private void Awake() { // Initial Ref _transform = transform; _rotater = GetComponent <Rotater>(); _rusher = GetComponent <Rusher>(); _timer = GetComponent <Timer>(); }
// Start is called before the first frame update void Start() { rotater = gameObject.GetComponent <Rotater>(); foreach (GameObject objects in GameObject.FindGameObjectsWithTag(tagName + Controllernumber)) { parts.Add(objects); objects.SetActive(false); } }
private void Awake() { // Initial Ref _transform = transform; _rotater = GetComponent <Rotater>(); _rusher = GetComponent <Rusher>(); _earnEffect = _transform.Find("Earn").GetComponent <ParticleSystem>(); _lostEffect = _transform.Find("Lost").GetComponent <ParticleSystem>(); _saveEffect = _transform.Find("Save").GetComponent <ParticleSystem>(); }
void Start() { Input.compass.enabled = true; //TODO: record beginning offset values //Model and original should have the same starting position string[] files = Directory.GetFiles(path); rotaters = new Rotater[files.Length]; for (int i = 0; i < files.Length; i++) { string name = getNameFromPath(files[i]); Debug.Log($"{name} found"); Transform child = GameObject.Find(name).transform; rotaters[i] = new Rotater(files[i], child); } }
/// <summary> /// Rotate the given rotater. /// </summary> /// <param name="rotater">Rotater.</param> /// <param name="clockWize">If set to <c>true</c> clock wize.</param> /// <param name="init">If set to <c>true</c> we are rotating to the data /// backing, so don't rotate the data backing</param> private void DoRotate(Rotater rotater, bool clockWize, bool init) { int sign; if (clockWize) { sign = 1; } else { sign = -1; } bool rotated = true; if (!init) { rotated = engine[rotater.x, rotater.y].rotate(clockWize); } if (rotated) { rotater.transform.rotation *= Quaternion.AngleAxis(90 * sign, Vector3.up); } // Debug.Log("Rotated " + rotater.x + ", " + rotater.y); }
/** * Constructor */ public GameBoard(Vector2 boardPosition, TileSet tileSet, Difficulty difficulty, int width, int height, int playerIndex) { //set constructor params this.position = boardPosition; this.originalPosition = boardPosition; this.difficulty = difficulty; this.height = height; this.width = width; this.numTilesHeight = difficulty.GetNumberOfTilesInTheGameboardHeight(); this.numTilesWidth = difficulty.GetNumberOfTilesInTheGameboardWidth(); this.startingSpeed = difficulty.GetStartingSpeed(); //milliseconds this.currentSpeed = startingSpeed; this.playerIndex = playerIndex; this.tileSet = tileSet; //init stuff this.random = new Random(); this.animatableSprites = new List <SpriteObject>(); this.timeBeforeSpeedUp = 60000; //game speeds up every 60 seconds by default this.speedUpIncrement = 50; //tiles drop 1/20th of a second faster every time the game speeds up this.minGameSpeed = difficulty.GetMaxSpeed(); this.numTilesToDrop = difficulty.GetNumberOfTilesToDropPerRound(); this.paused = true; this.scaleTiles = false; this.bulletTimeActive = false; this.bulletTimeLeft = 0; this.gameOver = false; this.timeDownHeld = 0; this.speedUpIncrement = 15; this.timeBeforeSpeedUp = 60000; this.speedupEnabled = true; this.minGameSpeed = 150; this.timeSinceLastSpeedUp = 0; this.isShaking = false; this.timeLeftShaking = 0; this.timeSinceLastShake = 0; this.fadeFromWhiteAlpha = 1; this.maxBulletTime = 15000; //bullet time is 15 seconds long by default this.rotater = new Rotater(this.tileSet.rotater, 0, this.numTilesWidth - 2, 1); this.animatableSprites.Add(this.rotater); int startingPower; if (!SwitchGame.DEBUG_MODE) { startingPower = 0; } else { startingPower = 100; } this.stats = new GameboardStats(startingPower); this.tiles = new TileList(numTilesWidth, numTilesHeight, stats); this.gameBoardRect = new Rectangle((int)boardPosition.X, (int)boardPosition.Y, (int)(boardPosition.X + width), (int)(boardPosition.Y + height)); boardBackgroundSpriteObject = new DetailedSpriteObject(tileSet.boardBackground, new Rectangle((int)(boardPosition.X - 10), 0, width + 20, height + 111)); nukeSpriteObject = new DetailedSpriteObject(tileSet.nukeImage, new Rectangle((int)originalPosition.X, (int)originalPosition.Y, width, height)); blankWhiteSpritObject = new DetailedSpriteObject(tileSet.blankImage, new Rectangle((int)originalPosition.X, (int)originalPosition.Y, width, height)); }
public void DoRotate(Rotater rotater, bool clockWize) { DoRotate(rotater, clockWize, false); }
/// <summary> /// Create a GameObject for the TrackBlock at this location /// </summary> /// <returns>The track piece.</returns> /// <param name="x">The x coordinate.</param> /// <param name="y">The y coordinate.</param> private GameObject generateTrackPiece(int x, int y) { GameObject factoryObject; AbstractTrackBlock trackBlock = engine[x, y]; switch (trackBlock.getTrackType()) { case TrackType.Curved: factoryObject = curved; break; case TrackType.Straight: factoryObject = straight; break; case TrackType.DoubleCurved: factoryObject = doubleCurved; break; case TrackType.DoubleStraight: factoryObject = doubleStraight; break; case TrackType.Station: throw new NotImplementedException("Creating Station blocks is " + "not implemented"); default: throw new InvalidOperationException("Unknown track type: " + trackBlock.getTrackType()); } GameObject newObject = UnityEngine.Object.Instantiate(factoryObject); placeBlockInView(newObject, x, y); //rotate it so it matches the data backing. Rotater rotater = newObject.GetComponent <Rotater>(); rotater.buildArray(); rotater.parent = this; rotater.x = x; rotater.y = y; rotater.name = String.Format("{0},{1}", x, y); bool ok; TrackEnds[] rotatedArray = trackBlock.getTrackEnds(); // StringBuilder logBuilder = new StringBuilder(100); // for(int i = 0; i < rotatedArray.Length; i++) { // if (i != 0){ // logBuilder.Append(','); // } // logBuilder.Append(rotatedArray[i]); // } // Debug.Log(logBuilder); // Debug.Log(trackBlock.getTrackType()); int offset = 0; do { ok = true; for (int i = 0; i < 4; i++) { if (rotatedArray[i] != rotater.ends[(i + offset) % 4]) { ok = false; break; } } if (!ok) { offset++; DoRotate(rotater, true, true); // Debug.Log("Roated " + newObject + " clockwize"); } } while (offset < 4 && !ok); //I sure hope it is rotated correctly by now.... rotater.rotationOffset = offset; return(newObject); }
// Use this for initialization void Start() { this._levelController = GameObject.FindObjectOfType<LevelController>(); this._fader = this.GetComponent<Fader>(); this._collider = this.GetComponent<Collider2D>(); this._renderer = this.GetComponent<Renderer>(); this.state = TargetState.UNHIT; this._rotater = GetComponent<Rotater>(); if (!this._rotater) this._rotater = this.gameObject.AddComponent<Rotater>(); //testing this._originalRotation = this.transform.rotation; _missiles = this.GetComponentsInChildren<Missile>(); _flash = Camera.main.GetComponent<ColorFlash>(); }
// float t = 0; // Initializes references void Awake() { rb = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); rotater = GetComponent <Rotater>(); }
private void OnEnable() { rotater = GetComponent <Rotater>(); handler = GetComponent <AsteroidClickHandler>(); }