); attackUpgradeObject.GetComponent <Breakable>().Break(); aim.gameObject.SetActive(false); CameraEffects cam = Camera.main.GetComponent <CameraEffects>(); if (cam) { cam.StopAllCoroutines(); cam.StartCoroutine(cam.Shake()); } Time.timeScale = .01f; yield return(new WaitForSecondsRealtime(.3f)); Time.timeScale = 1f; }
public static void Postfix(CameraEffects __instance) { if (Settings.Load(out SettingsStruct settings)) { __instance.SwitchImageFilter(settings.filter); } }
void Start() { _menu = GetComponentInChildren <GameMenu>(); _hud = GetComponentInChildren <GameHud>(); _camEffects = Camera.main.GetComponent <CameraEffects>(); _camController = Camera.main.GetComponent <CameraController>(); _hud.FinalScoreMode(false); _hud.gameObject.SetActive(false); _menu.Show(OnStartNewGame, null); _introState = new IntroState(this) { TimeInState = 5, TimeAwake = 4f }; _unarmedState = new UnarmedState(this); _accState = new AccState(this); _powerUpState = new PowerUpState(this); _blockadesAndEnemiesState = new BlockadeAndEnemiesState(this); _aliensState = new AliensState(this); _pauseState = new PauseState(this); _aliensFinalState = new AliensFinalState(this); _accState.ExitState = _unarmedState; Spawner = new Spawner(GamePrefabs); Spawner.OnRewardEvent += (reward_pts) => { pts += reward_pts; _hud.SetPoints(pts); }; }
// Use this for initialization void Start() { ppEffects = GetComponent <CameraEffects>(); magicTime = GetComponent <Image>(); time = player.magicTime; timeE = player.magicTime; }
protected override void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); player2D = player.gameObject.GetComponent <Player2D>(); cameraEffects = FindObjectOfType <CameraEffects>(); dialogueManager = FindObjectOfType <DialogueManager>(); base.Start(); }
private void Start() { var am = FindObjectOfType <AudioManager>(); eye = FindObjectOfType <CameraEffects>(); am?.StopAllSound(); am?.Play("Game Theme"); }
private void OnCollisionEnter(Collision col) { if (col.gameObject.tag == "Players") { col.gameObject.GetComponent <Rigidbody>().AddForce(transform.forward * Random.Range(350, 450)); CameraEffects.ShakeOnce(0.5f, 3, new Vector3(2, 2, 2)); } }
void Awake() { instance = this; cam = this.GetComponent <Camera>(); originalPos = transform.localPosition; target = GameObject.FindGameObjectWithTag("Player").transform; isFollow = true; }
public static CameraEffects GetReference() { if (reference == null) { reference = GameObject.Find("Cameras").GetComponent <CameraEffects>(); } return(reference); }
void Start() { respawnPoint = GameObject.FindGameObjectWithTag("Respawn").transform; if (respawnPoint.position == Vector3.zero) { Debug.LogError("No Respawn In Scene"); } cameraEffects = FindObjectOfType <CameraEffects>(); }
// Use this for initialization void Start() { S = this; startOffset = transform.position; curOffset = startOffset; thisCamera = GetComponent <Camera>(); startSize = thisCamera.orthographicSize; curSize = startSize; }
IEnumerator dashEffect() { isDashing = true; num_of_jumps++; dashParticles.Play(); if (Gamepad.current != null) { Gamepad.current.SetMotorSpeeds(.5f, .5f); } Vector2 direction = Vector3.zero; direction += controls.Creature.movement.ReadValue <Vector2>(); if (direction == Vector2.zero) { direction += Vector2.up; } direction.Normalize(); trail.SetActive(true); creature_rigid.velocity = direction * dashSpeed; float originalDrag = creature_rigid.drag; float originalAngularDrag = creature_rigid.angularDrag; float originalGravity = creature_rigid.gravityScale; creature_rigid.drag = 0.0001f; creature_rigid.angularDrag = 0f; creature_rigid.gravityScale = 0f; CameraEffects.ShakeOnce(0.3f, 10f); gameManager.playSound(MusicControl.SoundFX.Dash); yield return(new WaitForSeconds(dashTime * (0.75f))); creature_rigid.velocity = direction * (dashSpeed * .5f); creature_rigid.drag = 0.01f; yield return(new WaitForSeconds(dashTime * (0.25f))); if (Gamepad.current != null) { Gamepad.current.SetMotorSpeeds(0f, 0f); } dashParticles.Stop(); trail.SetActive(false); creature_rigid.velocity = Vector2.zero; creature_rigid.drag = originalDrag; creature_rigid.angularDrag = originalAngularDrag; creature_rigid.gravityScale = originalGravity; isDashing = false; // if the creature didn't leave the platform than restore the jump if (direction.y < 0 && num_of_jumps == 1) { num_of_jumps--; } }
IEnumerator TestFade() { yield return(new WaitForSecondsRealtime(1)); CameraEffects.StartFadeToBlack(() => { print("start finished"); }); yield return(new WaitForSecondsRealtime(3)); CameraEffects.StartFadeToGame(() => { print("end finished"); }); }
protected override void SwitchEffect() { base.SwitchEffect(); transform.parent.rotation = Quaternion.Euler(0, 0, angle); player.transform.rotation = Quaternion.Euler(0, 0, 0); CameraEffects.RotateFadeOut(); EndSwitch(); }
//BUILT-IN FUNCTIONS=================================================================================================================== void Start() { CamFX = Camera.main.GetComponent <CameraEffects> (); standardRotation = transform.localRotation; desiredEuler = standardRotation.eulerAngles; curEuler = standardRotation.eulerAngles; standardPosition = transform.position; forwardAxis = transform.forward; }
void Start() { GameObject playerGO = GameObject.FindGameObjectWithTag("Player"); camera2DFollow = Camera.main.GetComponent <Camera2DFollow>(); player = playerGO.GetComponent <Player>(); player2D = playerGO.GetComponent <Player2D>(); dialogueManager = FindObjectOfType <DialogueManager>(); cameraEffects = FindObjectOfType <CameraEffects>();; }
private void SetInitialReferences() { playerMovement = PlayerReference.GetComponent <PlayerMovement>(); playerAnimation = PlayerReference.GetComponentInChildren <PlayerAnimation>(); playerHealth = PlayerReference.GetComponent <PlayerHealth>(); playerAudio = PlayerReference.GetComponent <PlayerAudio>(); cameraEffects = CameraReference.GetComponent <CameraEffects>(); cameraMovement = CameraReference.GetComponent <CameraMovement>(); }
void Start() { camEffects = GameManager.Instance.camEffects; attackEffect.enabled = false; light2D.enabled = false; attackReady = true; attackActive = false; weapon.gameObject.SetActive(false); }
private void OnTriggerEnter(Collider other) { if (other.tag == "Grass") { Vibrate(0.5f, 0.5f); CameraEffects.ShakeOnce(1f, 2f); SoundManager.Instance.PlaySe("Collide"); _boatRB.velocity = new Vector3(0, 0, -10f); } }
virtual protected void TriggerSwitch() { if (GetComponent <AudioSource>() != null) { GetComponent <AudioSource>().Play(); } GetComponentInChildren <SpriteRenderer>().sprite = activeSprite; CameraEffects.FadeIn(); player.enabled = false; }
protected override void Awake() { base.Awake(); _transform = transform; _input = GetComponentInParent <PlayerInput>(); GetComponentInParent <CharacterAnimationInterface>().EndAttackEvent += EndAttackAnim; _attacking = false; _camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraEffects>(); //_audio = GetComponent<AudioSource>(); }
public void GoToEndScreen() { CameraEffects.StartFadeToBlack(() => { DOTween.KillAll(false); Reset(); StoryState.Instance.Reset(); UnityEngine.SceneManagement.SceneManager.LoadScene(2); }); }
private void Awake() { Get = this; if (transform.localPosition != Vector3.zero || transform.localEulerAngles != Vector3.zero) { Debug.LogWarning("Camera with CameraEffects should have local position and rotation 0,0,0!! (make it a child to an empty object and change that transform instead)"); } PostProcessVolume postVolume = FindObjectOfType <PostProcessVolume>(); vignetteLayer = postVolume.profile.GetSetting <Vignette>(); }
private void Start() { if (instance == null) { instance = this; } else { DestroyImmediate(gameObject); } }
private void Awake() { if (_instance == null) { _instance = this; } else if (_instance != this) { Destroy(this.gameObject); } }
// Use this for initialization void Start() { mainCamera = GameObject.FindWithTag("MainCamera"); cameraWaypoints = new CameraEffects[10]; for (int i = 0; i < 10; i++) { cameraWaypoints[i] = new CameraEffects(); cameraWaypoints[i].wpType = waypointTypes.CAMERA; cameraWaypoints[i].camType = i % 2 == 0 ? cameraTypes.SHAKE : cameraTypes.WAIT; cameraWaypoints[i].shakeIntensity = i % 4 == 0 ? 2 : 4; cameraWaypoints[i].shakeSeconds = i % 4 == 0 ? 2.0f : 4.0f; cameraWaypoints[i].waitSeconds = i % 4 == 0 ? 2.0f : 4.0f; } StartCoroutine(CameraEngine()); }
void Awake() { effects = GetComponent<CameraEffects>(); matchSubjectRotation = true; lockMovement = false; lockFocus = false; currentViewAngle = 90; distanceFromFocus = TOP_CAMERA_DISTANCE; }
void Start() { m_StartingPosition = transform.position; m_StartingDirection = new Vector2(-0.7f, -1.0f);//GetRandomStartDirection(); m_Rigidbody = GetComponent<Rigidbody2D>(); m_Trail = GetComponent<TrailRenderer>(); m_TrailTime = m_Trail.time; m_PauseCR = null; m_CameraEffects = Camera.main.GetComponent<CameraEffects>(); m_Renderer = GetComponent<SpriteRenderer>(); GameManager.Instance.Ball = this; }
void Awake() { instance = this; }
void Start() { _menu = GetComponentInChildren<GameMenu>(); _hud = GetComponentInChildren<GameHud>(); _camEffects = Camera.main.GetComponent<CameraEffects>(); _camController = Camera.main.GetComponent<CameraController>(); _hud.FinalScoreMode(false); _hud.gameObject.SetActive(false); _menu.Show(OnStartNewGame, null); _introState = new IntroState(this) { TimeInState = 5, TimeAwake = 4f }; _unarmedState = new UnarmedState(this); _accState = new AccState(this); _powerUpState = new PowerUpState(this); _blockadesAndEnemiesState = new BlockadeAndEnemiesState(this); _aliensState = new AliensState(this); _pauseState = new PauseState(this); _aliensFinalState = new AliensFinalState(this); _accState.ExitState = _unarmedState; Spawner = new Spawner(GamePrefabs); Spawner.OnRewardEvent += (reward_pts) => { pts += reward_pts; _hud.SetPoints(pts); }; }