protected void Page_Init(object sender, EventArgs e) { if (!IsPostBack) { bees = BeeController.GetBees(Bees); DefineBeesSession(bees); } }
// Use this for initialization void Start() { passedTime = 0; beeController = GameObject.Find("CardboardMain").GetComponent <BeeController>(); InitPrefabs(); InitNodes(); StartCoroutine(SpawnBeats(4)); }
void OnTriggerEnter(Collider other) { BeeController beeController = other.gameObject.GetComponent <BeeController>(); if (beeController != null) { // If object is being thrown and hasn't hit bee, hit bee if (!gameObject.GetComponent <InteractableItem>().isPickedUp&& !hitBee) { hitBee = true; } } }
protected void LnkDamage_Click(object sender, EventArgs e) { Guid beeId = Guid.Parse((sender as LinkButton).CommandArgument); List <Bee> bees = Bees; Bee bee = bees.Where(b => b.ID == beeId).FirstOrDefault(); int damage = new Random().Next(81); BeeController.Damage(damage, ref bee); DefineBeesSession(bees); BindBeesGrid(); }
/// Tell the player to shoot a bee in the direction they are facing private void Shoot() { if (!CanShoot()) { return; } GameObject bee = Instantiate(beePrefab, beeShootPosition.position, Quaternion.identity); BeeController beeController = bee.GetComponent <BeeController>(); beeController.Shoot(viewCamera.forward, this); m_ammo -= 1; UpdateAmmoText(); sfxShoot.Play(); }
void Start() { this.cameraController = Camera.main.GetComponent <CameraController> (); this.spawnStuffController = GameObject.FindWithTag("GameController"). GetComponent <GameSpawnStuffController>(); this.scoreController = GameObject.FindWithTag("GameController"). GetComponent <GameScoreController>(); this.beeController = GameObject.FindWithTag("bee"). GetComponent <BeeController>(); this.jarController = GameObject.FindWithTag("jar"). GetComponent <JarController>(); this.uiManagerController = GameObject.Find("UIManager").GetComponent <UIManagerController> (); audioSource = GetComponents <AudioSource>(); }
void Update() { // Check if we can start playing. if (GameplayManager.Instance.CanPlay()) { // Update the spawn wait time and check if we are ready to spawn the next bee. spawnDelay -= Time.deltaTime; if (spawnDelay <= 0f) { // Get a new bee from the object pool. GameObject bee = ObjectPooler.Instance.GetPooledObject("Bee"); bee.SetActive(true); // Randomly pick a type and position for this bee. int type = PickRandomBeeType(); Vector3 position = PickRandomSpawnPosition(); // Initialize the bee controller with the settings for this bee type. BeeController beeController = bee.GetComponent <BeeController>(); beeController.Initialize(position, beeTypes[type].moveSpeed, beeTypes[type].material); // Show alert icon. UIManager.Instance.ShowAlertIcon(bee); // Increment bee count and check if we need to advance to the next spawn setting. beeCount++; if (beeCount >= spawnSettings[spawnIndex].beeCount) { // Set to the next spawn setting and reset the bee count. spawnIndex = Mathf.Min(spawnIndex + 1, spawnSettings.Length - 1); beeCount = 0; } // Reset the spawn wait time for the next bee. spawnDelay = Random.Range(spawnSettings[spawnIndex].minSpawnDelay, spawnSettings[spawnIndex].maxSpawnDelay); } } // Update buzz volume. UpdateBuzzVolume(); }
IEnumerator CreateInvaders() { for (int i = 0; i < 5; i++) { for (int j = 0; j < 11; j++) { Vector3 birthPosition = new Vector3(-2.4f + j * 0.4f, 0.45f * i, 0); if (i < 2) { GameObject obj = Instantiate(bee, birthPosition, Quaternion.identity) as GameObject; BeeController controller = obj.GetComponent <BeeController>(); controller.invaderId = i * 5 + j; InvaderPlatoon.Add(controller); } else if (i < 4) { GameObject obj = Instantiate(squid, birthPosition, Quaternion.identity) as GameObject; SquidController controller = obj.GetComponent <SquidController>(); controller.invaderId = i * 5 + j; InvaderPlatoon.Add(controller); } else { GameObject obj = Instantiate(octopus, birthPosition, Quaternion.identity) as GameObject; OctopusController controller = obj.GetComponent <OctopusController>(); controller.invaderId = i * 5 + j; InvaderPlatoon.Add(controller); } yield return(new WaitForSeconds(0.01f)); } } movementState = MovementState.RIGHT; yield return(null); finishCreated = true; }
// Use this for initialization void Start() { passedTime = 0; beeController = GameObject.Find("CardboardMain").GetComponent<BeeController>(); InitPrefabs(); InitNodes(); StartCoroutine(SpawnBeats(4)); }
/// <summary> /// Call this to set the bee this icon should be tracking. /// </summary> /// <param name="bee">Game object for the bee.</param> public void TrackBee(GameObject bee) { beeController = bee.GetComponent <BeeController>(); beeTransform = bee.transform; }
void Awake() { myController = GetComponentInParent<BeeController>(); }
void Update() { score_text.text = "とくてん\n" + Score_have; // タイム if (standby_tl >= 0) { standby_tl -= Time.deltaTime; stanbyCount_text.text = ((int)standby_tl).ToString(); if (standby_tl <= 1) { stanbyCount_text.text = "スタート!"; } if (standby_tl <= 0 && stanbyCount_text.enabled == true) { stanbyCount_text.enabled = false; } } else if (standby_tl <= 0) { if (Input.GetMouseButtonDown(0)) { Vector3 TapPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition); Collider2D col = Physics2D.OverlapPoint(TapPoint); if (col) { if (GameEnd_bool == false) { //GameObject obj = col.transform.gameObject; // rayが当たったオブジェクトの名前を取得 if (col.transform.gameObject.CompareTag("Enemy")) { BeeController _BeeController_ = col.transform.gameObject.GetComponent <BeeController> (); Score_have += _BeeController_.Score_point; Debug.Log("敵を倒した!"); SE_point.Play(); GameObject inst = Instantiate(GetSpilit, col.gameObject.transform.position, Quaternion.identity); _BeeController_.BeeBroken(); Destroy(col.transform.gameObject); } if (col.transform.gameObject.CompareTag("Bee")) { BeeController _BeeController_ = col.transform.gameObject.GetComponent <BeeController> (); Score_have -= _BeeController_.Score_point % 2; Debug.Log("ミツバチを誤つぶし…"); _BeeController_.BeeBroken(); Destroy(col.transform.gameObject); } } } if (gotoCleck_bool == true) { gotoTitle(); } } // デバッグキー if (Input.GetKeyDown("1")) { intTime_yl = 5; } if (GameEnd_bool == true) { int life_plus = life_val * 1000; Black_layer.SetActive(true); lastGetScore_text.text = "とくてん:" + (Score_have + life_plus); lifeBounus_text.text = "ライフボーナス:+" + life_plus; // ゲームクリアorゲームオーバー if (GameClear_bool == true) { GameClear.enabled = true; GameOver.enabled = false; } if (GameClear_bool == false) { GameOver.enabled = true; GameClear.enabled = false; } // タイム if (gotoCan_tl >= 0) { gotoCan_tl -= Time.deltaTime; } else { gotoCleck_bool = true; } } } }
bool drag = false; // Are we currently dragging. void Update() { // Check if we are currently dragging the mouse. if (!drag) { // We only enter drag mode during gameplay and when the player hold the left mouse button. if (GameplayManager.Instance.CanPlay() && Input.GetMouseButtonDown(0)) { //Create 3D ray pointing into the world at the mouse position Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); //Check if our ray is hitting anything in the scene RaycastHit hitInfo; if (Physics.Raycast(ray, out hitInfo, 1000f)) { //Check if the ray hits a bee. If so, we have 'selected the bee if (hitInfo.transform.CompareTag("Bee")) { //Make sure the bee is not stunned BeeController bee = hitInfo.transform.GetComponent <BeeController>(); if (!bee.IsStunned()) { //Append waypoints to path for this bee, //starting at current position currentPath = hitInfo.transform.GetComponentInChildren <FlightPath>(); currentPath.Clear(); currentPath.Append(hitInfo.transform.position); //Enter dragmode, keep appending waypoints to bee's path drag = true; } } } } } else { // Check if we should stay in drag mode. We will exit if the bee has reached a honeycomb // or the end of its path. if (currentPath == null || currentPath.EndReached() || currentPath.Waypoints.Count == 0) { drag = false; } else { // Create a 3D ray pointing into the world and test against the play plane, which is // set at position with z equals 0. Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hitInfo; playPlane.Raycast(ray, out hitInfo, 1000f); // Check if we have dragged far enough from our last waypoint. Vector3 currentPosition = hitInfo.point; Vector3 lastPosition = currentPath.GetLastPosition(); if (Vector3.Distance(currentPosition, lastPosition) > segmentLength) { // Keep adding fixed-length segments up to the current position. This way the // dash-line for the path will be consistent instead of looking stretched. float dragLength = Vector3.Distance(currentPosition, lastPosition); Vector3 direction = Vector3.Normalize(currentPosition - lastPosition); float totalLength = segmentLength; while (totalLength < dragLength) { currentPath.Append(lastPosition + (direction * totalLength)); totalLength += segmentLength; } } // Check if the player has stopped dragging. if (Input.GetMouseButtonUp(0)) { // Try to snap the bee's path to the closest honeycomb. Beehive.Instance.SnapToHoneycomb(currentPath); // Exit drag mode. drag = false; } } } }
// Update is called once per frame void FixedUpdate() { // handle camera movement float mouse_x = Input.GetAxis("Mouse X"); float mouse_y = Input.GetAxis("Mouse Y"); m_pitch = Mathf.Clamp(m_pitch - mouse_y * pitchSpeed, -85.0f, 85.0f); m_yaw = Mathf.Repeat(m_yaw + mouse_x * yawSpeed, 360.0f); viewCamera.transform.localRotation = Quaternion.Euler(m_pitch, m_yaw, 0.0f); // handle WASD movement float move_x = Input.GetAxis("Horizontal"); float move_y = Input.GetAxis("Vertical"); Vector2 movement = new Vector2(move_x, move_y); if (movement.magnitude > 1.0f) { movement = movement.normalized; } Vector3 dir_forward = viewCamera.forward; dir_forward.y = 0.0f; dir_forward = dir_forward.normalized; Vector3 dir_right = viewCamera.right; dir_right.y = 0.0f; dir_right = dir_right.normalized; // change speed based on rev state float actualSpeed = moveSpeed; if (m_rev > 0.0f) { actualSpeed = revSpeedScale * moveSpeed; } Vector3 new_velocity = (dir_forward * movement.y + dir_right * movement.x) * actualSpeed; m_Rigidbody.velocity = new Vector3(new_velocity.x, m_Rigidbody.velocity.y, new_velocity.z); // handle jump if (m_TimeSinceJumpPressed < 0.1f) { if (CanJump()) { m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, jumpSpeed, m_Rigidbody.velocity.z); m_TimeSinceJumpPressed = 1.0f; } } m_TimeSinceJumpPressed += Time.deltaTime; m_Rigidbody.velocity += Vector3.down * gravityScale * Time.deltaTime; // handle shoot if (Input.GetMouseButton(0)) { m_rev = Mathf.Clamp(m_rev + Time.deltaTime, 0.0f, revTime); } else { m_rev = Mathf.Clamp(m_rev - Time.deltaTime, 0.0f, revTime); } if (m_ShootBeeTimer <= 0.0f && CanShoot()) { m_ShootBeeTimer = 1.0f; Shoot(); } if (m_rev < revTime) { // Reset bee shoot timer while not fully revved. m_ShootBeeTimer = 1.0f; } else { // otherwise, decrement shoot timer m_ShootBeeTimer -= Time.deltaTime * beesPerSecond; } // rotate barrel barrelTransform.Rotate(Vector3.up, Time.deltaTime * revAnimationSpeed * (m_rev / revTime), Space.Self); // handle bee return if (Input.GetKey(KeyCode.Q)) { GameObject[] objects = GameObject.FindGameObjectsWithTag("Bee"); foreach (GameObject beeobject in objects) { BeeController bee = beeobject.GetComponent <BeeController>(); bee.State = BeeController.BeeState.Returning; } } else if (Input.GetMouseButton(1)) { Vector3 direction = viewCamera.forward; Vector3 position = viewCamera.position; GameObject[] objects = GameObject.FindGameObjectsWithTag("Bee"); foreach (GameObject beeobject in objects) { BeeController bee = beeobject.GetComponent <BeeController>(); Vector3 beeposition = beeobject.transform.position; Vector3 beedirection = (beeposition - position).normalized; if (Vector3.Dot(direction, beedirection) >= beeCrosshairRange) { bee.State = BeeController.BeeState.Returning; } } } // Rev sound if (m_rev <= 0.0f) { sfxRev.Stop(); } else if (!sfxRev.isPlaying) { sfxRev.Play(); } sfxRev.pitch = 0.1f + (m_rev / revTime) * 0.6f; }
void Start() { beeController = GetComponent <BeeController>(); bee = GetComponent <Bee>(); soundPlayer = GetComponent <BeeSoundPlayer>(); }
public BeeFSM(BeeController controller) { this.controller = controller; audio = ServiceLocator.getService<IAudio>(); Reset(); }
// Use this for initializatio void Start() { beeController = GetComponent <BeeController>(); }