// Use this for initialization void Start() { copyGC = gridObject.GetComponent<GridController>(); copyVS = vertexSpawnerObject.GetComponent<VertexSpawner>(); copySC = selectorControllerObject.GetComponent<SelectorController>(); copyGG = cameraObject.GetComponent<GloblGUI>(); copyEC = cameraObject.GetComponent<ExportController>(); }
// Use this for initialization void Start() { grid = GameObject.FindGameObjectWithTag("Grid").GetComponent<GridController>(); actualTime = startTime + offsetForSlider; newStartTime = startTime + offsetForSlider; timerSlider = GameObject.FindGameObjectWithTag("Timer").GetComponent<Slider>(); timerSlider.maxValue = startTime + offsetForSlider; timerSlider.value = actualTime + offsetForSlider; }
// Use this for initialization void Start() { LoadPrefs(); isGridButton = true; isSelectButton = true; isMoveButton = false; isRotateButton = false; isBridgeButton = false; paramsButtonZone = new Rect(padding, padding, squareSize, squareSize); showGridButton = new Rect(padding, squareSize + 2*padding, squareSize, squareSize); newVertexRect = new Rect(padding, 2*(squareSize + padding) + padding, squareSize, squareSize); selectButtonZone = new Rect(padding, 3 * (squareSize + padding) + padding, squareSize, squareSize); moveButtonZone = new Rect(padding, 4 * (squareSize + padding) + padding, squareSize, squareSize); rotateButtonZone = new Rect(padding, 5 * (squareSize + padding) + padding, squareSize, squareSize); bridgeButtonZone = new Rect(padding, 6 * (squareSize + padding) + padding, squareSize, squareSize); clearButtonZone = new Rect(padding, 7 * (squareSize + padding) + padding, squareSize, squareSize); exportButtonZone = new Rect(padding, 8 * (squareSize + padding) + padding, squareSize, squareSize); moveMenusZone = new Rect(Screen.width - 3*padding - valueLength - contentLength, padding, 2*padding + valueLength + contentLength, titleHeight + 4*padding + 3*valueHeight); rotateMenusZone = new Rect(Screen.width - 3 * padding - valueLength - contentLength, padding, 2 * padding + valueLength + contentLength, titleHeight + 4 * padding + 3 * valueHeight); moveRotateTitleZone = new Rect(0, 0, moveMenusZone.width, titleHeight);//relative moveRotateContentZone = new Rect(padding, padding + moveRotateTitleZone.height, moveMenusZone.width - 2*padding, 2*padding + 3*valueHeight); StatusLineZone = new Rect(0, Screen.height - statusHeight, Screen.width, statusHeight); allScreenZone = new Rect(0, 0, Screen.width, Screen.height); paramsWindowZone = new Rect((Screen.width - paramsWindowWidth)/2, (Screen.height - paramsWindowHeight)/2, paramsWindowWidth, paramsWindowHeight); //closeParamsWindowButtonZone = new Rect(paramsWindowZone.xMax - closeButtonSize / 2, paramsWindowZone.yMin - closeButtonSize / 2, closeButtonSize, closeButtonSize); closeParamsWindowButtonZone = new Rect(paramsWindowZone.xMax, paramsWindowZone.yMin - closeButtonSize, closeButtonSize, closeButtonSize); toolbarZone = new Rect(0, 0, paramsWindowZone.width, toolbarHeight);//relative //settingsContentZone = new Rect(padding, padding + toolbarHeight, paramsWindowZone.width - 2*padding, paramsWindowZone.height - 2 * padding - toolbarHeight);//relative settingsContentZoneCentered = new Rect((paramsWindowZone.width - (float)centerZoneWidth) / 2, padding + toolbarHeight,centerZoneWidth, paramsWindowZone.height - 2 * padding - toolbarHeight); copyGC = gridObject.GetComponent<GridController>(); copyVS = vertexSpawnerObject.GetComponent<VertexSpawner>(); copySC = selectorObject.GetComponent<SelectorController>(); copyEC = gameObject.GetComponent<ExportController>(); paramsContentC = new GUIContent(paramsImgC); paramsContentG = new GUIContent(paramsImgG); xContentG = new GUIContent(xImgG); xContentC = new GUIContent(xImgC); gridContentC = new GUIContent(gridImgC); gridContentG = new GUIContent(gridImgG); selectContentC = new GUIContent(selectImgC); selectContentG = new GUIContent(selectImgG); moveContentC = new GUIContent(moveImgC); moveContentG = new GUIContent(moveImgG); rotateContentC = new GUIContent(rotateImgC); rotateContentG = new GUIContent(rotateImgG); bridgeContentC = new GUIContent(bridgeImgC); bridgeContentG = new GUIContent(bridgeImgG); vertexContentC = new GUIContent(vertexImgC); vertexContentG = new GUIContent(vertexImgG); clearContentC = new GUIContent(clearImgC); clearContentG = new GUIContent(clearImgG); exportContentC = new GUIContent(exportImgC); exportContentG = new GUIContent(exportImgG); keyString = FormKeyString(); paramsCameraSpeed = GlobalParameters.cameraSpeed / 8.0f; paramsMoveStep = GlobalParameters.moveStep; paramsRotateStep = GlobalParameters.rotateStep; paramsGridSize = GlobalParameters.gridSize; copyGC.SetSize(paramsGridSize); paramCurveStep = GlobalParameters.curveSteps; paramUseImgEffect = GlobalParameters.useImgEffect; paramLightining = GlobalParameters.lightining; paramBloomIntensity = GlobalParameters.bloomIntensity; paramUseAntialiasing = GlobalParameters.useAntialiasing; paramUseSSAO = GlobalParameters.useSSAO; gameObject.GetComponent<CameraController>().LoadParameters(); copyVS.UpdateBridgeCurveSteps(); }
void Awake() { grid = GameObject.Find("Grid").GetComponent<GridController>(); //ewc = GameObject.Find("SpinWheel").GetComponent<EditorWheelController>(); sr = GameObject.Find("InvScroll").GetComponent<ScrollRect>(); iwc = GameObject.Find("InvContent").GetComponent<InventoryWindowController>(); canvas = GameObject.Find ("Canvas").GetComponent<Canvas>(); overlaysLayer = GameObject.Find("Overlays").GetComponent<RectTransform>(); piecesLayer = GameObject.Find("Pieces").GetComponent<RectTransform>(); }
// ArrayList Item; // For Items // Use this for initialization void Start() { // Set the transform and the position of the unit tr = transform; pos = tr.position; oldPos = pos; plannedPath = new char[agility]; // Get the needed scripts script arrowScript = (Arrows) tr.GetChild (1).GetComponent( "Arrows" ); anima = (Animator) tr.GetComponent ("Animator"); gridScript = (GridController) GameObject.Find ("GridMaster").GetComponent("GridController"); speed = Random.Range (1, 99); }
// Use this for initialization void Start() { /*pos = transform.position; tr = transform; print ("Guard Position at start = (" + pos.x + ", " + pos.y + ")"); players = GameObject.FindGameObjectsWithTag("Player"); start_x = pos.x; start_y = pos.y; Light[] lights = GetComponentsInChildren<Light> (); spotlight = lights [0]; Transform[] transforms = GetComponentsInChildren<Transform> ();*/ //Get all the children components //There should only be one light per guard //If that changes, change this FlashLight = GetComponentInChildren<Light>(); //Get the grid controller gridController = (GridController)GameObject.FindGameObjectWithTag("Grid").GetComponent("GridController"); //Get all active players in the entire game ActivePlayerList = GameObject.FindGameObjectsWithTag("Player"); hasPath = 0; TurnsSpentChasingPlayer = 0; ReturningToPath = 0; print ("PLAYERS FOUND:"); foreach(GameObject player in ActivePlayerList){ print(player); } if (GuardRoute[0].x != 0.0 && GuardRoute[0].y != 0.0) { transform.position = (Vector3)GuardRoute[0]; } ChosenVictim = null; //GuardRoute[0] = (Vector2)transform.position; //GuardRoute[1] = GuardRoute[0] + new Vector2(500, 0); //RouteCount = 2; CurrentRouteIndex = 1; DetectsPlayer = false; }
void Awake() { if (instance == null){ instance = this; gridSegments = new List<GridSegment>(); lastMoveTime = Time.time; } else{ Destroy(this.gameObject); Debug.Log("lol"); } }
// Use this for initialization /*public Level(GridController grid, GameObject tileObject) { this.grid = grid; // Receive passed tile object this.tileObject = tileObject; levelDim = new Dimension(12,12); grid.initializeLevel(levelDim); initLevel (); }*/ void Start() { GameObject gridResource = (GameObject)GameObject.Instantiate(Resources.Load("Prefabs/Grid")); grid=gridResource.GetComponent(typeof(GridController)) as GridController; levelDim= new Dimension(10,10); grid.initializeLevel(levelDim); initLevel(); }
public void setVel(int x, int y) { if(_canMove) { _vel.x=x; _vel.y=y; if(!(x==0 &&y==0)){ //TODO: //because of how untiy instantiated prefabs, sometimes the GridCOntroller is not available when this object instantiates. This fetches it whenver it is needed. //Im assuming this in not very efficient. grid=(GridController)GameObject.FindObjectOfType(typeof(GridController)); grid.resolveMovement(this); } } }
// Use this for initialization void Start() { tr = transform; GameObject thisUnit = tr.parent.transform.gameObject; GameObject grid = GameObject.FindGameObjectWithTag ("Grid"); unitScript = (Unit) thisUnit.GetComponent("Unit"); gridScript = (GridController)grid.GetComponent ("GridController"); pos = thisUnit.transform.position; agility = unitScript.getAgility(); plannedPath = new char[agility]; pipelineArrows = new GameObject[agility]; }
void OnEnable() { mController = (GridController)this.target; }
private void OnMouseDrag() { if (Lock) { return; } if (_timeRemaining <= 0) { OnMouseUp(); return; } float remaining = 1 - (Duration.DragTime - _timeRemaining) / Duration.DragTime; ObjectHooks.TimerBar.value = remaining; ObjectHooks.TimerBarImage.color = Color.Lerp(Color.red, Color.white, _timeRemaining / 5); Vector3 m = Input.mousePosition; if ((int)_mOld.x == (int)m.x && (int)_mOld.y == (int)m.y) { return; } _mOld = m; m = CameraController.Main.ScreenToWorldPoint(m); float x = m.x; float y = m.y; if (x < Bounds.X0) { x = Bounds.X0; } else if (x > Bounds.X1) { x = Bounds.X1; } if (y < Bounds.Y0) { y = Bounds.Y0; } else if (y > Bounds.Y1) { y = Bounds.Y1; } Vector2 pos = new Vector2(x, y); _hoverOverPos = Interpolate(pos); _parent.localPosition = pos; if (_hoverOverPos == _initialPos) { return; } // If diagonal movement was made without registering corner tiles if ((int)_hoverOverPos.x != (int)_initialPos.x && (int)_hoverOverPos.y != (int)_initialPos.y) { // Skipped tile GridController.Swap(new Vector2(_initialPos.x, _hoverOverPos.y), _initialPos); // Tile diagonal to the empty spot GridController.Swap(_hoverOverPos, new Vector2(_initialPos.x, _hoverOverPos.y)); } else { GridController.Swap(_hoverOverPos, _initialPos); } _initialPos = _hoverOverPos; }
void Start() { grid = GameObject.FindGameObjectWithTag("Grid").GetComponent<GridController>(); mouseSnapForce = grid.mouseSnapForce; maxSnapForce = grid.maxSnapForce; }
public override void Initialize() { gridController = grid.GetComponent <GridController>(); }
void Awake() { grid = GameObject.FindGameObjectWithTag("Grid").GetComponent <GridController>(); spriteRenderer = GetComponent <SpriteRenderer>(); paths = new List <UpdatePath>(); }
private void OnTileclickedUp(HexTile hexTile) { Debug.Log("mouse up"); GridController.ResetAllTiles(); }
public GridLocation(int x, int y) { this.x = x; this.y = y; this.anchorpoint = GridController.GetWorldPosition(x, y); }
public void Start() { this.maximumBoundsOfPlayingField = GridController.getMaximumBoundsOfPlayingField(); }
/* * dans monster spawn public void WannaCreateMob(Player_Board.e_monster mob, Player_Board.e_player player){ UpgradeMonsters.Stats info = GameObject.Find ("Board").GetComponent<UpgradeMonsters> ().getNewStats (mob, 1); if (playerBoard.money >= info.cost) { CmdCreateMob (mob, player); GameObject.Find ("GameInterfaces").GetComponent<PopUpMessages>().DisplayMessage("you created a monster", 1); } else GameObject.Find ("GameInterfaces").GetComponent<PopUpMessages>().DisplayMessage("Not enough money", 1); } */ void Start() { timers = GameObject.Find ("GameInterfaces").GetComponent<TimerAndIncome> (); gridController = GameObject.Find("GridController").GetComponent<GridController>(); }
// Use this for initialization void Start() { GameObject theGrid = GameObject.Find("Grid"); control = theGrid.GetComponent<GridController>(); if (gameObject.name.Length == 9) { whatNum = int.Parse(gameObject.name.Substring(7, 1)); } else if (gameObject.name.Length == 10) { whatNum = int.Parse(gameObject.name.Substring(7, 2)); } else { whatNum = 0; } //Heesoo is a God Shot = false; direction = 1f; }
public void Start() { grid = GameObject.Find("Grid").GetComponent<GridController>(); ewc = GameObject.Find("SpinWheel").GetComponent<EditorWheelController>(); sr = GameObject.Find("InvScroll").GetComponent<ScrollRect>(); iwc = GameObject.Find("InvContent").GetComponent<InventoryWindowController>(); canvas = GameObject.Find ("Canvas").GetComponent<Canvas>(); //grid.editor = this; EventManager em = EventManager.Instance(); em.RegisterForEventType("piece_tapped",this); em.RegisterForEventType("template_tapped",this); em.RegisterForEventType("piece_dropped_on_inventory",this); GameObject go = Instantiate (Resources.Load ("Prefabs/ExistingPiece")) as GameObject; go.transform.SetParent(canvas.transform,false); go.transform.position = new Vector3(go.transform.position.x-2,go.transform.position.y,go.transform.position.z); floatingPiece = go.GetComponent<PieceController>(); floatingPiece.ConfigureFromJSON("penetration_normal"); floatingPiece.SetRotation(180); ewc.transform.rotation = floatingPiece.transform.rotation; }
void OnAwake() { instance = this; }
//the physics engine does a collide the instant a tile wants to move into a space. //some actions need to wait until the movement of said tile is complete before triggering. //because of this, we have created another kind of collision that needs to be defined by the object animating. public void movementComplete() { grid=(GridController)GameObject.FindObjectOfType(typeof(GridController)); grid.doOverCollide(this); }
private void Awake() { Singelton = this; }
void Start() { //does start get called more than once? SOmething like that. Was breaking my stuff. So I needed to instantiate _point up above. //__pos=new Point(0,0); //_dim= grid=(GridController)GameObject.FindObjectOfType(typeof(GridController)); }
// Use this for initialization void Start() { gridController = GameObject.Find("Grid").GetComponent <GridController>(); }