Пример #1
0
 // private List<GameObject> coins  = new List<GameObject>();
 private void Start()
 {
     aux = AuxManager.instance;
     //coins = new List<GameObject>();
     StartChilds();
     canSpawnIt = true;
 }
Пример #2
0
    // 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();
        }
    }
Пример #3
0
 // 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>();
 }
Пример #4
0
 void Start()
 {
     GM     = GameManager.instance;
     aux    = AuxManager.instance;
     EM     = EffectsManager.instance;
     PM     = PlayerManager.instance;
     player = aux.GetPlayer();
 }
Пример #5
0
 void Start()
 {
     GM  = GameManager.instance;
     aux = AuxManager.instance;
     PM  = PlayerManager.instance;
     //hooksList = new List<GameObject>();
     player = aux.GetPlayer();
 }
Пример #6
0
    // 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;
    }
Пример #7
0
 void Start()
 {
     aux  = AuxManager.instance;
     line = GetComponent <LineRenderer>();
     StartChilds();
     //SetNewLine();
     //isStarted = true;
 }
Пример #8
0
 void Start()
 {
     EM         = EffectsManager.instance;
     PM         = PlayerManager.instance;
     aux        = AuxManager.instance;
     player     = aux.GetPlayer();
     bulletPool = aux.GetGroundBulletPool();
 }
Пример #9
0
 // 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();
 }
Пример #11
0
 // 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);
 }
Пример #12
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
    }
Пример #13
0
 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(gameObject);
     }
 }
Пример #14
0
 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;
 }
Пример #15
0
 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>();
 }
Пример #16
0
 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;
 }
Пример #17
0
    //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>();
    }
Пример #18
0
 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);
 }
Пример #19
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;
 }
Пример #20
0
 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>();
 }
Пример #21
0
    // 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;
        }
    }
Пример #22
0
 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>();
 }
Пример #23
0
    // 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;
    }
Пример #24
0
    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;
    }
Пример #25
0
    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;
    }
Пример #26
0
 private void Start()
 {
     aux    = AuxManager.instance;
     player = aux.GetPlayer();
     //EM = EffectsManager.instance;
 }
Пример #27
0
 private void Start()
 {
     aux    = AuxManager.instance;
     EM     = EffectsManager.instance;
     player = aux.GetPlayer().transform;
 }
Пример #28
0
 void Start()
 {
     aux = AuxManager.instance;
 }
Пример #29
0
 // Start is called before the first frame update
 void Start()
 {
     aux       = AuxManager.instance;
     player    = aux.GetPlayer().transform;
     camFollow = aux.GetCamera().GetComponent <CameraFollow>();
 }
Пример #30
0
 // Use this for initialization
 void Start()
 {
     aux    = AuxManager.instance;
     GM     = GameManager.instance;
     player = aux.GetPlayer().transform;
 }