void OnTriggerEnter2D(Collider2D collider) { InventoryScript playerInventory = collider.gameObject.GetComponent <InventoryScript> (); AnimationController2D animator = door.GetComponent <AnimationController2D> (); if (playerInventory != null && door != null) { foreach (string keycard in playerInventory.inventory) { if (keycard.Equals(KeyToOpen)) { rend.color = Green; if (animator != null) { animator.setAnimation("door open"); } if (DoorOpen != null) { if (!played) { DoorOpen.Play(); played = true; } } door.layer = LayerMask.NameToLayer("Default"); } } } }
void Start() { rockScript = gameObject.GetComponent <RockScript>(); animator = gameObject.GetComponent <AnimationController2D>(); rb2d = GetComponent <Rigidbody2D>(); sizeX = transform.localScale.x; hasShot = false; switch (shotType) { case "air": animator.setAnimation("mostlyBlank"); break; case "water": animator.setAnimation("waterIdle"); break; case "fire": animator.setAnimation("fireIdle"); break; case "plasma": animator.setAnimation("plasmaIdle"); break; } }
void Start() { Controller = gameObject.GetComponent <CharacterController2D>(); mainCamera.GetComponent <CameraFollow2D>().startCameraFollow(this.gameObject); Animator = gameObject.GetComponent <AnimationController2D> (); weapon = this.gameObject.transform.GetChild(1); hasMomentum = false; }
public void CreateShot(PlayerController player) { if (cooldown <= 0) { cooldown = cooldownRate; if (fountainType.Equals("plasma")) { var shot = Instantiate(shotPrefab) as Transform; shot.position = transform.position; PlayerWeaponScript shotScript = shot.gameObject.GetComponent <PlayerWeaponScript>(); player.weapon = shotScript; shotScript.caster = player; shotScript.MoveToCaster(); } if (fountainType.Equals("fire")) { var shot1 = Instantiate(shotPrefab) as Transform; var shot2 = Instantiate(shotPrefab) as Transform; var shot3 = Instantiate(shotPrefab) as Transform; shot1.position = shot2.position = shot3.position = transform.position; PlayerWeaponScript shotScript1 = shot1.gameObject.GetComponent <PlayerWeaponScript>(); PlayerWeaponScript shotScript2 = shot2.gameObject.GetComponent <PlayerWeaponScript>(); PlayerWeaponScript shotScript3 = shot3.gameObject.GetComponent <PlayerWeaponScript>(); player.weapon = shotScript1; player.weapons.Push(shotScript2); player.weapons.Push(shotScript3); shotScript1.caster = shotScript2.caster = shotScript3.caster = player; //shotScript1.caster = player; //shotScript2.caster = player; //shotScript3.caster = player; shotScript1.MoveToCaster(); shotScript2.MoveToCaster(); shotScript3.MoveToCaster(); } else if (fountainType.Equals("water")) { var shot = Instantiate(shotPrefab) as Transform; shot.position = transform.position; PlayerWeaponScript shotScript = shot.gameObject.GetComponent <PlayerWeaponScript>(); player.weapon = shotScript; shotScript.caster = player; shotScript.MoveToCaster(); if (player.burning) { player.burning = false; Transform burnParticles = player.transform.GetChild(0); ParticleSystem nbaJamOnFireEdition = burnParticles.GetComponent <ParticleSystem>(); nbaJamOnFireEdition.Stop(); Destroy(shotScript.gameObject); } } Transform particles = transform.GetChild(0); ParticleSystem p = particles.GetComponent <ParticleSystem>(); p.Stop(); AnimationController2D anim = GetComponent <AnimationController2D>(); anim.setAnimation(fountainType + "Despawn"); } }
void Start() { Controller = gameObject.GetComponent <CharacterController2D>(); mainCamera.GetComponent <CameraFollow2D>().startCameraFollow(this.gameObject); Animator = gameObject.GetComponent <AnimationController2D> (); weapon = this.gameObject.transform.GetChild(1); //weapon.GetComponent<SpriteRenderer> (); weaponRenderer = weapon.GetComponent <SpriteRenderer>(); }
// Use this for initialization void Start() { _blastingZone = gameObject.GetComponent(typeof(CircleCollider2D)) as CircleCollider2D; parent = transform.parent.gameObject; _animator = parent.GetComponent <AnimationController2D>(); _animationTimer = _bombTime + 1.5f; _player = GameObject.Find("Player").GetComponent(typeof(PlayerController)) as PlayerController; _source = GetComponent <AudioSource>(); }
// Use this for initialization protected void Start() { _animator = new AnimationController2D(GetComponent <SpriteRenderer>(), new Animation2D(sprite, 1, "sprite", true, loop, animFadeOut)); GetComponent <SpriteRenderer>().sortingLayerName = "Ground"; //create a multicollider via the polygon collider array _multiCollider = new MultiCollider2D(colliderList); _audioSource = GetComponent <AudioSource>(); //Set all the colliders to triggers, as a hazard, we dont to have any physics or interact with physics dyrectly, if gravity of physics is applicable ulter the rigidbody of the gameOb foreach (PolygonCollider2D collider in _multiCollider.colliders) { collider.isTrigger = true; } //Create the meshholder object and attach it as a child, it holds just the mesh renderer and the mesh filter. and is fed the shape from our colliders meshHolder = new GameObject(); meshHolder.transform.position = transform.position; meshHolder.transform.rotation = transform.rotation; meshHolder.transform.localScale = transform.localScale; //Attach the object as a child meshHolder.transform.parent = gameObject.transform; //Add mesh renderer component meshHolder.AddComponent <MeshRenderer>(); meshHolder.AddComponent <MeshFilter>(); //Finally set out pointer to the meshfilter to the one now attached to the child gameobject meshFilter = GetComponentInChildren <MeshFilter>(); //grab point set form the first hitbox currentPointCount = _multiCollider.GetActiveCollider().GetTotalPointCount(); Mesh mesh = new Mesh(); Vector2[] points = _multiCollider.GetActiveCollider().points; Vector3[] vertices = new Vector3[currentPointCount]; for (int j = 0; j < currentPointCount; j++) { Vector2 actual = points[j]; vertices[j] = new Vector3(actual.x, actual.y, gameObject.transform.position.z); } Triangulator tr = new Triangulator(points); int[] triangles = tr.Triangulate(); mesh.vertices = vertices; mesh.triangles = triangles; if (showColliders) { meshFilter.mesh = mesh; } else { meshFilter.mesh = null; } _animator.currAnim.paused = false; }
// Use this for initialization upon activation of the script virtual protected void Start() { health = maxHealth; tempHealth = health; GenerateAnimationList(); //If the animator isnt already defined just make one animator = new AnimationController2D(_renderer, animationList); //Ignore collisions Physics2D.IgnoreLayerCollision(LayerMask.NameToLayer("Default"), LayerMask.NameToLayer("Default")); }
// Use this for initialization void Start() { _levelManager = GameObject.Find("GameManagers").GetComponent <GameManager>(); _levelManager.AddKeyEnemy(); _animator = GetComponent <AnimationController2D>(); _collider = GetComponent <Collider2D>(); gameObject.tag = "Crow"; _source = GetComponent <AudioSource>(); _source.Play(); }
// Use this for initialization void Start() { airCooldown = 0; health = gameObject.GetComponent <HealthScript>(); _controller = gameObject.GetComponent <CharacterController2D>(); _animator = gameObject.GetComponent <AnimationController2D>(); colorChange = gameObject.GetComponent <SpriteRenderer> (); baseColor = colorChange.color; weapons = new Stack(); audioPlayer = GetComponent <AudioSource>(); sounds = GetComponent <Sounds>(); }
void Update() { if (cooldown > 0) { cooldown -= Time.deltaTime; if (cooldown <= 0) { Transform particles = transform.GetChild(0); ParticleSystem p = particles.GetComponent <ParticleSystem>(); p.Play(); AnimationController2D anim = GetComponent <AnimationController2D>(); anim.setAnimation(fountainType + "Norm"); } } }
// Use this for initialization void Start() { _animator = gameObject.GetComponent <AnimationController2D>(); _controller = gameObject.GetComponent <CharacterController2D>(); startingPatrolPoint = this.transform.position; endingPatrolPoint = startingPatrolPoint + patrolDelta; minChasePoint = startingPatrolPoint - deltaNegChase; maxChasePoint = startingPatrolPoint + deltaPosChase; turnTime += rovingPauseTime; _source = GetComponent <AudioSource>(); _source.Play(); }
void Start() { shield = GameObject.FindGameObjectWithTag("Shield"); sword = GameObject.FindGameObjectWithTag("Sword"); coll = GameObject.FindGameObjectWithTag("Player").GetComponent <BoxCollider2D> (); enemy = GameObject.FindGameObjectWithTag("Enemy").GetComponent <BoxCollider2D> (); _controller = gameObject.GetComponent <CharacterController2D>(); _animator = gameObject.GetComponent <AnimationController2D>(); gameCamera.GetComponent <CameraFollow2D> ().startCameraFollow(this.gameObject); winPanel.SetActive(false); gameOverPanel.SetActive(false); pausePanel.SetActive(false); currHealth = health; _animator.setAnimation("Fall"); }
// Use this for initialization void Start() { _currentState = playerState.FREE; // TODO: Discover a more efficient way to find the below game object // I made it worse, but this was to ensure enstantiation of the brain on startup. // I don't think there will be horrible performance issues. -JW if (GameObject.Find("TheBrain") != null) { brain = GameObject.Find("TheBrain").GetComponent <TheBrain>(); } else { Debug.Log("The Brain was not found for this object"); brain = new TheBrain(); brain.Time = float.PositiveInfinity; brain.PlayersMoney = 100; brain.InitalizePlayerItemCount(); brain.InitalizePlayerIncenseCount(); brain.currIncense = TheBrain.IncenseTypes.Base; debugMode = true; } _controller = gameObject.GetComponent <CharacterController2D>(); _animator = gameObject.GetComponent <AnimationController2D>(); gameCamera.GetComponent <CameraFollow2D>().startCameraFollow(this.gameObject); _invincibilitySprite = GameObject.Find("Invincible"); _invincibilitySprite.SetActive(false); TimeInitialization(); BankAccount.AddToBank(brain.PlayersMoney); _prevY = gameObject.transform.position.y; _playerCollider = gameObject.GetComponent <BoxCollider2D>(); _source = GetComponent <AudioSource>(); _source.Play(); }
public override void OnInspectorGUI() { if (myController == null) { myController = (AnimationController2D)target; } if (animationClips == null) { var arr = myController.animator.runtimeAnimatorController.animationClips; if (arr != null) { animationClips = arr.ToList(); } } if (animationClips == null || animationClips.Count == 0) { EditorGUILayout.LabelField("No animation clips found on this controller"); return; } string[] animationClipsNames = animationClips.Select(c => c.name).ToArray(); Type myType = myController.GetType(); var methodsInfo = myType.GetMethods(BindingFlags.Public | BindingFlags.Instance); List <String> methodsNames = methodsInfo.ToList().Select(elm => elm.Name).ToList(); foreach (AnimationEffect effect in myController.effects) { effect.fold = EditorGUILayout.Foldout(effect.fold, effect.targetAnimationClip.name + " // " + effect.methodName); if (effect.fold) { effect.selectedParameterType = (AnimationEffect.parameterType)EditorGUILayout.EnumPopup("Parameter type", effect.selectedParameterType); switch (effect.selectedParameterType) { case AnimationEffect.parameterType.OBJECT: var prefab = EditorGUILayout.ObjectField(effect.objectValue, typeof(GameObject)) as GameObject; effect.objectValue = prefab; break; case AnimationEffect.parameterType.BOOLEAN: var boolValue = EditorGUILayout.Toggle(effect.booleanValue == -1 ? false : true) == true ? 1 : -1; effect.booleanValue = boolValue; break; case AnimationEffect.parameterType.FLOAT: var floatValue = EditorGUILayout.FloatField(effect.floatValue); effect.floatValue = floatValue; break; } if (effect.targetAnimationClip != null) { int index = animationClips.FindIndex(c => c.name == effect.targetAnimationClip.name); var selectedClipIndex = EditorGUILayout.Popup(index, animationClipsNames); if (animationClips[selectedClipIndex] != effect.targetAnimationClip) { effect.targetAnimationClip = animationClips[selectedClipIndex]; return; } int methodNameIndex = !String.IsNullOrEmpty(effect.methodName) ? methodsNames.FindIndex(m => m == effect.methodName) : 0; var selectedMethodIndex = EditorGUILayout.Popup(methodNameIndex, methodsNames.ToArray()); if (methodsNames[selectedMethodIndex] != effect.methodName) { effect.methodName = methodsNames[selectedMethodIndex]; return; } } else { effect.targetAnimationClip = animationClips.FirstOrDefault(); return; } var frameToPlayIn = EditorGUILayout.IntField("Frame to play in", effect.frameToPlayIn); effect.frameToPlayIn = frameToPlayIn; if (GUILayout.Button("Remove")) { myController.effects.Remove(effect); return; } GUILayout.Space(5); } } EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Add effect")) { myController.effects.Add(new AnimationEffect() { targetAnimationClip = animationClips.FirstOrDefault(), methodName = methodsNames.FirstOrDefault(), selectedParameterType = AnimationEffect.parameterType.OBJECT }); } if (GUILayout.Button("Set animation effects")) { myController.SetAnimationEffects(); } EditorGUILayout.EndHorizontal(); if (GUILayout.Button("Clear all effects")) { myController.ClearAllAnimationEffects(); } }
// Use this for initialization void Start() { if (GameObject.Find("TheBrain") != null) { brain = GameObject.Find("TheBrain").GetComponent <TheBrain>(); } else { Debug.Log("The Brain was not found for this object"); brain = new TheBrain(); brain.Time = float.PositiveInfinity; brain.PlayersMoney = 100; brain.InitalizePlayerItemCount(); brain.InitalizePlayerIncenseCount(); brain.currIncense = TheBrain.IncenseTypes.Base; } player = GameObject.Find("Player").GetComponent <PlayerController>(); _animator = GetComponent <AnimationController2D>(); cart = new ShoppingCart(); BombCount.text = cart.GetNumOfSpecificItem(TheBrain.ItemTypes.Bomb).ToString(); InvincibilityCount.text = cart.GetNumOfSpecificItem(TheBrain.ItemTypes.Invincible).ToString(); BombPricing.text = (10 * cart.GetNumOfSpecificItem(TheBrain.ItemTypes.Bomb)).ToString(); InvincibilityPricing.text = (10 * cart.GetNumOfSpecificItem(TheBrain.ItemTypes.Invincible)).ToString(); TotalCount.text = cart.GetTotalSizeOfCart().ToString(); TotalPricing.text = player.BankAccount.TotalWithdrawalAmount.ToString(); Sprite currIncense; if (brain.currIncense != TheBrain.IncenseTypes.None) { currIncense = brain.IncenseSprites[(int)brain.currIncense]; } else { currIncense = brain.IncenseSprites[0]; } //conversionTimer = new TimerController(brain.TotalTime, currIncense, // currentTimeConversionBar, conversionTimerText); //conversionTimer.ReduceTimer((brain.TotalTime - brain.Time) * 60); prevValue = currentTimeConversionBar.value = maxSliderValue = (brain.Time / (brain.TotalTime)); float conversionCalc = 5 + (7 * (9 - (10 * (brain.Time / (brain.TotalTime))))); float barX = (conversionCalc > 0) ? conversionCalc : 0; subtractedConversionBar.rectTransform.offsetMax = new Vector2(-barX, subtractedConversionBar.rectTransform.offsetMax.y); double minutes = brain.Time; //Divide the guiTime by sixty to get the minutes. double seconds = (brain.Time * 60) % 60; //Use the euclidean division for the seconds conversionTimerText.text = string.Format("{0:00} : {1:00}", Math.Floor(minutes), Math.Floor(seconds)); }
// Use this for initialization void Start() { player = gameObject.GetComponent <Rigidbody2D>(); animate = gameObject.GetComponent <AnimationController2D>(); }
void Start() { anim = this.gameObject.GetComponent <AnimationController2D>(); }
// Use this for initialization void Start() { gameCamera.GetComponent<CameraFollow2D>().startCameraFollow(); _controller = gameObject.GetComponent<CharacterController2D>(); _animator = gameObject.GetComponent<AnimationController2D>(); currentHealth = maxHealth; }
void Start() { _controller = gameObject.GetComponent<CharacterController2D>(); _animator = gameObject.GetComponent<AnimationController2D>(); currentHealth = health; cameraDerp = true; StartCoroutine("FadeInSequence"); music = GameObject.Find("GameManager").GetComponent<AudioSource>(); }
// Use this for initialization void Start() { player = gameObject.GetComponent <CharacterController>(); animate = gameObject.GetComponent <AnimationController2D>(); }
// Use this for initialization void Start() { _controller = gameObject.GetComponent<CharacterController2D>(); _animator = gameObject.GetComponent<AnimationController2D>(); paused = false; //Gather audio sources and set the private variables AudioSource[] sources = this.GetComponents<AudioSource>(); if(hardFloor) { walkClip = sources[4]; } else { walkClip = sources[0]; } jumpClip = sources[2]; hurtClip = sources[1]; levelClip = sources[3]; ladderClip = sources[5]; gameoverClip = sources[6]; playingClimb = false; currentHealth = maxHealth; playerHolding = null; nearbyObject = null; invincible = false; onLadder = false; nearLadder = false; if(PlayerPrefs.GetInt("Checkpoint") == 1) { this.transform.position = new Vector2(PlayerPrefs.GetFloat("xPosition"), PlayerPrefs.GetFloat("yPosition")); } walkWait = 0; }
void Start() { _animator = gameObject.GetComponent<AnimationController2D>(); animTimer = Random.Range(0, animationLength); }
// Use this for initialization void Start() { _controller = gameObject.GetComponent<CharacterController2D>(); _animator = gameObject.GetComponent<AnimationController2D>(); currentHealth = maxHealth; playerHolding = null; nearbyObject = null; }
void Start() { if (GameObject.Find("Player") != null) { player = GameObject.Find("Player"); } else { player = GameObject.Find("DarkPlayer"); } boss = GameObject.Find("Boss"); _animator = gameObject.GetComponent<AnimationController2D>(); destinations = new Vector3[positions.Length + 1]; destinations[0] = transform.position; for(int i = 0; i < positions.Length; i++) { destinations[i + 1] = positions[i].transform.position; maxPositions++; } if(tier2) { GetComponent<MovingEye>().enabled = true; } else { GetComponent<MovingEye>().enabled = false; } animTimer = Random.Range(0, animationLength); }
// Use this for initialization void Start() { _body = gameObject.GetComponent <CharacterController2D>(); _animator = gameObject.GetComponent <AnimationController2D>(); gameCamera.GetComponent <CameraFollow2D>().startCameraFollow(gameObject); }