// Use this for initialization void Start () { srs = new List<SpriteRenderer>(); foreach(Transform t in transform) { SpriteRenderer sr = t.GetComponent<SpriteRenderer>(); if (sr != null) { srs.Add(sr); } } cFollow = Camera.main.GetComponent<CamFollow>(); width = (cFollow.rightBounds - cFollow.leftBounds) / 2; zero = cFollow.leftBounds + width; Vector3 selfPosition = transform.position; selfPosition.y = (cFollow.upperBounds + cFollow.lowerBounds) / 2; selfPosition.x = zero; transform.position = selfPosition; for (int i = 0; i < srs.Count; i++) { Vector3 pos = srs[i].transform.position; pos.x = zero; srs[i].transform.position = pos; } }
// public LightScript lightScript; //Start private void Start() { //zone1.SetActive(true); //zone2.SetActive(false); inUpDraft = false; audio = FindObjectOfType <AudioManager>(); creditsMenu = GameObject.Find("Credits Menu"); creditsMenu.SetActive(false); //Calling Scripts debugLines = GetComponent <DebugLines>(); flyingStates = GetComponent <FlyingStates>(); playerCollider = GetComponent <BoxCollider>(); camFollow = GetComponent <CamFollow>(); input = GetComponent <InputManager>(); rotationController = GetComponent <RotationController>(); animationScript = GetComponent <AnimationScript>(); loadLevel = GetComponent <LoadLevel>(); // lightScript.light.color = lightScript.Cavecolor; //boostLight.SetActive(false); //windStream.SetActive(false); flyingStates.WingStreamsOff(); FindObjectOfType <AudioManager>().StopPlayingAudio("Boost"); EndGameUI.SetActive(false); }
void Start() { // find the server so that we can interact with it _server = Utility.FindComponent<Server>(Server.NAME); _server.ConnectionLostEvent += OnConnectionLost; _server.ExtensionEvent += OnResponse; _chat = Utility.FindComponent<ChatController>(ChatController.NAME); _cam = Camera.main.GetComponent<CamFollow>(); LoadMap(); // pull player image from prefs and randomly place them on the top of the map int type = PlayerPrefs.GetInt(Constants.PLAYER_TYPE, 0);; int x = Random.Range(5, 20); int y = Random.Range(0, -10); _player = CreateCharacter(type, new Vector2(x, y)); _cam.Target = _player.gameObject; _otherPlayers = new Dictionary<string, Player>(); // let the server (and other players) this player has just joined the game PsObject psobj = new PsObject(); psobj.SetInt(ServerConstants.PLAYER_TYPE, type); psobj.SetIntArray(ServerConstants.PLAYER_POSITION, new List<int>() { x, y }); _server.SendRequest(new ExtensionRequest(PlayerCommand.GetCommand(PlayerCommand.PlayerEnum.Start), psobj)); _running = true; }
//Use for initiation void Start() { cFollow = Camera.main.GetComponent<CamFollow>(); if (Manager.instance.gameMode == Manager.GameModes.BLITZKRIEG) fireDelay *= 0.5f; playerID = GetComponent<PlayerController>().GetPlayerID(); }
//awake is always called, even when the attached object is set unactive. start starts as soon as it's set active void Awake() { s = this; CamZ = transform.position.z; minCamY = transform.position.y; leftCam = transform.position.x; slingshot = GameObject.FindWithTag("Slingshot"); empty = GameObject.FindWithTag("Empty"); goal = GameObject.FindWithTag("Goal"); Debug.Log(slingshot); if (GO_left == null) { setEmptyToMiddle(); } else { setEmptyToMiddle(GO_left, GO_right); } lastPoi = poi; }
private void Start() { inside = false; cm = Camera.main.gameObject.GetComponent <CameraZoomOut>(); cf = Camera.main.gameObject.GetComponent <CamFollow>(); Sp1.SetActive(false); Sp2.SetActive(false); Sp3.SetActive(false); cm.enabled = false; }
private void Awake() { // Setting up references. m_GroundCheck = transform.Find("GroundCheck"); m_CeilingCheck = transform.Find("CeilingCheck"); m_Anim = GetComponent <Animator>(); m_Rigidbody2D = GetComponent <Rigidbody2D>(); cam_ = Camera.main.GetComponent <CamFollow>(); }
// Use this for initialization void Start() { active = true; character = GetComponent <ThirdPersonCharacter>(); audio = GetComponent <AudioSource>(); cam = FindObjectOfType <CamFollow>(); cam.target = transform; guards = FindObjectsOfType <GuardAI>(); AddPrimaryTarget(transform); }
private void Start() { Application.targetFrameRate = 60; cam = Camera.main; camParent = cam.transform.parent; camFollow = camParent.GetComponent <CamFollow>(); camFollow.enabled = false; player = GameObject.FindWithTag("Player"); mainThemeMusic.SetActive(true); //!!! PIG FARMA GİRDİĞİMİZDE BUNU KAPATIP YERİNE SAD VIOLIN'I ÇALACAĞIZ. !!! happyPigStartSound.SetActive(false); deathSound.SetActive(false); sadViolinEndingMusic.SetActive(false); coinCollectSound.SetActive(false); }
// Start is called before the first frame update void Start() { prefabManager = GameObject.Find("PrefabManager").GetComponent <PrefabManager> (); spawnManager = GameObject.Find("SpawnManager").GetComponent <SpawnManager> (); inventoryManager = GameObject.Find("InventoryManager").GetComponent <InventoryManager> (); follow = GameObject.Find("MainCamera").GetComponent <CamFollow> (); mapFollow = GameObject.Find("MapCamera").GetComponent <CamFollow> (); //playerStats = GameObject.Find("GameManager").GetComponent<PlayerStats>(); selectionUI = GameObject.Find("UIManager").GetComponent <SelectionUI> (); if (!selectionUI.Equals(null)) { selectionUI.FindSelectionObjects(); } }
void Awake() { selectionUI = GameObject.Find("UIManager").GetComponent <SelectionUI> (); //Variables.App.Set("name", "David Crispin"); spawnManager = GameObject.Find("SpawnManager").GetComponent <SpawnManager>(); prefabManager = GameObject.Find("PrefabManager").GetComponent <PrefabManager>(); characterManager = GameObject.Find("CharacterManager").GetComponent <CharacterManager>(); selectionUI.FindSelectionObjects(); //GameObject.Find("UIManager").GetComponent<SelectionUI>().FindSelectionObjects(); //Debug.Log("Awake"); //if (spawnManager.findPlayer() == null) _SpawnPlayer(); // spawnName = "none"; follow = GameObject.Find("MainCamera").GetComponent <CamFollow> (); mapFollow = GameObject.Find("MapCamera").GetComponent <CamFollow> (); follow.target = prefabManager.currentPrefab.transform; mapFollow.target = prefabManager.currentPrefab.transform; //DontDestroyOnLoad(this.gameObject); }
//awake is always called, even when the attached object is set unactive. start starts as soon as it's set active void Awake() { s = this; CamZ = transform.position.z; minCamY = transform.position.y; leftCam = transform.position.x; slingshot = GameObject.FindWithTag ("Slingshot"); empty = GameObject.FindWithTag ("Empty"); goal = GameObject.FindWithTag ("Goal"); Debug.Log (slingshot); if (GO_left == null) { setEmptyToMiddle (); } else { setEmptyToMiddle(GO_left, GO_right); } lastPoi = poi; }
public void AddPlayer(int index) { Debug.Log("ADDED PLAYER"); GameObject tempPlayer = Instantiate(playerPrefab); tempPlayer.transform.position = trackPositions[index].transform.position; tempPlayer.transform.eulerAngles = trackPositions[index].transform.forward; Player p = tempPlayer.GetComponent <Player>(); p.SetPlayerIndex(index); GameObject tempCam = Instantiate(cameraPrefab); tempCam.transform.parent = cameraList.transform; Destroy(tempCam.GetComponent <AudioListener>()); CamFollow cf = tempCam.GetComponent <CamFollow>(); cf.target = p.camLookAt.transform; cf.carController = p.carController; players.Add(p); screenManager.UpdateScreenRects(); }
void Start() { // find the server so that we can interact with it _server = Utility.FindComponent <Server>(Server.NAME); _server.ConnectionLostEvent += OnConnectionLost; _server.ExtensionEvent += OnResponse; _chat = Utility.FindComponent <ChatController>(ChatController.NAME); _cam = Camera.main.GetComponent <CamFollow>(); LoadMap(); // pull player image from prefs and randomly place them on the top of the map int type = PlayerPrefs.GetInt(Constants.PLAYER_TYPE, 0);; int x = Random.Range(5, 20); int y = Random.Range(0, -10); _player = CreateCharacter(type, new Vector2(x, y)); _cam.Target = _player.gameObject; _otherPlayers = new Dictionary <string, Player>(); // let the server (and other players) this player has just joined the game PsObject psobj = new PsObject(); psobj.SetInt(ServerConstants.PLAYER_TYPE, type); psobj.SetIntArray(ServerConstants.PLAYER_POSITION, new List <int>() { x, y }); _server.SendRequest(new ExtensionRequest(PlayerCommand.GetCommand(PlayerCommand.PlayerEnum.Start), psobj)); _running = true; }
// Use this for initialization IEnumerator Start() { // initialize cameras setupCam = GameObject.Find("Main Camera").GetComponent <Camera>(); playCam = GameObject.Find("PlayCam").GetComponent <Camera>(); playCam.enabled = false; playCam.GetComponent <AudioListener>().enabled = false; // find the spawnpoint. if it exists create a player and put it there. GameObject spawnPoint = GameObject.Find("SpawnPoint"); if (null != spawnPoint) { Transform spawnPointTransform = GameObject.Find("SpawnPoint").GetComponent <Transform> (); this.player = (GameObject)Instantiate(Resources.Load("BubbleBoy")); Rigidbody playerBody = player.GetComponent <Rigidbody> (); playerBody.position = spawnPointTransform.position; playerBody.velocity = Vector3.zero; CamFollow follow = playCam.GetComponentInParent <CamFollow> (); follow.target = this.player.transform; follow.body = playerBody; } else { Debug.LogWarning("Failed to get spawnpoint"); } GameManager.Active = false; AsyncOperation async = Application.LoadLevelAdditiveAsync("UI_Scene"); yield return(async); Debug.Log("Loading complete"); }
void Awake() //Acontece quando o prefab é "acordado" { podeExecutar = true; vidas = 5; almas = 0; aguiaScript = (Aguia)GetComponent(typeof(Aguia)); oncaScript = (Onca)GetComponent(typeof(Onca)); tartarugaScript = (Tartaruga)GetComponent(typeof(Tartaruga)); rb = GetComponent <Rigidbody2D>(); //Encontra o componente Rigidbody do jogador. an = GetComponentInChildren <Animator>(); cam = Camera.main.GetComponent <CamFollow>(); canMove = true; moveBlock = false; canShoot = true; facingRight = true; force = 1500; groundCheckSize = new Vector2(0.4f, 0.3f); passosEv = FMODUnity.RuntimeManager.CreateInstance(somPassos); passosEv.getParameter("Andando", out andandoParam); passosEv.getParameter("Terreno", out terrenoParam); passosEv.start(); Instantiate(gm); StartCoroutine(gm.habilidadesIniciais()); Time.timeScale = 1; hitPlayed = true; vulneravel = true; }
void OnEnable() { c = (CamFollow)target; }
void Start() { game = FindObjectOfType <GamePlay>(); cam = Camera.main.GetComponent <CamFollow>(); map = GetComponent <MapEdit>(); }
// Use this for initialization void Start() { Cursor.visible = false; death = false; cam = GameObject.Find("ThirdPersonCamera").GetComponent <CamFollow>(); }
private void Awake() { me = this; au = GetComponents <AudioSource>(); }
void Awake() { if (!Application.isEditor) { Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; } _loadingScreen = GameObject.Instantiate(loadingScreenPrefab, new Vector3(8000, 8000, 8000), Quaternion.identity); _loadingScreen.gameObject.SetActive(false); _winPopup = GameObject.Instantiate(winPopupPrefab, Vector3.zero, Quaternion.identity); _winPopup.gameObject.SetActive(false); spawns = StageManager.instance.transform.Find("SpawnPoints").GetComponentsInChildren <Transform>().Where(x => x.name != "SpawnPoints").ToArray(); playerInfo = Serializacion.LoadJsonFromDisk <RegisteredPlayers>("Registered Players"); playerInfo.playerStats = new PlayerStats[playerInfo.playerControllers.Length]; playerCameras[playerInfo.playerControllers.Length - 2].SetActive(true); if (playerInfo.playerControllers.Length == 2) { for (int i = 0; i < 2; i++) { Camera c = GameObject.Find("Camera_P" + (i + 1)).GetComponent <Camera>(); cameraTexturesForTwoPlayers[i].width = 1280; c.rect = new Rect(0, 0, 2, 1); } } else { for (int i = 0; i < 2; i++) { Camera c = GameObject.Find("Camera_P" + (i + 1)).GetComponent <Camera>(); cameraTexturesForTwoPlayers[i].width = 640; c.rect = new Rect(0, 0, 1, 1); } } //Setting the mode! gameRules = Resources.Load("Scriptable Objects/GameMode_" + playerInfo.gameMode) as SO_GameRules; //get all the cameras var allCams = GameObject.FindObjectsOfType <CamFollow>().ToList(); Utility.KnuthShuffle(spawns); for (int i = 0; i < playerInfo.playerControllers.Length; i++) { var URLs = Serializacion.LoadJsonFromDisk <CharacterURLs>("Player " + (playerInfo.playerControllers[i] + 1)); //Dejo los objetos ccomo children del body por cuestiones de carga de los scripts. Assembler no debería generar problemas, ya que su parent objetivo sería el mismo. var player = Instantiate(Resources.Load <GameObject>("Prefabs/Bodies/" + URLs.bodyURL), spawns[i].transform.position, Quaternion.identity).GetComponent <Player>(); var weapon = Instantiate(Resources.Load <GameObject>("Prefabs/Weapons/" + URLs.weaponURL), player.transform.position, Quaternion.identity, player.transform); var comp1 = Instantiate(Resources.Load <GameObject>("Prefabs/Skills/Complementary/" + URLs.complementaryURL[0]), player.transform.position, Quaternion.identity, player.transform); var comp2 = Instantiate(Resources.Load <GameObject>("Prefabs/Skills/Complementary/" + URLs.complementaryURL[1]), player.transform.position, Quaternion.identity, player.transform); var def = Instantiate(Resources.Load <GameObject>("Prefabs/Skills/Defensive/" + URLs.defensiveURL), player.transform.position, Quaternion.identity, player.transform); CharacterAssembler.Assemble(player.gameObject, def, comp1, comp2, weapon); player.transform.forward = spawns[i].forward; comp1.GetComponent <ComplementarySkillBase>().RegisterInput(0); comp2.GetComponent <ComplementarySkillBase>().RegisterInput(1); player.gameObject.layer = LayerMask.NameToLayer("Player" + (playerInfo.playerControllers[i] + 1)); player.gameObject.tag = "Player " + (playerInfo.playerControllers[i] + 1); foreach (Transform t in player.transform) { t.gameObject.layer = LayerMask.NameToLayer("Player" + (playerInfo.playerControllers[i] + 1)); t.gameObject.tag = "Player " + (playerInfo.playerControllers[i] + 1); } player.Stats.Score = 0; player.lockedByGame = true; player.LightsModule.SetPlayerColor(playerColors[playerInfo.playerControllers[i]]); CamFollow cam = allCams.Where(x => x.name == "Camera_P" + (i + 1)).First(); allCams.Remove(cam); if (player.ControlModule.playerType == PlayerControlModule.PlayerType.DRONE) { cam.AssignTarget(player, player.GetCameraOffset()); } else { var castedControlModule = player.ControlModule as QuadrupedControlModule; cam.AssignTarget(player, player.GetCameraOffset(), castedControlModule.HardcodeForCameraForward); } } //disable cams that are not being used foreach (var item in allCams) { item.gameObject.SetActive(false); } AddEvents(); UIManager.Instance.Initialize(Players, StartFirstRound, gameRules.pointsToWin[playerInfo.playerControllers.Length - 2]); }
void OnSceneLoaded(Scene scene, LoadSceneMode mode) { cam = GameObject.Find("Main Camera"); camScript = cam.GetComponent <CamFollow>(); }
private void Start() { camFollow = FindObjectOfType <CamFollow>(); }
void Start() { game = FindObjectOfType <GamePlay>(); player = GetComponent <Player>(); cam = Camera.main.GetComponent <CamFollow>(); }
public void Initiate() { camBG = Instantiate(camBGPrefab, Vector3.zero, camBGPrefab.transform.rotation); camFollow = camBG.GetComponent <CamFollow>(); }
public void AssignCamera(CamFollow cam) { Cam = cam; _camShake = cam.GetComponent <CameraShake>(); GetComponent <PlayerSightingHandler>().Init(); }
//add timer, camera only does zoom thing after x time void Awake() { instance = this; }