void OnGUI() { GUI.DrawTexture(new Rect(Event.current.mousePosition.x - cursorSizeX / 2, Event.current.mousePosition.y - cursorSizeY / 2, cursorSizeX, cursorSizeY), myCursor); timeAffiche.GetComponent <TextMesh>().text = "" + (int)TurtleTimer.timer; garbageAffiche.GetComponent <TextMesh>().text = ClickGarbage.maxGarbage.ToString(); if (TurtleCollision.turtleFed == 5) { timeMesh.GetComponent <TextMesh>().text = "" + (int)TurtleTimer.timer; garbageMesh.GetComponent <TextMesh>().text = ClickGarbage.maxGarbage.ToString(); stars[0].SetActive(true); if (ClickGarbage.maxGarbage > 10) { stars[1].SetActive(true); } if (ClickGarbage.maxGarbage > 20) { stars[2].SetActive(true); } winLayer.SetActive(true); s1 = gameManager.GetComponent <SpawnSystem>(); s1.enabled = false; } }
// StateMachine.IState Implementation public void FixedTick() { var activeUnicorns = SpawnSystem.GetActiveUnicorns(); if (activeUnicorns.Count == 0) { return; } int closestIndex = -1; float closestDistanceSq = float.PositiveInfinity; for (int i = 0; i < activeUnicorns.Count; i++) { var transform = activeUnicorns[i].transform; if (behaviour.transform == transform) { break; } var vecToUnicorn = transform.position - behaviour.transform.localPosition; var distSq = Vector3.Dot(vecToUnicorn, vecToUnicorn); if (distSq < closestDistanceSq) { closestIndex = i; closestDistanceSq = distSq; } } if (closestIndex != -1) { behaviour.guardTarget = activeUnicorns[closestIndex].transform; } }
void Enqueue() { SpawnSystem.Enqueue(new Spawn() .WithPrefab(currentPrefab) .WithComponentList( new NavAgent { JumpDegrees = 45, JumpGravity = 200, TranslationSpeed = 20, TypeID = NavUtil.GetAgentType(NavConstants.HUMANOID), Offset = new float3(0, 1, 0) }, new Parent { }, new LocalToParent { }, new LocalToWorld { Value = float4x4.TRS( new float3(0, 1, 0), quaternion.identity, 1 ) }, new NavNeedsSurface { } ), enqueueCount ); }
void Update() { if (Input.GetKeyDown(KeyCode.Space)) { numSpace++; time = 0; } if (Input.GetKeyDown(KeyCode.K)) { numK++; } if (numK > 10) { int colorID = Random.Range(0, flowerColors.Length - 1); SpawnSystem.SpawnFlower(flower, flowerColors[colorID], spawnPoints, gameObject.transform); numK = 0; } if (time > 1) { for (int i = 0; i < numSpace; i++) { SpawnSystem.SpawnFlower(flower, flowerColors[0], spawnPoints, gameObject.transform); } time = 0; numSpace = 0; } time += Time.deltaTime; }
void Start() { var prefabEntity = entityManager.CreateEntityQuery(typeof(DinosaurPrefab)).GetSingleton <DinosaurPrefab>().Value; SpawnSystem.Enqueue(new Spawn() .WithPrefab(prefabEntity) .WithComponentList( new NavAgent { JumpDegrees = 45, JumpGravity = 100, JumpSpeedMultiplierX = 2, JumpSpeedMultiplierY = 4, TranslationSpeed = 40, TypeID = NavUtil.GetAgentType(NavConstants.HUMANOID), Offset = new float3(0, 1, 0) }, new Parent { }, new LocalToParent { }, new LocalToWorld { Value = float4x4.TRS( new float3(0, 1, 0), quaternion.identity, 1 ) }, new NavNeedsSurface { } ) ); }
public void ResolveNodeReferences() { if (NodeReferencesResolved) { return; } world = GetNode <Node>("World"); HUD = GetNode <MicrobeHUD>("MicrobeHUD"); tutorialGUI = GetNode <MicrobeTutorialGUI>("TutorialGUI"); rootOfDynamicallySpawned = GetNode <Node>("World/DynamicallySpawned"); Camera = world.GetNode <MicrobeCamera>("PrimaryCamera"); Clouds = world.GetNode <CompoundCloudSystem>("CompoundClouds"); worldLight = world.GetNode <DirectionalLight>("WorldLight"); guidanceLine = GetNode <GuidanceLine>(GuidanceLinePath); pauseMenu = GetNode <PauseMenu>(PauseMenuPath); // These need to be created here as well for child property save load to work TimedLifeSystem = new TimedLifeSystem(rootOfDynamicallySpawned); ProcessSystem = new ProcessSystem(rootOfDynamicallySpawned); microbeAISystem = new MicrobeAISystem(rootOfDynamicallySpawned); FluidSystem = new FluidSystem(rootOfDynamicallySpawned); spawner = new SpawnSystem(rootOfDynamicallySpawned); NodeReferencesResolved = true; }
void Start() { var prefabEntity = entityManager.CreateEntityQuery(typeof(PersonPrefab)).GetSingleton <PersonPrefab>().Value; SpawnSystem.Enqueue(new Spawn() .WithPrefab(prefabEntity) .WithComponentList( new Translation { Value = new float3(0, 1, 0) } ) ); SpawnSystem.Enqueue(new Spawn() .WithPrefab(prefabEntity) .WithComponentList( new Translation { Value = new float3(5, 1, 0) } ) ); SpawnSystem.Enqueue(new Spawn() .WithPrefab(prefabEntity) .WithComponentList( new Translation { Value = new float3(-5, 1, 0) } ) ); }
void Start() { var prefabEntity = entityManager.CreateEntityQuery(typeof(NavAgentPrefab)).GetSingleton <NavAgentPrefab>().Value; SpawnSystem.Enqueue(new Spawn() .WithPrefab(prefabEntity) .WithComponentList( new NavAgent { JumpDegrees = 45, JumpGravity = 100, JumpSpeedMultiplierX = 1.5f, JumpSpeedMultiplierY = 2, TranslationSpeed = 20, TypeID = NavUtil.GetAgentType(NavConstants.HUMANOID), Offset = new float3(0, 1, 0) }, new NavNeedsSurface { }, new Parent { }, new LocalToParent { }, new Translation { Value = new float3(0, 1, 0) } ), 50 ); }
/// <summary> /// Add the internal <see cref="SpawnSystemList"/> to the awoken spawner if not already added. /// </summary> private void AddSpawnListToSpawnSystem(SpawnSystem self) { if (!self.m_spawnLists.Contains(SpawnList)) { self.m_spawnLists.Add(SpawnList); } }
private void OnTriggerEnter(Collider other) { if (onCooldown == true) { return; } if (other.CompareTag("Player")) { GameObject pointCorn = PlayerInventory.GetUnicorn(type); if (pointCorn != null) { ParticleSpawner.SpawnParticleEffect(ParticleSpawner.Particles.Delivery, particlePoint.position); AudioController.Instance.GenerateAudio(AudioController.ClipName.GotBallon, transform.position, gotBalloon); onCooldown = true; SpawnSystem.AddSpawnPoint(pointCorn.GetComponent <UnicornStats>().GetSpawn(), pointCorn); PointHandeler.SuccessfulDelivery(this, successDelay, positivePoint); pointCorn.GetComponent <UnicornStats>().GetPooled(); successfulDelivery = true; if (coroutineRunning == true) { StopCoroutine(delivery); coroutineRunning = false; } uiElement.EndTimer(); } else { AudioController.Instance.GenerateAudio(AudioController.ClipName.WrongBallon, transform.position, wrongBalloon); } } }
private GameObject findSpawner;//finds spawner object void Awake() { anim = GetComponent<Animator>(); _alive = true; findSpawner = GameObject.Find("unitSpawner"); waveStats = findSpawner.GetComponent<SpawnSystem>(); }
// Start is called before the first frame update void Start() { ui = GameObject.Find("UI").GetComponent <UI>(); player = GameObject.Find("Player").GetComponent <HP>(); hp = GetComponent <HP>(); spawner = GameObject.Find("Spawner").GetComponent <SpawnSystem>(); }
public void SetStartMoney() { foreach (NetworkGamePlayerLobby player in Room.GamePlayers) { player.money = startMoney; } SpawnSystem.SyncMoney(); }
void Awake() { _findSpawner = GameObject.Find("Spawner"); _waveStats = _findSpawner.GetComponent<SpawnSystem>(); _findObjectSpawner = GameObject.Find("ObjectSpawner"); _resourcesInfo = _findObjectSpawner.GetComponent<ObjectSpawner>(); }
void Start() { if (SpawnSystem.Instance == null) { SpawnSystem.Instance = this; } StartCoroutine(this.DoWave()); }
// Start is called before the first frame update void Start() { _BoardSystem = new BoardSystem(boardComp); _SpawnSystem = _SpawnSystemFactory.Create(spawnComp); _BoardSystem.OnCandyMatch += _SpawnSystem.RemoveCandyList; _BoardSystem.OnRefillBoard += Refill; _BoardSystem.OnRemoveCandy += _SpawnSystem.RemoveCandy; //StartCoroutine(Test()); }
private GameObject _recourcesText;//timer object // Use this for initialization void Start() { _blockChoice = 1; _clearPath = true; _findSpawner = GameObject.Find("Spawner"); _waveStats = _findSpawner.GetComponent<SpawnSystem>(); _pickPos = _turretPickIcon.GetComponent<RectTransform>(); _recourcesText = GameObject.Find("RecourcesText");//find timer object }
private async Task SpawnRandomAsync(int count, int delayMs, Entity[] entityPrefas) { for (int i = 0; i < count; i++) { // Enqueue spawning (SpawnSystem and Spawn are from Reese.Spawning): SpawnSystem.Enqueue(MakeRandomSpawn(entityPrefas)); await Task.Delay(delayMs); } }
private void Start() { characters = new List <GameObject> (); map = GameObject.Find("ground"); //generatePlayers (); spawnController = new SpawnSystem(); scoreController = gameObject.AddComponent <SimpleScoringSystem>(); scoreController.Initialize(); turnController = gameObject.AddComponent <TurnSystem>(); }
private GameObject _findSpawner;//finds spawner object //GameObjects void Awake() { _findSpawner = GameObject.Find("Spawner"); _waveStats = _findSpawner.GetComponent<SpawnSystem>(); _nodeDiameter = _nodeRadius*2;//radius = from midle to end, diameter is from end to end _gridSizeX = Mathf.RoundToInt(_gridSize.x/_nodeDiameter);//takes the grid and divides it by the diameter of a node to find the ammount if nodes, rounded to a int becouse we cant have hal nodes here _gridSizeY = Mathf.RoundToInt(_gridSize.y/_nodeDiameter);//takes the grid and divides it by the diameter of a node to find the ammount if nodes, rounded to a int becouse we cant have hal nodes here CreateGrid();//create the grid InvokeRepeating("gridRefresh", 0, .25f);//the grid gets refreshed every .25 sec, becouse every frome would be a waste of resources }
public SystemManager(Game1 myGame) { this.myGame = myGame; // Initiate Instances sSelectionHandler = new SelectionHandlerSystem(myGame); sHealth = new HealthSystem(myGame); sMovement = new MovementSystem(myGame); sSpawn = new SpawnSystem(myGame); sCollision = new CollisionSystem(myGame); }
[HarmonyPriority(Priority.LowerThanNormal)] // Let other prefixes do what they want first. private static bool DelayUpdate(SpawnSystem __instance, bool eventSpawners) { // Ignore event spawners. Let them do what they do. if (eventSpawners) { return(true); } return(!WorldSpawnerManager.ShouldDelaySpawnerUpdate(__instance)); }
void Awake() { if (Instance) { Destroy(this); } else { Instance = this; } }
protected SpawnSystem _waveStats;//imports spawnsystem public virtual void Enter () { _findSpawner = GameObject.Find("unitSpawner"); _waveStats = _findSpawner.GetComponent<SpawnSystem>(); _player = GameObject.FindGameObjectWithTag("playerGoliath"); _alertedByOther = false; if (_player != null) _targetAlive = true; _anim = GetComponent<Animator>(); //print(_player.transform.position); }
private void Update() { if (Input.GetKeyDown(KeyCode.F)) { Spawner = Spawner ?? FindObjectOfType <SpawnSystem>(); Client = Client ?? GetComponentInParent <NetworkClient>(); var pos = transform.position + transform.forward * 1.0F; Spawner.SpawnRequest(1, Client, pos, transform.rotation); } }
// Start is called before the first frame update void Start() { onMobile = GameObject.FindGameObjectWithTag("Engine").GetComponent <Engine>().onMobile; spawnSystem = GameObject.FindGameObjectWithTag("Engine").GetComponent <SpawnSystem>(); currentLife = maxLife; Color laserColor = Color.Lerp(GameObject.FindGameObjectWithTag("Engine").GetComponent <Engine>().playerColor, new Color(0, 0, 0, 175), 0.5f); laserLine.startColor = laserColor; laserLine.endColor = laserColor; }
void Start() { _gameManager = GameManager.Instance; _spawnSystem = _gameManager.Enemies; _coreTotalLife = _gameManager.CoreTotalLife; _currentLife = _coreTotalLife; _secondsToCheckMenace = _gameManager.CoreMenaceCheckPeriod; _lifeBar.SetUp(_coreTotalLife); }
public PatchManager(SpawnSystem spawnSystem, ProcessSystem processSystem, CompoundCloudSystem compoundCloudSystem, TimedLifeSystem timedLife, DirectionalLight worldLight, GameProperties currentGame) { this.spawnSystem = spawnSystem; this.processSystem = processSystem; this.compoundCloudSystem = compoundCloudSystem; this.timedLife = timedLife; this.worldLight = worldLight; this.currentGame = currentGame; }
private static void InitSpawner(SpawnSystem __instance) { try { WorldSpawnerManager.ConfigureSpawnList(__instance); WorldSpawnSessionManager.StartSession(__instance); } catch (Exception e) { Log.LogError("Error during Spawn That world spawner init", e); } }
private void Start() { hp = GetComponent <HP>(); rb = GetComponent <Rigidbody2D>(); cl = this.GetComponent <Collider2D>(); mc = GameObject.Find("dot").GetComponent <mouseCursor>(); spawner = GameObject.Find("Spawner").GetComponent <SpawnSystem>(); trail = GetComponent <TrailRenderer>(); //trail.emitting = false; startGravityScale = rb.gravityScale; }
private void ResetGame() { ComponentManager.Get().ClearComponents(); renderingSystem = new RenderingSystem(); physicsSystem = new PhysicsSystem(); collisionDetectionSystem = new CollisionDetectionSystem(); inputSystem = new InputSystem(); spawnSystem = new SpawnSystem(); textSystem = new TextSystem(); CreateEntities(); }
private void Awake() { switch (team) { case 0: SpawnSystem.AddSpawnPointA(transform); break; case 1: SpawnSystem.AddSpawnPointB(transform); break; } }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; renderingSystem = new RenderingSystem(); physicsSystem = new PhysicsSystem(); collisionDetectionSystem = new CollisionDetectionSystem(); inputSystem = new InputSystem(); spawnSystem = new SpawnSystem(); textSystem = new TextSystem(); scoreSystem = new ScoreSystem(); }
void Enqueue() { if (!IsForAgents) { var random = new Unity.Mathematics.Random((uint)new System.Random().Next()); for (int i = 0; i < enqueueCount; ++i) { SpawnSystem.Enqueue(new Spawn() .WithPrefab(prefabEntity) .WithComponentList( new Translation { Value = new float3( random.NextInt(-25, 25), 2, random.NextInt(-25, 25) ) } ) ); } return; } SpawnSystem.Enqueue(new Spawn() .WithPrefab(prefabEntity) .WithComponentList( new NavAgent { JumpDegrees = 45, JumpGravity = 200, TranslationSpeed = 20, TypeID = NavUtil.GetAgentType(NavConstants.HUMANOID), Offset = new float3(0, 1, 0) }, new NavNeedsSurface { }, new Parent { }, new LocalToParent { }, new Translation { Value = new float3(0, 1, 0) } ), enqueueCount ); }
private void OnDestroy() { switch (team) { case 0: SpawnSystem.RemoveSpawnPointA(transform); break; case 1: SpawnSystem.RemoveSpawnPointB(transform); break; } SpawnSystem.RemoveSpawnPointA(transform); }
void Awake() { if (Instance) { Destroy(this); } else { Instance = this; } }