Inheritance: MonoBehaviour
Exemplo n.º 1
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 // Start is called before the first frame update
 void Start()
 {
     maxFuelLevel = currentFuelLevel; // not sure this is a good idea
     brightness   = lamp1.intensity;
     flicker1     = lamp1.GetComponent <Flicker>();
     flicker2     = lamp2.GetComponent <Flicker>();
 }
Exemplo n.º 2
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 void Start()
 {
     FlickScript  = GetComponent <Flicker>();
     CubeScript   = ControllCube.GetComponent <ControllCube>();
     nStageHeight = ProbSetting.GetComponent <ProbSetting>().NStageHeight;
     nStageWidth  = ProbSetting.GetComponent <ProbSetting>().NStageWidth;
     RollSE       = GetComponent <AudioSource>();
 }
 // Start is called before the first frame update
 private void Start()
 {
     // Initialize element
     playerCamera    = gameObject.GetComponentInChildren <Camera>();
     magnifyingGlass = gameObject.GetComponentInChildren <MagnifyingGlassManager>();
     fadeController  = FindObjectOfType <FadeController>();
     campfire        = FindObjectOfType <Flicker>();
 }
Exemplo n.º 4
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    // Start is called before the first frame update
    void Start()
    {
        flicker = GetComponent <Flicker>();

        if (flicker != null)
        {
            flicker.enabled = this.enabled;
        }
    }
Exemplo n.º 5
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 public void BuyLanternRange()
 {
     if (EnergyTracker.singleton.Count >= LanternRangePrice && Flicker.Level < Flicker.maxLevel)
     {
         EnergyTracker.singleton.spend(LanternRangePrice);
         Flicker.increaseLevel();
     }
     LanternRangeLevel.text = "LVL " + Flicker.Level.ToString();
     if (Flicker.Level == Flicker.maxLevel)
     {
         LanternRange.transform.parent.GetComponent <Button>().interactable = false;
         LanternRangeLevel.text = "MAX";
     }
 }
    // Start is called before the first frame update
    void Start()
    {
        secondPuzzleLayerTriggerScript = secondPuzzleLayerTriggerObject.GetComponent <TriggerPostSecondPuzzleLayers>();
        postBathroomMusic = secondPuzzleLayerTriggerScript.PostBathroomMusic;
        //postBathroomMusic = SceneManagement.PostBathroomMusic;

        callback = new FMOD.Studio.EVENT_CALLBACK(CallBackTriggered);
        postBathroomMusic.setCallback(callback, FMOD.Studio.EVENT_CALLBACK_TYPE.TIMELINE_MARKER);
        //audioTrack.EventInstance.setCallback(callback, FMOD.Studio.EVENT_CALLBACK_TYPE.TIMELINE_MARKER);

        mausoleumShakeAnimation = mausoleum.GetComponent <Animator>();

        flickerScript = ghostLight.GetComponent <Flicker>();
    }
Exemplo n.º 7
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 public void enterBossRoom()
 {
     if (EnergyTracker.singleton.Count >= BossPrice)
     {
         EnergyTracker.singleton.spend(BossPrice);
     }
     CameraShake.singleton.Shake();
     ShopOpen.inBossRoom = true;
     ShopOpen.shopOpen   = false;
     Flicker.enterBossRoom();
     WarpManager.singleton.enterBossRoom();
     theVoid.SetActive(false);
     BossRoom.SetActive(true);
     Loader.SetActive(false);
     unLoader.SetActive(false);
     ShopOpen.Close();
     this.gameObject.SetActive(false);
 }
    private const float k_GroundedStickingVelocityMultiplier = 3f;    // This is to help the character stick to vertically moving platforms.

    private void Awake()
    {
        //m_Rigidbody2D = GetComponent<Rigidbody2D>();
        m_SpriteRenderer        = GetComponentInChildren <SpriteRenderer>();
        m_AlessiaGraphics       = m_SpriteRenderer.gameObject.transform;
        m_Animator              = GetComponent <Animator>();
        m_CharacterController2D = GetComponent <CharacterController2D>();
        m_CharacterInput        = GetComponent <CharacterInput>();
        m_Flicker                        = m_SpriteRenderer.gameObject.AddComponent <Flicker>();
        m_SlashContactEffect             = slashContactTransform.GetComponentInChildren <ParticleSystem>();
        m_OffsetFromSlashEffectToAlessia = slashContactTransform.position - transform.position;
        m_Damageable                     = GetComponent <Damageable>();

        m_platformEffector2D = FindObjectOfType <PlatformEffector2D>();

        m_HashSlashHitEffect = VFXController.StringToHash(slashHitEffectName);

        m_MiniCollectableHealthPool = BulletPool.GetObjectPool(miniCollectableHealthPrefab, 5);
    }
Exemplo n.º 9
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    void KnockUp(float waittime, Collision2D col)
    {
        Vector2 KnockbackVector = new Vector2();

        if (x)
        {
            KnockbackVector.x = PowerX;
        }

        if (y)
        {
            KnockbackVector.y = PowerY;
        }

        if (col.transform.position.x < transform.position.x)
        {
            KnockbackVector.x *= -1;
        }

        col.gameObject.GetComponent <Rigidbody2D>().AddForce(KnockbackVector, ForceMode2D.Impulse);

        //Lille trick så man ikke overføre en reference hver gang man kolidere med den samme spike
        if (playerMovementSmooth == null)
        {
            playerMovementSmooth = col.gameObject.GetComponent <PlayerMovementSmooth>();
        }
        if (playerSpriteRenderer == null)
        {
            //playerSpriteRenderer = col.gameObject.GetComponent<SpriteRenderer>();
            playerSpriteRenderer = col.gameObject.GetComponentInChildren <SpriteRenderer>();
        }

        playerMovementSmooth.enabled = false;

        //hvis man har indikeret at man vil blinke når man tager skade, så blinker man.
        if (DamageFlicker)
        {
            Flicker flick = col.gameObject.GetComponent <Flicker>();
            flick.StartFlicker(waittime);
            playerSpriteRenderer.enabled = true;
        }
    }
Exemplo n.º 10
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 public Flicker(Flicker from) : base(from)
 {
     limit = from.limit;
     age   = from.age;
 }
Exemplo n.º 11
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    private void Awake()
    {
        m_Animator       = GetComponent <Animator>();
        m_RigidBody2D    = GetComponent <Rigidbody2D>();
        m_Damageable     = GetComponent <Damageable>();
        m_SpriteRenderer = GetComponent <SpriteRenderer>();
        m_Flicker        = gameObject.AddComponent <Flicker>();

        m_OriginalPosition = transform.position;

        shortDamager.DisableDamage();
        longDamager.DisableDamage();
        jumpDamager.DisableDamage();

        m_DeathEffectHash = VFXController.StringToHash(deathEffectName);
        m_HitEffectHash   = VFXController.StringToHash(hitEffectName);

        m_JumpAttackSpellPool = BulletPool.GetObjectPool(jumpAttackSpell, 4);
        m_DarkMatterPool      = BulletPool.GetObjectPool(darkBallSpell, 2);
        m_SoldierPool         = BulletPool.GetObjectPool(miniSoldier, 4);


        //Behaviour tree
        m_Ai.OpenBranch(
            BT.If(() => { return(m_Damageable.CurrentHealth == m_Damageable.startingHealth && m_SoldierCount == 2); }).OpenBranch(

                //Summon
                BT.Sequence().OpenBranch(
                    BT.Call(() => TeleportTo(summonTeleportPosition.position)),
                    BT.Wait(4.5f),
                    BT.Call(() => m_SpriteRenderer.flipX = true),
                    BT.Call(() => SetConcetratingEffectLocalPosition(new Vector2(-0.15f, 1.5f))),
                    BT.Call(() => m_Animator.SetTrigger(m_HashSummonPara)),
                    BT.Wait(1f),
                    BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"),
                    BT.WaitUntil(SummonActionEndCheck),
                    BT.Wait(0.5f),
                    BT.Call(() => TeleportToRandom()),
                    BT.Wait(5f)
                    )

                ),

            BT.If(() => { return(m_Damageable.CurrentHealth <= m_Damageable.startingHealth * 2 / 3 && m_SoldierCount == 3); }).OpenBranch(

                //Summon
                BT.Sequence().OpenBranch(
                    BT.Call(() => TeleportTo(summonTeleportPosition.position)),
                    BT.Wait(4.5f),
                    BT.Call(() => m_SpriteRenderer.flipX = true),
                    BT.Call(() => SetConcetratingEffectLocalPosition(new Vector2(-0.15f, 1.5f))),
                    BT.Call(() => m_Animator.SetTrigger(m_HashSummonPara)),
                    BT.Wait(1f),
                    BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"),
                    BT.WaitUntil(SummonActionEndCheck),
                    BT.Wait(0.5f),
                    BT.Call(() => TeleportToRandom()),
                    BT.Wait(5f)
                    )

                ),

            BT.If(() => { return(m_Damageable.CurrentHealth <= m_Damageable.startingHealth / 3 && m_SoldierCount == 4); }).OpenBranch(

                //Summon
                BT.Sequence().OpenBranch(
                    BT.Call(() => TeleportTo(summonTeleportPosition.position)),
                    BT.Wait(4.5f),
                    BT.Call(() => m_SpriteRenderer.flipX = true),
                    BT.Call(() => SetConcetratingEffectLocalPosition(new Vector2(-0.15f, 1.5f))),
                    BT.Call(() => m_Animator.SetTrigger(m_HashSummonPara)),
                    BT.Wait(1f),
                    BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"),
                    BT.WaitUntil(SummonActionEndCheck),
                    BT.Wait(0.5f),
                    BT.Call(() => TeleportToRandom()),
                    BT.Wait(5f)
                    )

                ),


            BT.RandomSequence(new int[] { 3, 2, 2, 2 }, 1).OpenBranch(
                //Walk
                BT.Sequence().OpenBranch(
                    BT.Call(OrientToTarget),
                    BT.Call(() => m_Animator.SetBool(m_HashWalkPara, true)),
                    BT.Call(() => SetHorizontalSpeed(1f)),
                    BT.Wait(2.5f),
                    BT.Call(() => SetHorizontalSpeed(0)),
                    BT.Call(() => m_Animator.SetBool(m_HashWalkPara, false)),
                    BT.Wait(0.5f)
                    ),
                ////Teleport
                //BT.Sequence().OpenBranch(
                //    BT.Call(() => TeleportToRandom()),
                //    BT.Wait(4.5f)
                //),
                //Top to bottom Attack
                BT.Sequence().OpenBranch(
                    BT.Call(() => SetConcetratingEffectLocalPosition(new Vector2(-1.3f, 1f))),
                    BT.Call(() => m_Animator.SetTrigger(m_HashTopToDowmAttackPara)),
                    BT.Wait(0.5f),
                    BT.Call(OrientToTarget),
                    BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"),
                    BT.Wait(1f)
                    ),
                //Combo Attack
                BT.If(() => { return((targetToTrack.position - transform.position).sqrMagnitude < 4f); }).OpenBranch(
                    BT.Sequence().OpenBranch(
                        BT.Call(() => m_Animator.SetTrigger(m_HashTopAttackPara)),
                        BT.Wait(0.5f),
                        BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"),
                        BT.Call(OrientToTarget),
                        BT.Call(() => m_Animator.SetTrigger(m_HashBottomAttackPara)),
                        BT.Wait(0.5f),
                        BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"),
                        BT.Call(OrientToTarget),
                        BT.Call(() => m_Animator.SetTrigger(m_HashTopAttackPara)),
                        BT.Wait(0.5f),
                        BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"),
                        BT.Wait(1f)
                        )
                    ),
                //JumpAttack
                BT.Sequence().OpenBranch(
                    BT.Call(() => SetConcetratingEffectLocalPosition(new Vector2(-0.85f, -0.75f))),
                    BT.Call(() => m_Animator.SetTrigger(m_HashJumpAttackPara)),
                    BT.Call(OrientToTarget),
                    BT.WaitForAnimatorState(m_Animator, "PrincessFury_Idle"),
                    BT.Wait(1f)
                    )


                ),

            BT.Call(OrientToTarget),

            BT.Wait(1f)
            );
    }
Exemplo n.º 12
0
 private void Awake()
 {
     flicker = FindObjectOfType <Flicker>();
 }
Exemplo n.º 13
0
 private void Awake()
 {
     cam     = Camera.main;
     ball    = FindObjectOfType <Ball>();
     flicker = FindObjectOfType <Flicker>();
 }
    private void Awake()
    {
        m_Animator             = GetComponentInChildren <Animator>();
        m_RigidBody2D          = GetComponent <Rigidbody2D>();
        m_Damageable           = GetComponent <Damageable>();
        m_SpriteRenderer       = GetComponentInChildren <SpriteRenderer>();
        m_LineRenderer         = GetComponentInChildren <LineRenderer>();
        m_Flicker              = m_Animator.gameObject.AddComponent <Flicker>();
        m_LaserFollowComponent = laserFollower.GetComponent <FollowTarget>();
        m_trailRenderer        = GetComponentInChildren <TrailRenderer>();

        m_OriginalPosition = transform.position;

        m_DeathEffectHash = VFXController.StringToHash(deathEffectName);
        m_HitEffectHash   = VFXController.StringToHash(hitEffectName);

        //Pool
        m_ConcentratingAttackPool = BulletPool.GetObjectPool(concentratingAttack, 5);
        m_LaserAttackPool         = BulletPool.GetObjectPool(laserAttackBullet, 20);


        m_OffsetFromLaserToShardKnight = laserStartingPosition.position - m_SpriteRenderer.transform.position;

        //Behaviour tree
        m_Ai.OpenBranch(
            BT.If(() => { return(m_Damageable.CurrentHealth >= m_Damageable.startingHealth / 2); }).OpenBranch(

                BT.RandomSequence(new int[] { 3, 2, 4 }, 2).OpenBranch(
                    //Laser follow attack
                    BT.Sequence().OpenBranch(
                        BT.Call(() => laserAttackType = 1),
                        BT.Call(() => m_LineRenderer.colorGradient = laserFollowAttackGradient),
                        BT.Call(StartLaserAttack),
                        BT.Wait(1.5f),
                        BT.Call(() => m_LaserFollowComponent.speed = 1f),
                        BT.Call(() => m_LineRenderer.enabled       = false),
                        BT.Repeat(15).OpenBranch(
                            BT.Call(LaserFollowAttack),
                            BT.Wait(0.1f)
                            ),
                        BT.Call(() => m_LaserFollowComponent.speed = 2f),
                        BT.Call(EndLaserAttack),
                        BT.Wait(1f)
                        ),
                    //Cicle laser Attack
                    BT.Sequence().OpenBranch(
                        BT.Call(() => laserAttackType = Random.Range(2, 4)),
                        BT.Call(() => m_LineRenderer.colorGradient = circleLaserAttackGradient),
                        BT.Call(StartLaserAttack),
                        BT.WaitUntil(() => Mathf.Abs(m_LaserSweptAngle) >= 360),
                        BT.Call(() => m_LineRenderer.enabled = false),
                        BT.Repeat(19).OpenBranch(
                            BT.Call(CircleLaserAttack),
                            BT.Wait(0.1f)
                            ),
                        BT.Call(EndLaserAttack),
                        BT.Wait(1f)
                        ),
                    //Dash
                    BT.Sequence().OpenBranch(
                        BT.Call(() => tornadoEffect.Play()),
                        BT.Wait(1.5f),
                        BT.Call(DashToLower, 3f, false),
                        BT.WaitUntil(MoveCheck),
                        BT.Wait(0.5f),
                        BT.Call(StartDashing),
                        BT.Call(DashToLower, 10f, true),
                        BT.Call(RotateTowardsFuturePosition),
                        BT.WaitUntil(MoveCheck),
                        BT.Call(EndDashing),
                        BT.Wait(0.5f),
                        BT.Call(FlipSpriteBasedOnSide),
                        BT.Call(DashToUpper, 3f, false),
                        BT.WaitUntil(MoveCheck),
                        BT.Call(() => tornadoEffect.Stop()),
                        BT.Wait(1.5f)
                        )

                    )
                ),

            BT.If(() => { return(m_Damageable.CurrentHealth < m_Damageable.startingHealth / 2); }).OpenBranch(
                //Change form animation
                BT.If(() => { return(!m_FormChanged); }).OpenBranch(
                    BT.Call(ChangeForm),
                    BT.WaitForAnimatorState(m_Animator, "ShardKnightAfterTransform"),
                    BT.Wait(1f)
                    ),

                BT.RandomSequence(new int[] { 3, 3, 2, 2 }, 2).OpenBranch(
                    //Dash
                    BT.Sequence().OpenBranch(
                        BT.Call(() => tornadoEffect.Play()),
                        BT.Wait(1.5f),
                        BT.Call(StartDashing),
                        BT.Call(DashToLower, 10f, true),
                        BT.Call(RotateTowardsFuturePosition),
                        BT.WaitUntil(MoveCheck),
                        BT.Wait(0.2f),
                        BT.Call(FlipSpriteBasedOnSide),
                        BT.Call(DashToLower, 12f, true),
                        BT.Call(RotateTowardsFuturePosition),
                        BT.WaitUntil(MoveCheck),
                        BT.Wait(0.2f),
                        BT.Call(FlipSpriteBasedOnSide),
                        BT.Call(DashToUpper, 10f, true),
                        BT.Call(RotateTowardsFuturePosition),
                        BT.WaitUntil(MoveCheck),
                        BT.Call(EndDashing),
                        BT.Call(FlipSpriteBasedOnSide),
                        BT.Call(() => tornadoEffect.Stop()),
                        BT.Wait(1.5f)

                        ),
                    //Exploding Attack
                    BT.Sequence().OpenBranch(
                        BT.Call(() => m_Animator.SetTrigger(m_HashExplodingAttackPara)),
                        BT.Repeat(5).OpenBranch(
                            BT.Call(SpawnConcentratingAttack),
                            BT.Wait(0.5f),
                            BT.Call(EnableConcentratingAttackDamager),
                            BT.Wait(0.8f)
                            ),
                        BT.Call(() => m_Animator.SetTrigger(m_HashEndAnimationPara)),
                        BT.Wait(2f)
                        ),
                    //Cicle laser Attack
                    BT.Sequence().OpenBranch(
                        BT.Call(() => laserAttackType = Random.Range(2, 4)),
                        BT.Call(() => m_LineRenderer.colorGradient = circleLaserAttackGradient),
                        BT.Call(StartLaserAttack),
                        BT.WaitUntil(() => Mathf.Abs(m_LaserSweptAngle) >= 360),
                        BT.Call(() => m_LineRenderer.enabled = false),
                        BT.Repeat(19).OpenBranch(
                            BT.Call(CircleLaserAttack),
                            BT.Wait(0.1f)
                            ),
                        BT.Call(EndLaserAttack),
                        BT.Wait(1f)
                        ),
                    //Meteor shower
                    BT.Sequence().OpenBranch(
                        BT.Call(() => m_Animator.SetTrigger(m_HashMeteorShowerAttackPara)),
                        BT.Wait(0.5f),
                        BT.Call(() => concentratingStateEffect.Play()),
                        BT.Wait(1f),
                        BT.Repeat(30).OpenBranch(
                            BT.Call(MeteorShowerAttack),
                            BT.Wait(0.2f)
                            ),
                        BT.Call(() => m_Animator.SetTrigger(m_HashEndAnimationPara)),
                        BT.Call(() => concentratingStateEffect.Stop()),
                        BT.Wait(1f)
                        )
                    ),

                BT.Call(OrientToTarget)
                )


            );
    }
Exemplo n.º 15
0
 protected override void onStart()
 {
     base.onStart();
     flicker = GetComponent<Flicker>();
 }