void Start() { isDestroyed = false; crackedState = 0; gravityField = transform.GetChild(0).GetComponent <PlanetGravityScript>(); cameraShaker = GameObject.FindGameObjectsWithTag("MainCamera")[0].GetComponent <CameraShakeScript>(); }
// Use this for initialization void Start() { mainCamera = GameObject.FindGameObjectsWithTag("MainCamera")[0]; shake = mainCamera.GetComponent<CameraShakeScript>(); particles = transform.GetChild (0).GetComponent<ParticleSystem>(); scoreable=true; }
void Start() { camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraShakeScript>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); goal = GameObject.FindGameObjectWithTag("Goal").GetComponent <Goaltape>(); damageUI.SetActive(false); }
// Called when damage is taken public void gotHit(int dmg = 1) { if (invuln) { return; } // Chance to dodge damage: float roll = Random.Range(0f, 1f); if (roll >= stillHitOdds) { // EVASION/DODGE HERE (if you want an animation/sound effect) return; } CameraShakeScript CSS = Camera.main.GetComponent <CameraShakeScript> (); if (CSS != null) { CSS.activate(.3f, .2f); } music_manager.play_by_name("take_damage"); HP -= dmg; if (HP <= 0) { die(); } else { toInvuln(true); } }
// Fire missile(s) private void fire() { // Effects //music_manager.Instance.shot (); // PLAY A MISSILE SHOOTING SOUND HERE GetComponentInChildren <ParticleSystem>().Play(); // PLays same particles as normal bullets CameraShakeScript CSS = Camera.main.GetComponent <CameraShakeScript> (); if (CSS != null) { CSS.activate(.01f, .05f); //this feels bad } // Shoot the missile(s) spawnMissileAtDegreeOffset(0, tracking); if (tripleShot) { spawnMissileAtDegreeOffset(angleDiffDegrees, tracking); spawnMissileAtDegreeOffset(-1 * angleDiffDegrees, tracking); } cooldown = maxCooldown; }
public void LoseHealth() { if (currentHealth <= 0) { Debug.Log("this shouldn't happen, u have negative health now!! " + currentHealth); return; } // do camera shake + damage warning flash FlashingDamageWarningScript warning = (FlashingDamageWarningScript)GameObject.Find("DamageWarning").GetComponent("FlashingDamageWarningScript"); CameraShakeScript shake = (CameraShakeScript)GameObject.Find("Main Camera").GetComponent("CameraShakeScript"); warning.FlashDamageWarning(); shake.ShakeCamera(); // 4 - 4 = 0, 4 - 3 = 1, etc. int healthChunkIndex = totalHealth - currentHealth; // change positive health chunk to negative health GameObject healthChunk = GameObject.Find(healthChunkPrefix + healthChunkIndex); Image img = healthChunk.GetComponent <Image>(); Sprite[] sprites = Resources.LoadAll <Sprite>("Submarine/" + negHealthName); img.sprite = sprites[healthChunkIndex]; currentHealth -= 1; }
void Start() { target = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); CharacterScript = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterScript>(); cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraShakeScript>(); maxHealth = health; }
// Use this for initialization void Start() { this.camShakeScript = GetComponent <CameraShakeScript>(); this.cardWidth = this.cardPrefab.transform.GetComponent <Renderer>().bounds.size.x;; this.InitializeBoard(); }
private void Awake() { _rigidbody2D = GetComponent <Rigidbody2D>(); _animator = GetComponent <Animator>(); _cameraShake = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraShakeScript>(); }
void Start() { burstSpeed = Random.Range(minBurstSpeed, maxBurstSpeed); isBurst = false; camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraShakeScript>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); }
//This is called each time a scene is loaded. void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode) { playerTransform = GlobalData.PlayerTransform; playerCameraTransform = GlobalData.PlayerCameraHorizontalPivotTransform; freeCameraMovementScript = GlobalData.FreeCameraMovementScript; fixedCameraMovementScript = GlobalData.FixedCameraMovementScript; gameUIScript = GlobalData.GameUIScript; cameraShakeScript = GlobalData.CameraShakeScript; }
public void hit(){ StartCoroutine("flash"); // Camera shake CameraShakeScript CSS = Camera.main.GetComponent<CameraShakeScript> (); if(CSS != null){ CSS.activate(.045f,.85f); } }
void Start() { isDestroyed = false; crackedState = 0; gravityField = transform.GetChild(0).GetComponent <PlanetGravityScript>(); cameraShaker = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraShakeScript>(); pushForce = Vector2.zero; collidedAfterPush = false; }
void Start() { isBurst = false; camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraShakeScript>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); goal = GameObject.FindGameObjectWithTag("Goal").GetComponent <Goaltape>(); burstSpeed = Random.Range(minBurstSpeed, maxBurstSpeed); RandomDirection(); damageUI.SetActive(false); }
protected void Start() { cameraShaker = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraShakeScript>(); gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>(); // puts player in its initial state if it has no velocity aka it just respawned if (myRigidBody.velocity == Vector2.zero) { ResetPlayerStates(); } }
public virtual void Start() { background = GameObject.FindWithTag("Background").GetComponent <Tiling>(); playerObject = GameObject.FindWithTag("Player"); player = playerObject.GetComponent <Player>(); sound = GameObject.FindWithTag("SoundManager").GetComponent <SoundManager>(); difficulty = PlayerPrefs.GetFloat("Difficulty", 1.0f); pickupMod = 1.0f / PlayerPrefs.GetFloat("Difficulty", 1.0f); damageMod = PlayerPrefs.GetFloat("Difficulty", 1.0f); if (screenShake > 0) { cameraShakeScript = Camera.main.gameObject.GetComponent <CameraShakeScript>(); } }
void Start() { isPaused = 1; _playerScript = playerObject.GetComponent <PlayerMoveScript>(); _camShake = this.gameObject.GetComponent <CameraShakeScript>(); shipSpeed = _playerScript.speed; _playerStartPos = playerObject.transform.position; playerObject.transform.position = new Vector3(-7f, _playerStartPos.y, _playerStartPos.z); overlayLeftStart = overlayLeft.transform.position; overlayRightStart = overlayRight.transform.position; overlayLeftEnd = new Vector3(overlayLeftStart.x - 10, overlayLeftStart.y, overlayLeftStart.z); overlayRightEnd = new Vector3(overlayRightStart.x + 10, overlayRightStart.y, overlayLeftStart.z); DisplayMenu(); }
// Start is called before the first frame update void Start() { // sets up scripts autoScrollCameraScript = FindObjectOfType <AutoScrollCameraScript>(); cameraShakeScript = FindObjectOfType <CameraShakeScript>(); cameraZoomScript = FindObjectOfType <CameraZoomScript>(); lockedCameraScript = FindObjectOfType <LockedCameraScript>(); cameraSmoothingScript = FindObjectOfType <CameraSmoothingScript>(); dataManagerScript = FindObjectOfType <DataManagerScript>(); //stores the player's Rigidbody2D rb = GetComponent <Rigidbody2D>(); }
// Update is called once per frame void Update() { if (((XCI.GetButton(XboxButton.B, XboxController.First) && XCI.GetButton(XboxButton.B, XboxController.Second)) #if UNITY_EDITOR || Input.GetKeyDown(KeyCode.B) #endif ) && canfire && !PauseManager.paused) { /*GameObject[] allObjects = Object.FindObjectsOfType<GameObject>() ; * foreach(GameObject go in allObjects){ * if (go.activeInHierarchy && go.GetComponent<EnemyHP>()) * go.GetComponent<EnemyHP>().hitByBomb(); * }*/ canfire = false; foreach (GameObject go in GM.Instance.enemies) { EnemyHP EHP = go.GetComponent <EnemyHP> (); if (EHP) { EHP.hitByBomb(); } } foreach (BulletScript bs in FindObjectsOfType <BulletScript>()) { EnemyHP[] EHPs = bs.gameObject.GetComponentsInChildren <EnemyHP>(); foreach (EnemyHP EHP in EHPs) { EHP.die(); } Destroy(bs.gameObject); } CameraShakeScript CSS = Camera.main.GetComponent <CameraShakeScript> (); if (CSS != null) { CSS.activate(.5f, .5f); } //Invoke("act",cooldown); timer = cooldown; } //timer -= Time.deltaTime; //no recharging over time if (timer <= 0) { act(); } }
// Use this for initialization void Start() { LeftTrigger = "p" + playerNum + "LeftTrigger"; RightTrigger = "p" + playerNum + "RightTrigger"; LeftBumper = "p" + playerNum + "LeftBumper"; RightBumper = "p" + playerNum + "RightBumper"; LeftX = "p" + playerNum + "LeftX"; LeftY = "p" + playerNum + "LeftY"; RightX = "p" + playerNum + "RightX"; RightY = "p" + playerNum + "RightY"; AButton = "p" + playerNum + "A"; RightStickClick = "p" + playerNum + "RightStickClick"; rend = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody2D>(); playerCol = GetComponent <BoxCollider2D>(); lastGrave = null; inHitstun = false; frames = 0; //get enemy player num once lol this took me years enemyPlayerNum = (playerNum == 1) ? 2 : 1; dashCount = dashMax; playerShovel = GetComponentInChildren <ShovelScript>(); // acceleration = Vector2.zero; force = Vector2.zero; speed = Vector2.zero; spawnManager = GameObject.Find("RespawnManager").GetComponent <RespawnScript>(); scoreManager = GameObject.Find("ScoreManager").GetComponent <ScoreScript>(); collManager = GameObject.Find("CollisionManager").GetComponent <CollisionScript>(); cameraShake = GameObject.Find("Main Camera").GetComponentInChildren <CameraShakeScript>(); hpVisual = GameObject.Find("P" + playerNum + "HP").GetComponentInChildren <HPScript>(); //transform.position = spawnManager.getSpawnpoint(playerNum).position; health = maxHealth; hpVisual.updateVisual(health); hitstunTimer = hitstunMaxTimer; slayTimer = 0; //position = transform.position; }
void Awake() { // sets up scripts autoScrollCameraScript = FindObjectOfType <AutoScrollCameraScript>(); cameraShakeScript = FindObjectOfType <CameraShakeScript>(); lockedCameraScript = FindObjectOfType <LockedCameraScript>(); cameraSmoothingScript = FindObjectOfType <CameraSmoothingScript>(); dataManagerScript = FindObjectOfType <DataManagerScript>(); // stores camera's transform if (transform == null) { transform = GetComponent(typeof(Transform)) as Transform; } }
void Awake() { rnd = new System.Random(); GetComponent<TrailRenderer>().enabled = false; isBoosted = false; level = GameObject.Find("Level").GetComponent<LevelScript>(); shootLogic = GetComponent<ShootLogicV3>(); if (GameObject.Find("GameManager")) { manager = GameObject.Find("GameManager").GetComponent<GameManagerScript>(); camShake = GameObject.Find("GameManager").GetComponent<CameraShakeScript>(); cam = Camera.main; } amountOfHits = 0; anim = GetComponent<Animator>(); }
void Awake() { rnd = new System.Random(); GetComponent <TrailRenderer>().enabled = false; isBoosted = false; level = GameObject.Find("Level").GetComponent <LevelScript>(); shootLogic = GetComponent <ShootLogicV3>(); if (GameObject.Find("GameManager")) { manager = GameObject.Find("GameManager").GetComponent <GameManagerScript>(); camShake = GameObject.Find("GameManager").GetComponent <CameraShakeScript>(); cam = Camera.main; } amountOfHits = 0; anim = GetComponent <Animator>(); }
// Player runs out of health or dies by other means public void die() { CameraShakeScript CSS = Camera.main.GetComponent <CameraShakeScript> (); if (CSS != null) { CSS.activate(.1f, .1f); } music_manager.play_by_name("player_death"); // Play explosion Explosion newExplosion = Instantiate(PrefabManager.Instance.explosion, transform.position, transform.rotation); newExplosion.transform.localScale = new Vector3(50f, 50f, 1f); transform.root.gameObject.SetActive(false); GM.Instance.PlayerDied(); //Destroy (transform.root.gameObject); }
// Start is called before the first frame update void Start() { cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraShakeScript>(); spriteRenderer = GetComponent <SpriteRenderer>(); deathPanel = GameObject.FindGameObjectWithTag("Death Panel").GetComponent <Canvas>(); deathPanel.enabled = false; //Assign the variable body to the rigid body component attached to this game object body = GetComponent <Rigidbody2D>(); //Hide cursor on start up Cursor.visible = false; //Create an array of images and assign the heart ui objects to them hearts = new Image[5]; hearts[0] = GameObject.FindGameObjectWithTag("Heart1").GetComponent <Image>(); hearts[1] = GameObject.FindGameObjectWithTag("Heart2").GetComponent <Image>(); hearts[2] = GameObject.FindGameObjectWithTag("Heart3").GetComponent <Image>(); hearts[3] = GameObject.FindGameObjectWithTag("Heart4").GetComponent <Image>(); hearts[4] = GameObject.FindGameObjectWithTag("Heart5").GetComponent <Image>(); }
void OnTriggerEnter(Collider col) { CameraShakeScript cam = camera.GetComponent <CameraShakeScript>(); if (col.gameObject.tag == "Player") { if (player.currentPlayerState == PlayerState.Attack) { player.Score(score); isBurst = true; cam.Shake(cam.durations, cam.magnitudes); } } if (col.gameObject.tag == "Bomb" || col.gameObject.tag == "BlowAway") { player.Score(score); isBurst = true; cam.Shake(cam.durations, cam.magnitudes); } }
// Fires a bullet. Can be called by any means public void fire() { for (int i = 0; i < multishotCount; i++) { Invoke("shot_sound", .06f * i); } GetComponentInChildren <ParticleSystem>().Play(); CameraShakeScript CSS = Camera.main.GetComponent <CameraShakeScript> (); if (CSS != null) { CSS.activate(.01f, .05f); //this feels bad } float totalDegrees = 0; float degIncr = 0; for (int i = 0; i < multishotCount - 1; i++) { totalDegrees += Mathf.Max(20 - i * 2, 0); degIncr = totalDegrees / (multishotCount - 1); } totalDegrees *= Mathf.Deg2Rad; degIncr *= Mathf.Deg2Rad; float a = transform.eulerAngles.z * Mathf.Deg2Rad; for (int i = 0; i < multishotCount; i++) { float angleDiffInRad = (totalDegrees / -2f) + degIncr * i; float localA = a - angleDiffInRad; Vector3 offset = new Vector3(Mathf.Cos(localA), Mathf.Sin(localA), 0) * _offset; spawnBullet(transform.position + offset, angleDiffInRad * Mathf.Rad2Deg); } }
// Start is called before the first frame update void Start() { // initialises scripts autoScrollCameraScript = FindObjectOfType <AutoScrollCameraScript>(); lockedCameraScript = FindObjectOfType <LockedCameraScript>(); cameraSmoothingScript = FindObjectOfType <CameraSmoothingScript>(); cameraShakeScript = FindObjectOfType <CameraShakeScript>(); cameraZoomScript = FindObjectOfType <CameraZoomScript>(); playerMovementScript = FindObjectOfType <PlayerMovementScript>(); // adds listeners to toggles autoScrollCameraToggle.onValueChanged.AddListener(delegate { SelectAutoScrollCamera(autoScrollCameraToggle); }); lockedCameraToggle.onValueChanged.AddListener(delegate { SelectLockedCamera(lockedCameraToggle); }); cameraSmoothingToggle.onValueChanged.AddListener(delegate { SelectCameraSmoothing(cameraSmoothingToggle); }); cameraShakeToggle.onValueChanged.AddListener(delegate { SelectCameraShake(cameraShakeToggle); }); cameraZoomToggle.onValueChanged.AddListener(delegate { SelectCameraZoom(cameraZoomToggle); }); // adds listeners to input fields stepInputField.onEndEdit.AddListener(SetStepAmount); speedInputField.onEndEdit.AddListener(SetStepAmount); lockedXOffsetInputField.onEndEdit.AddListener(SetXOffset); lockedYOffsetInputField.onEndEdit.AddListener(SetYOffset); smoothingXOffsetInputField.onEndEdit.AddListener(SetXOffset); smoothingYOffsetInputField.onEndEdit.AddListener(SetYOffset); shakeLengthInputField.onEndEdit.AddListener(SetShakeLength); shakeMagnitudeInputField.onEndEdit.AddListener(SetShakeMagnitude); dampingSpeedInputField.onEndEdit.AddListener(SetDampingSpeed); zoomFactorInputField.onEndEdit.AddListener(SetZoomFactor); zoomSpeedInputField.onEndEdit.AddListener(SetZoomSpeed); playButton.onClick.AddListener(StartGame); quitButton.onClick.AddListener(QuitApplication); }
public void Start() { score = 0; initialPosition = transform.position; initialRotation = transform.rotation.eulerAngles; powerupEffect = transform.GetChild(0).GetComponent <PowerupEffectScript>(); // keep track of the other player object for convenience GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); if (players[0] == this.gameObject) { otherPlayer = players[1].GetComponent <PlayerScript>(); } else { otherPlayer = players[0].GetComponent <PlayerScript>(); } cameraShaker = GameObject.FindGameObjectsWithTag("MainCamera")[0].GetComponent <CameraShakeScript>(); // puts player in its initial state ResetPlayerStates(); }
// Use this for initialization void Awake () { Instance = this; mainCam = Camera.main; }
// Start is called before the first frame update void Start() { audSource = GetComponent <AudioSource>(); camShake = GetComponent <CameraShakeScript>(); StartNewGame(); }
void Start () { audSource = GetComponent<AudioSource>(); camShake = GetComponent<CameraShakeScript>(); StartNewGame (); }
// Called when this enemy should die public void die(bool noDrop = false) { music_manager.Instance.die(); // Make sure reticle is unparented UnParentOnDestroy retScript; if ((retScript = GetComponentInChildren <UnParentOnDestroy>()) != null) { retScript.gameObject.transform.parent = null; } // Camera shake CameraShakeScript CSS = Camera.main.GetComponent <CameraShakeScript> (); if (CSS != null) { if (noDrop) { CSS.activate(2, .5f); } else { CSS.activate(.6f, .3f); //.3 } } playExplosion(); // Spawn drops if (GetComponent <bull4>()) { for (int i = 0; i < 10; i++) { DropManager.Instance.SpawnRandDrop((Vector3)(Random.insideUnitCircle) * transform.localScale.x + transform.position); } GM.Instance.YouWin(); } else if (guaranteeDrop) { DropManager.Instance.SpawnRandDrop(transform.position); } else if (!noDrop) { DropManager.Instance.MaybeDrop(maxHP, transform.position); } // If this is an asteroid (rock), blow up the whole thing Rock rock = GetComponent <Rock>(); if (rock != null) { rock.asteroid.killTurrets(); } // If this has fireworks enabled, explode with bullets! Fireworks boom = GetComponent <Fireworks>(); if (boom != null && boom.enabled) { boom.Explode(); } GM.Instance.Died(gameObject); // If this is a seeking missile, kill its root gameObject if (GetComponent <seeking_missile>()) { Destroy(transform.root.gameObject); } else { Destroy(gameObject); } }
private void Start() { camShakeScript = Camera.main.GetComponent <CameraShakeScript>(); anim = GetComponent <Animator>(); }