Пример #1
0
 // Start is called before the first frame update
 void Start()
 {
     myRigidbody2D     = GetComponent <Rigidbody2D>();
     myConstantForce2D = GetComponent <ConstantForce2D>();
     myLashHandler     = GetComponent <LashHandler>();
     triggerCollider   = GetComponentInChildren <CapsuleCollider2D>();
 }
Пример #2
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    public void StraightFire(Vector3 target)
    {
        //StartCoroutine(MoveTo(target));
        ConstantForce2D force = GetComponent <ConstantForce2D>();

        force.force = speed * (target - transform.position).normalized;
    }
Пример #3
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    //Create the projectile. Used by PlayerShipBehaviour too
    internal void CreateProjectile()
    {
        if (workingProjectileFireCooldown <= 0)                       //if projectile can be fired
        {
            Rigidbody2D shipRigid = GetComponent <Rigidbody2D>();     //used for getting current ship position

            GameObject newProjectile = Instantiate(projectileObject); //creates a new object, initially at 0,0

            Rigidbody2D projectileRigid = newProjectile.GetComponent <Rigidbody2D>();
            //set position + rotation of the projectile to that of the ship
            //newProjectile.transform.SetPositionAndRotation(shipRigid.transform.position, new Quaternion());
            projectileRigid.transform.position = shipRigid.transform.position; //without transform. it spawns at 0,0
            projectileRigid.transform.rotation = shipRigid.transform.rotation;

            ConstantForce2D projectileForce = newProjectile.GetComponent <ConstantForce2D>();
            projectileForce.enabled = true;

            newProjectile.SetActive(true);

            ProjectileScript projectileScript = newProjectile.GetComponent <ProjectileScript>();
            projectileScript.damage       = projectileDamage;       //sets the damage of the projectile
            projectileScript.ownerShip    = gameObject;             //sets the owner's ship to this
            workingProjectileFireCooldown = projectileFireCooldown; //increases the cooldown to the maximum
        }
    }
Пример #4
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    void Start()
    {
        rigid = this.GetComponent <Rigidbody2D>();
        force = this.GetComponent <ConstantForce2D>();

        playerController = GameObject.Find("Camera").GetComponent <PlayerController>();
    }
Пример #5
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    //Initialization
    void Start()
    {
        player    = this.gameObject;
        this.name = "Player";
        //Add and applies Rigidbody2D to our player
        player.AddComponent <Rigidbody2D>();
        rb = player.GetComponent <Rigidbody2D>();
        rb.gravityScale = 2f;
        rb.constraints  = RigidbodyConstraints2D.FreezeRotation;
        //Add and applies BoxCollider2D to our player
        player.AddComponent <BoxCollider2D>();
        collide     = player.GetComponent <BoxCollider2D> ();
        rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y);

        player.AddComponent <ConstantForce2D>();
        gravityForce         = player.GetComponent <ConstantForce2D>();
        gravityForce.enabled = false;

        statePattern = player.GetComponent <StatePatternPlayer>();

        //Gets the sprite component
        sprite = player.GetComponent <SpriteRenderer>();

        GameObject healthBars = GameObject.Find("Health Bar");

        health = healthBars.GetComponent <Health>();
    }
 void Awake()
 {
     //Get references
     p  = GetComponent <Player>();
     rb = GetComponent <Rigidbody2D>();
     cf = GetComponent <ConstantForce2D>();
 }
Пример #7
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    // Start is called before the first frame update
    void Start()
    {
        player    = GameObject.FindWithTag("Player");
        cam       = GameObject.FindWithTag("MainCamera");
        camScroll = GameObject.Find("CamScroll");
        arrow     = GameObject.Find("Flip/Arrow");
        powerCube = GameObject.FindWithTag("PowerCube");

        rb = camScroll.GetComponent <Rigidbody2D>();
        cf = camScroll.GetComponent <ConstantForce2D>();

        camScroll.transform.position = new Vector3(player.transform.position.x + camDistance, cam.transform.position.y, cam.transform.position.z);

        boss = GameObject.FindWithTag("Boss");
        eyes = GameObject.Find("Boss/Eyes");
        flip = GameObject.Find("Flip");

        if (GameController.Instance.selectState == SelectState.BOSS)
        {
            boss.transform.position = new Vector3(cam.transform.position.x, cam.transform.position.y, player.transform.position.z + 5);
            boss.transform.SetParent(cam.transform);
            InvokeRepeating("DoFlipView", switchTime, switchTime);
        }

        GameController.Instance.DoStartGame(AudioController.Instance.gravityMusic);
    }
Пример #8
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    //Vector3 rotationVector = new Vector3 (180,0,0);

    // Use this for initialization
    void Start()
    {
        sr       = GetComponent <SpriteRenderer> ();
        cf       = GetComponent <ConstantForce2D> ();
        animator = GetComponent <Animator> ();
        //Time.timeScale = 0.01f;
    }
Пример #9
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    // Update is called once per frame
    void Update()
    {
        Vector3 CursorPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);

        CursorPos.z = transform.position.z;                                            //Negligim la profunditat!

        Vector3    RelativeDir = (CursorPos - transform.position).normalized;          //Vector que indica cap a on es troba el cursor respecte la nau
        Quaternion Look        = Quaternion.FromToRotation(transform.up, RelativeDir); //El gir que hem de fer

        transform.rotation = Quaternion.Slerp(transform.rotation, transform.rotation * Look, Time.deltaTime * VelocitatGir);

        if (Input.GetButton("Fire1"))
        {
            Rb.AddForce(transform.up * VelocitatNau);
            SmokeEffect.GetComponent <ParticleSystem>().Play();
        }
        else
        {
            SmokeEffect.GetComponent <ParticleSystem>().Stop();
        }

        if (Input.GetButtonDown("Fire2"))
        {
            GameObject g = Instantiate(Bullet, transform.position, Quaternion.identity);
            g.GetComponent <Rigidbody2D>().gravityScale = 0f;
            ConstantForce2D cf = g.GetComponent <ConstantForce2D>();

            cf.force = RelativeDir * bulletSpeed;
        }
    }
Пример #10
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    // Update is called once per frame
    void Update()
    {
        gravityDirection = NewBehaviourScript.activated;
        crateForce       = GetComponent <ConstantForce2D>();
        switch (gravityDirection)
        {
        case 0:
            crateForce.force = new Vector2(0, -20);
            break;

        case 1:
            crateForce.force = new Vector2(0, 20);
            break;

        case 2:
            crateForce.force = new Vector2(0, 0);
            break;

        case 3:
            crateForce.force = new Vector2(6, 0);
            break;

        case 4:
            crateForce.force = new Vector2(-6, 0);
            break;

        default:
            break;
        }
    }
    //Start is called before the first frame update
    void Start()
    {
        rb    = GetComponent <Rigidbody2D>();
        force = GetComponent <ConstantForce2D>();

        animator = GetComponent <Animator>();
    }
Пример #12
0
    void onListItemDragEnded(Vector3 position, Sprite sprite)
    {
        GameObject instance = Instantiate(Resources.Load("InGameItem", typeof(GameObject)), null) as GameObject;

        instance.transform.position = position;
        SpriteRenderer spriteRenderer = instance.GetComponent <SpriteRenderer>();

        if (spriteRenderer != null)
        {
            spriteRenderer.sprite = sprite;
        }
        Rigidbody2D instanceRigidbody = instance.GetComponent <Rigidbody2D>();

        if (instanceRigidbody != null && sprite.name.Contains("Under"))
        {
            ConstantForce2D antiGravity = instanceRigidbody.gameObject.AddComponent <ConstantForce2D>();
            antiGravity.force = new Vector3(0.0f, 9.81f, 0.0f);
            instanceRigidbody.gravityScale = 0;
        }
        Vector2 S = instance.GetComponent <SpriteRenderer>().sprite.bounds.size;

        instance.GetComponent <BoxCollider2D>().size   = S;
        instance.GetComponent <BoxCollider2D>().offset = Vector2.zero;// ((S.x / 2), 0);
        if (m_onItemDragEnded != null)
        {
            m_onItemDragEnded(sprite.name);
        }
    }
Пример #13
0
 // Start is called before the first frame update
 void Start()
 {
     Debug.Assert(state_ != null);
     rigidbody_         = GetComponent <Rigidbody2D>();
     flapForce_         = GetComponent <ConstantForce2D>();
     flapForce_.enabled = false;
 }
Пример #14
0
 void Start()
 {
     body           = GetComponent <Rigidbody2D>();
     myCollider     = GetComponent <CapsuleCollider2D>();
     constanteForce = GetComponent <ConstantForce2D>();
     arrowPivot.gameObject.SetActive(false);
     constanteForce.force = -transform.up * gravity;
 }
Пример #15
0
    void Start()
    {
        _rb = GetComponent <Rigidbody2D>();
        _cf = GetComponent <ConstantForce2D>();

        _rb.AddRelativeForce(Vector2.right * _speed);
        _cf.relativeForce = new Vector2(_speed, 0);
    }
Пример #16
0
 // Use this for initialization
 private void Start()
 {
     _cam             = Camera.main;
     _rotateToPointer = GetComponent <RotateToPointer>();
     _constantForce   = GetComponent <ConstantForce2D>();
     _rigidbody       = GetComponent <Rigidbody2D>();
     _audioSource     = GetComponent <AudioSource>();
 }
Пример #17
0
 // Start is called before the first frame update
 void Start()
 {
     rb   = GetComponent <Rigidbody2D>();
     cf   = GetComponent <ConstantForce2D>();
     up   = Resources.Load <Sprite>("Gravity/player_flipW");
     down = Resources.Load <Sprite>("Gravity/player_sideW");
     sr   = GetComponent <SpriteRenderer>();
 }
Пример #18
0
    void Start()
    {
        SpriteRenderer  = GetComponent <SpriteRenderer>();
        raycastDistance = transform.localScale.x * GetComponent <BoxCollider2D>().size.x;

        constantForce2D = GetComponent <ConstantForce2D>();
        constantForce2D.relativeForce = new Vector2(SpeedX, 0.0f);
    }
Пример #19
0
 // Use this for initialization
 void Start()
 {
     timer           = FindObjectOfType <Timer>();
     zeroForce       = new Vector2(0, 0);
     forwardForce    = new Vector2(baseConstantForceX + MetaGameManager.Difficulty / difficultyScale, 0);
     constantForce2D = GetComponent <ConstantForce2D>();
     StayStill();
 }
Пример #20
0
 void Start()
 {
     force            = this.GetComponent <ConstantForce2D>();
     head             = GameObject.Find("Head");
     headAnimator     = head.GetComponent <Animator>();
     rigid            = this.GetComponent <Rigidbody2D>();
     playerController = GameObject.Find("Camera").GetComponent <PlayerController>();
 }
Пример #21
0
    //private float forceBuf;

    void Awake()
    {
        rb   = GetComponent <Rigidbody2D>();
        cf   = GetComponent <ConstantForce2D>();
        mass = rb.mass;

        bufferTimer = BTIME;
    }
Пример #22
0
 void Awake()
 {
     constForce = GetComponent <ConstantForce2D>();
     rb         = GetComponent <Rigidbody2D>();
     initForce  = constForce.relativeForce;
     lineRend   = GetComponentInChildren <LineRenderer>();
     lineRend.SetPosition(0, transform.position);
     lineRend.SetPosition(1, transform.position);
 }
    void Start()
    {
        rigidbody = GetComponent <Rigidbody2D>();
        force     = GetComponent <ConstantForce2D>();
        assignSprite();

        beginningTime   = Time.time;
        timeBeforeDeath = Random.Range(minTimeBeforeDeath, maxTimeBeforeDeath);
    }
    protected virtual IEnumerator Die()
    {
        GameManager.instance.RemoveLight(m_light);

        // stage 1, enemy hurt and spinning
        hurt_source.clip = m_hurt_sounds[Random.Range(0, m_hurt_sounds.Length - 1)];
        hurt_source.Play();
        //PLAY DEATH PARTICLES
        m_path.canMove = false;
        can_attack     = false;
        can_be_hit     = false;
        UpdateCollisionsWithEnemy();
        // FIX THIS, HAS NO DYING ANIM
        anim.SetTrigger("Hurt");

        rb.constraints = RigidbodyConstraints2D.None;

        StartCoroutine(ExtinguishLight());

        ConstantForce2D torque = GetComponent <ConstantForce2D>();

        torque.torque = m_die_torque; // 10f
        float   elapsed_time = 0f;
        Vector3 start_scale  = new Vector3(1f, 1f, 1f);
        Vector3 start_pos    = transform.position;
        Vector3 target_scale = new Vector3(0f, 0f, 1f);
        Vector3 target_pos   = transform.position - new Vector3(0f, -.25f, 0f);
        float   duration     = .5f;

        while (elapsed_time < duration)
        {
            float timestep = elapsed_time / duration;
            transform.localScale = Vector3.Lerp(start_scale, target_scale, timestep);
            transform.position   = Vector3.Lerp(start_pos, target_pos, timestep);
            elapsed_time        += Time.deltaTime;
            yield return(null);
        }
        rb.constraints = RigidbodyConstraints2D.FreezeRotation;

        anim.transform.localScale = new Vector3(.25f, .25f, .25f);

        anim.SetTrigger("Die");
        death_source.Play();

        ExtinguishLight();

        yield return(enemy_hurt_time);

        if (Random.Range(0, chance_of_drops) <= 0)
        {
            Instantiate(drops[Random.Range(0, drops.Length)], transform.position, Quaternion.identity);
        }
        GameManager.instance.levelManager.enemiesInScene.Remove(this);

        StopAllCoroutines();
        Destroy(gameObject);
    }
Пример #25
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        void Start()
        {
            State           = DinoState.Grounded;
            m_SpawnPosition = m_Rigidbody2D.position;

            m_Force2D         = m_Rigidbody2D.gameObject.AddComponent <ConstantForce2D> ();
            m_Force2D.force   = Vector2.up * m_JumpButtonHeldForce;
            m_Force2D.enabled = false;
        }
Пример #26
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 // Use this for initialization
 void Start()
 {
     gravitational     = false;
     gravity           = -981f;
     direccionGravedad = new Vector2(0, -1);
     Queco             = GlobalStats.currentStats.jugador;
     Queco.GetComponent <GravChange>().gravitational = true;
     miCF = this.gameObject.GetComponent <ConstantForce2D>();
 }
Пример #27
0
 // Update is called once per frame
 void Update()
 {
     if (!getComponents)
     {
         rb            = camScroll.GetComponent <Rigidbody2D>();
         cf            = camScroll.GetComponent <ConstantForce2D>();
         getComponents = true;
     }
 }
Пример #28
0
 // Start is called before the first frame update
 public override void Start()
 {
     base.Start();
     constantForce2D = GetComponent <ConstantForce2D>();
     if (stream)
     {
         stream.gameObject.SetActive(false);
     }
 }
Пример #29
0
    void Awake()
    {
        chassis = GetComponent <Rigidbody2D>();
        force   = GetComponent <ConstantForce2D>();

        drag = chassis.drag;

        ChangeGear((int)currentGear);
    }
    // Use this for initialization
    void Start()
    {
        m_scoring        = GameObject.Find("InGameData").GetComponent <Scoring>();
        m_forceComponent = GetComponent <ConstantForce2D>();
        m_windForceText  = GameObject.Find("TextWindForce").GetComponent <Text>();
        m_windForceImage = GameObject.Find("ImageWindForce").GetComponent <Image>();

        m_currentWindForce = new Vector2(0, 0);
        m_maxPower         = 0;
    }