// private List<GameObject> coins = new List<GameObject>(); private void Start() { aux = AuxManager.instance; //coins = new List<GameObject>(); StartChilds(); canSpawnIt = true; }
// Start is called before the first frame update void Start() { //throwHook = AuxManager.instance.GetPlayer().GetComponent<ThrowHook>(); EM = EffectsManager.instance; PM = PlayerManager.instance; aux = AuxManager.instance; player = aux.GetPlayer(); attachedRopes = new List <RopeScript>(); sRenderer = GetComponent <SpriteRenderer>(); if (isFriendly) { TurnFriendly(); } else { TurnDeadly(); } if (randomSprite) { sRenderer.sprite = aux.GetGrabberSprite(); } }
// Start is called before the first frame update void Start() { PM = PlayerManager.instance; EM = EffectsManager.instance; aux = AuxManager.instance; player = aux.GetPlayer(); throwHook = player.GetComponent <ThrowHook>(); }
void Start() { GM = GameManager.instance; aux = AuxManager.instance; EM = EffectsManager.instance; PM = PlayerManager.instance; player = aux.GetPlayer(); }
void Start() { GM = GameManager.instance; aux = AuxManager.instance; PM = PlayerManager.instance; //hooksList = new List<GameObject>(); player = aux.GetPlayer(); }
// Use this for initialization void Start() { aux = AuxManager.instance; cam = aux.GetCamera(); SpriteRenderer sRenderer = GetComponent <SpriteRenderer>(); spriteWidth = sRenderer.sprite.bounds.size.x * transform.localScale.x; }
void Start() { aux = AuxManager.instance; line = GetComponent <LineRenderer>(); StartChilds(); //SetNewLine(); //isStarted = true; }
void Start() { EM = EffectsManager.instance; PM = PlayerManager.instance; aux = AuxManager.instance; player = aux.GetPlayer(); bulletPool = aux.GetGroundBulletPool(); }
// Use this for initialization void Start() { //Begin SpawnClouds Coroutine aux = AuxManager.instance; cam = aux.GetCamera(); camWidth = cam.orthographicSize * cam.aspect; StartCoroutine(SpawnClouds()); }
// Start is called before the first frame update void Start() { aux = AuxManager.instance; sRenderer = GetComponent <SpriteRenderer>(); trailRenderer = GetComponent <TrailRenderer>(); alreadyStarted = true; ChangeColor(); ChangeTrailColor(); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); EM = EffectsManager.instance; aux = AuxManager.instance; bulletPool = aux.GetGroundBulletPool(); player = aux.GetPlayer(); shooter = transform.GetChild(0); shootPoint = shooter.GetChild(0); }
void Start() { aux = AuxManager.instance; cam = aux.GetCamera(); sRenderer = GetComponent <SpriteRenderer>(); //Set camWidth. Will be used later to check whether or not cloud is off screen. camWidth = cam.orthographicSize * cam.aspect; //Set Cloud Movement Speed, and Position to random values within range defined above }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
void Start() { aux = AuxManager.instance; EM = EffectsManager.instance; player = aux.GetPlayer().transform; sRenderer = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody2D>(); camFollow = aux.GetCamera().GetComponent <CameraFollow>(); ChangeColor(); alreadyStarted = true; }
private void Start() { SHM = SpawnHookManager.instance; AM = AuxManager.instance; PM = PlayerManager.instance; player = AM.GetPlayer(); transform.position = player.transform.position; ShowMainMenu(); //bestScoreMainMenuText.text = "Best Score: " + GetBestScore(); heartList = new List <GameObject>(); }
void Start() { GM = GameManager.instance; aux = AuxManager.instance; EM = EffectsManager.instance; PM = PlayerManager.instance; rb = GetComponent <Rigidbody2D>(); line = GetComponent <LineRenderer>(); player = aux.GetPlayer(); playerRb = player.GetComponent <Rigidbody2D>(); //disJoint.enabled = false; }
//private Rigidbody2D playerRb; /* public float nearCamZoom = 0.5f; * public float farCamZoom = 1f; * public float normalSpeed = 1f; * public float maxSpeed = 10f; * public float timeToZoom = 1f;*/ // Use this for initialization void Start() { cam = GetComponent <Camera>(); aux = AuxManager.instance; targets = new List <Transform>(); targets.Add(aux.GetPlayer().transform); playerTrans = aux.GetPlayer().transform; /*target = aux.GetPlayer().transform;*/ playerRb = playerTrans.GetComponent <Rigidbody2D>(); }
void Start() { GM = GameManager.instance; aux = AuxManager.instance; EM = EffectsManager.instance; PM = PlayerManager.instance; rb = GetComponent <Rigidbody2D>(); disJoint = GetComponent <DistanceJoint2D>(); playerFire.SetActive(false); canvas = aux.GetCanvas(); airPowerList = new List <GameObject>(); //currentAirPower = airPowers[0]; CreateNewAirPower(0); }
// Start is called before the first frame update void Start() { aux = AuxManager.instance; EM = EffectsManager.instance; GM = GameManager.instance; rb = GetComponent <Rigidbody2D>(); sRenderer = GetComponent <SpriteRenderer>(); // ChangeDirection(); newPos = GetPosInsideCircle(); timerToDirection = timeToChangeDirection; currentPos = transform.position; previousPosX = transform.position.x; playerPos = aux.player.transform; }
private void Start() { aux = AuxManager.instance; GM = GameManager.instance; EM = EffectsManager.instance; rb = GetComponent <Rigidbody2D>(); grabbableObjectsList = new List <GameObject>(); grabObjectIndicator = aux.GetGrabObjectIndicator(); line = GetComponent <LineRenderer>(); camFollow = aux.GetCamera().GetComponent <CameraFollow>(); throwHook = GetComponent <ThrowHook>(); hinge = GetComponent <HingeJoint2D>(); disJoint = GetComponent <DistanceJoint2D>(); }
// Use this for initialization void Start() { aux = AuxManager.instance; cam = aux.GetCamera().transform; // store previous frame previousCamPos = cam.position; //declares the length of the array parallaxScales = new float[backgrounds.Length]; //assigning coresponding parallaxScales for (int i = 0; i < backgrounds.Length; i++) { parallaxScales[i] = backgrounds[i].position.z * -1; } }
void Start() { GM = GameManager.instance; aux = AuxManager.instance; EM = EffectsManager.instance; PM = PlayerManager.instance; cam = aux.GetCamera(); player = aux.GetPlayer(); playerThrowHook = player.GetComponent <ThrowHook>(); lastNode = gameObject; nodePool = aux.GetNodePool(); nodeList = new List <GameObject>(); nodeList.Add(transform.gameObject); line = GetComponent <LineRenderer>(); camFollow = cam.GetComponent <CameraFollow>(); rb = GetComponent <Rigidbody2D>(); //edgeCol = GetComponent<EdgeCollider2D>(); }
// Use this for initialization void Start() { aux = AuxManager.instance; cam = aux.GetCamera().transform; lastCameraX = cam.transform.position.x; layers = new Transform[transform.childCount]; for (int i = 0; i < transform.childCount; i++) { layers[i] = transform.GetChild(i); if (randomBackground) { ChangeBackground(i); } } leftIndex = 0; rightIndex = layers.Length - 1; backgroundSize = layers[0].GetComponent <SpriteRenderer>().sprite.bounds.size.x - offsetBackground; }
void Start() { aux = AuxManager.instance; shadowMaterial = aux.GetShadowMaterial(); shadowColor = aux.GetShadowColor(); transformCaster = transform; transformShadow = new GameObject().transform; transformShadow.parent = transformCaster; transformShadow.gameObject.name = "Shadow"; transformShadow.localRotation = Quaternion.identity; sRendererCaster = GetComponent <SpriteRenderer>(); sRendererShadow = transformShadow.gameObject.AddComponent <SpriteRenderer>(); sRendererShadow.sprite = sRendererCaster.sprite; sRendererShadow.material = shadowMaterial; sRendererShadow.color = shadowColor; sRendererShadow.sortingLayerName = sRendererCaster.sortingLayerName; sRendererShadow.sortingOrder = sRendererCaster.sortingOrder - 2; }
public void AirTeleport() { if (!Physics2D.OverlapPoint(transform.position + Vector3.right * distanceToTeleport)) { transform.position += Vector3.right * distanceToTeleport; } else if (!nearestPoint) { hits = Physics2D.RaycastAll(transform.position, Vector3.right * distanceToTeleport); bestPosToTeleport = hits[0].point; foreach (RaycastHit2D h in hits) { if (h.distance < Vector2.Distance(bestPosToTeleport, transform.position) && !Physics2D.OverlapPoint(h.point + h.normal * 0.3f)) { bestPosToTeleport = h.point; } } transform.position = bestPosToTeleport; } else { Vector2 aux = bestPosToTeleport; while (Physics2D.OverlapPoint(aux)) { aux += step * Vector2.right; } if (Vector2.Distance(aux, transform.position + Vector3.right * distanceToTeleport) < Vector2.Distance(bestPosToTeleport, transform.position)) { bestPosToTeleport = aux; } transform.position = bestPosToTeleport; } rb.velocity = Vector2.zero; }
private void Start() { aux = AuxManager.instance; player = aux.GetPlayer(); //EM = EffectsManager.instance; }
private void Start() { aux = AuxManager.instance; EM = EffectsManager.instance; player = aux.GetPlayer().transform; }
void Start() { aux = AuxManager.instance; }
// Start is called before the first frame update void Start() { aux = AuxManager.instance; player = aux.GetPlayer().transform; camFollow = aux.GetCamera().GetComponent <CameraFollow>(); }
// Use this for initialization void Start() { aux = AuxManager.instance; GM = GameManager.instance; player = aux.GetPlayer().transform; }