IEnumerator Start() { light2d = GetComponent <DynamicLight>(); if (light2d) { lastOffset = light2d.LightRadius; } if (pointLight) { lastRange = pointLight.range; } if (normalScalarObj) { lastScale = normalScalarObj.transform.localScale; } yield return(null); if (fireGO) { fireScale = fireGO.transform.localScale; } StartCoroutine(updateLoop()); }
internal void OnEnable() { //serialtarget = new SerializedObject(target); light = target as DynamicLight; version = serializedObject.FindProperty("Version"); lmaterial = serializedObject.FindProperty("LightMaterial"); lUseSolidColor = serializedObject.FindProperty("SolidColor"); lColor = serializedObject.FindProperty("LightColor"); radius = serializedObject.FindProperty("LightRadius"); segments = serializedObject.FindProperty("Segments"); range = serializedObject.FindProperty("RangeAngle"); layerm = serializedObject.FindProperty("Layer"); useEvents = serializedObject.FindProperty("notifyGameObjectsReached"); intelliderConvex = serializedObject.FindProperty("intelliderConvex"); staticScene = serializedObject.FindProperty("staticScene"); recalcNorms = serializedObject.FindProperty("recalculateNormals"); strokeRender = serializedObject.FindProperty("strokeRender"); debugLines = serializedObject.FindProperty("debugLines"); //sortOrder = serializedObject.FindProperty("SortOrder"); // Bounds getLightBounds(); Undo.undoRedoPerformed += refreshLightObject; }
/// <summary> /// R_RenderDlights /// </summary> private static void RenderDlights() { //int i; //dlight_t* l; if (_glFlashBlend.Value == 0) { return; } _DlightFrameCount = _FrameCount + 1; // because the count hasn't advanced yet for this frame GL.DepthMask(false); GL.Disable(EnableCap.Texture2D); GL.ShadeModel(ShadingModel.Smooth); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One); for (int i = 0; i < Client.MAX_DLIGHTS; i++) { DynamicLight l = Client.DLights[i]; if (l.die < Client.Cl.time || l.radius == 0) { continue; } RenderDlight(l); } GL.Color3(1f, 1, 1); GL.Disable(EnableCap.Blend); GL.Enable(EnableCap.Texture2D); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.DepthMask(true); }
void Start() { dl = MonsterEye.GetComponent <DynamicLight>(); dl.InsideFieldOfViewEvent += onEnterFieldOfView; targetPosition = new Vector3(11.5f, Monster.transform.position.y, 0f); // yield return new WaitForEndOfFrame(); }
public List <Vector3> FindCirclePoint(List <Vector3> points, DynamicLight light) { for (int i = 0; i < points.Count; i++) { Vector2 direction = points[i] - light.transform.position; float distance = Mathf.Sqrt(direction.x * direction.x + direction.y * direction.y); RaycastHit2D[] hits = Physics2D.RaycastAll(light.transform.position, direction, distance, light.layer); bool touchAnotherCollider = false; foreach (RaycastHit2D h in hits) { if (h.collider != circle) { touchAnotherCollider = true; break; } } if (!touchAnotherCollider) { float angle = Light_Tools.GetAngle(direction); points[i] = new Vector3(points[i].x, points[i].y, angle); } else { points.Remove(points[i]); i--; } } return(points); }
void Start() { // Load into array all gameobjects with '2ddl' tag casters = GameObject.FindGameObjectsWithTag("2ddl"); // instantiate a dynamicLight component from SceneLight GameObject dl = SceneLight.GetComponent <DynamicLight>(); }
//trouve tous les points qui sont "visibles" par la lumière public List <Vector3> FindPoint(List <Vector3> points, DynamicLight light) { for (int i = 0; i < points.Count; i++) { Vector2 direction = points[i] - light.transform.position; float distance = Mathf.Sqrt(direction.x * direction.x + direction.y * direction.y) - 0.05f;; if (distance <= light.GetRadius()) { // on s'arrête juste avant le collider pour voir s'il touche quand même. Si c'est le cas alors le raycast se rentre dedans. RaycastHit2D hit = Physics2D.Raycast(light.transform.position, direction, distance - 0.05f, light.layer); // si le raycast ne touche rien alors le collider est en contacte direct avec la lumière if (!hit) { float angle = Light_Tools.GetAngle(direction); points[i] = new Vector3(points[i].x, points[i].y, angle); } // si le dernier point n'est pas le collider cela veut dire que, // normalement il aurait due être pris en compte mais un objet bloque la lumière else { points.Remove(points[i]); i--; } } else { points.Remove(points[i]); i--; } } return(points); }
internal void OnEnable(){ light = target as DynamicLight; reloadAsset (); //UnityEngine.Object asset = AssetUtility.LoadAsset<DynamicLightSetting> ("Assets/2DDL/2DLight/Settings", "Settings.asset"); //tmpAsset = new SerializedObject(AssetUtility.LoadAsset<DynamicLightSetting>("Assets/2DDL/2DLight/Settings", "Settings.asset")); }
internal void OnEnable(){ //serialtarget = new SerializedObject(target); light = target as DynamicLight; version = serializedObject.FindProperty("Version"); lmaterial = serializedObject.FindProperty("LightMaterial"); lUseSolidColor = serializedObject.FindProperty("SolidColor"); lColor = serializedObject.FindProperty("LightColor"); radius = serializedObject.FindProperty ("LightRadius"); segments = serializedObject.FindProperty ("Segments"); range = serializedObject.FindProperty ("RangeAngle"); layerm = serializedObject.FindProperty ("Layer"); useEvents = serializedObject.FindProperty("notifyGameObjectsReached"); intelliderConvex = serializedObject.FindProperty("intelliderConvex"); staticScene = serializedObject.FindProperty("staticScene"); recalcNorms = serializedObject.FindProperty("recalculateNormals"); strokeRender = serializedObject.FindProperty("strokeRender"); debugLines = serializedObject.FindProperty("debugLines"); //sortOrder = serializedObject.FindProperty("SortOrder"); // Bounds getLightBounds(); Undo.undoRedoPerformed += refreshLightObject; }
static void Create() { GameObject gameObject = new GameObject("2DLight"); DynamicLight s = gameObject.AddComponent <DynamicLight>(); s.Rebuild(); }
public List <Vector3> GetIntercections(List <Vector3> points, DynamicLight light) { for (int i = 0; i < points.Count; i++) { Light_Tools.GetIntersection(points[i], points[(i + 1) % (points.Count)], points, light); } return(points); }
private void Start() { luz = GetComponentInChildren <DynamicLight>(); circuloColision = GetComponent <CircleCollider2D>(); radio = luz.LightRadius; angulo = luz.RangeAngle; circuloColision.radius = radio; }
// Use this for initialization void Start() { light2d = GameObject.Find("2DLight").GetComponent <DynamicLight>() as DynamicLight; myGO = GameObject.Find("hexagon"); // Add listener light2d.OnReachedGameObjects += waveReach; }
internal void OnEnable() { light = target as DynamicLight; reloadAsset(); //UnityEngine.Object asset = AssetUtility.LoadAsset<DynamicLightSetting> ("Assets/2DDL/2DLight/Settings", "Settings.asset"); //tmpAsset = new SerializedObject(AssetUtility.LoadAsset<DynamicLightSetting>("Assets/2DDL/2DLight/Settings", "Settings.asset")); }
private void Awake() { _light = GetComponentInChildren <DynamicLight>(); // TurnOnLight(false); BaseMovementSpeed = MovementSpeed; Debug.LogWarning("Tutorial::Removing player prefs!"); PlayerPrefs.DeleteAll(); }
// CL_Init public static void Init() { InitInput(); InitTempEntities(); if (_Name == null) { _Name = new Cvar("_cl_name", "player", true); _Color = new Cvar("_cl_color", "0", true); _ShowNet = new Cvar("cl_shownet", "0"); // can be 0, 1, or 2 _NoLerp = new Cvar("cl_nolerp", "0"); _LookSpring = new Cvar("lookspring", "0", true); _LookStrafe = new Cvar("lookstrafe", "0", true); _Sensitivity = new Cvar("sensitivity", "3", true); _MPitch = new Cvar("m_pitch", "0.022", true); _MYaw = new Cvar("m_yaw", "0.022", true); _MForward = new Cvar("m_forward", "1", true); _MSide = new Cvar("m_side", "0.8", true); _UpSpeed = new Cvar("cl_upspeed", "200"); _ForwardSpeed = new Cvar("cl_forwardspeed", "200", true); _BackSpeed = new Cvar("cl_backspeed", "200", true); _SideSpeed = new Cvar("cl_sidespeed", "350"); _MoveSpeedKey = new Cvar("cl_movespeedkey", "2.0"); _YawSpeed = new Cvar("cl_yawspeed", "140"); _PitchSpeed = new Cvar("cl_pitchspeed", "150"); _AngleSpeedKey = new Cvar("cl_anglespeedkey", "1.5"); } for (int i = 0; i < _EFrags.Length; i++) { _EFrags[i] = new EFrag(); } for (int i = 0; i < _Entities.Length; i++) { _Entities[i] = new Entity(); } for (int i = 0; i < _StaticEntities.Length; i++) { _StaticEntities[i] = new Entity(); } for (int i = 0; i < _DLights.Length; i++) { _DLights[i] = new DynamicLight(); } // // register our commands // Cmd.Add("entities", PrintEntities_f); Cmd.Add("disconnect", Disconnect_f); Cmd.Add("record", Record_f); Cmd.Add("stop", Stop_f); Cmd.Add("playdemo", PlayDemo_f); Cmd.Add("timedemo", TimeDemo_f); }
internal void OnEnable(){ light = target as DynamicLight; version = serializedObject.FindProperty ("version"); lmaterial = serializedObject.FindProperty ("lightMaterial"); radius = serializedObject.FindProperty ("lightRadius"); segments = serializedObject.FindProperty ("lightSegments"); }
internal void OnEnable() { light = target as DynamicLight; version = serializedObject.FindProperty("version"); lmaterial = serializedObject.FindProperty("lightMaterial"); radius = serializedObject.FindProperty("lightRadius"); segments = serializedObject.FindProperty("lightSegments"); }
public void DrawEntityShadowVolume(DynamicLight Light, ShaderMaterial ShadowVolume) { RenderAPI.DbgPushGroup("Entity DrawShadowVolume"); for (int i = 0; i < Entities.Length; i++) { Entities[i].DrawShadowVolume(Light.GetBoundingSphere(), ShadowVolume); } RenderAPI.DbgPopGroup(); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); //вызов функции отрисовки базового класса для показа публичных полей компонента DynamicLight dLight = (DynamicLight)target; if (GUILayout.Button("Generate Light Mesh")) { dLight.GenerateLight(); } }
static void addGradient() { Material m = AssetDatabase.LoadAssetAtPath("Assets/2DLightAssets/Materials/StandardLightMaterialGradient.mat", typeof(Material)) as Material; GameObject gameObject = new GameObject("2DLight"); DynamicLight s = gameObject.AddComponent <DynamicLight>(); s.setMainMaterial(m); s.Rebuild(); }
static void Create() { reloadAsset(); Debug.Log(tmpAsset); GameObject gameObject = new GameObject("2DLight"); DynamicLight dl = gameObject.AddComponent <DynamicLight>(); dl.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset); }
private void LocalVision() { GameObject g = Instantiate(Resources.Load <GameObject>("Characters/Vision")); vision = g.GetComponent <DynamicLight>(); g.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, g.transform.position.z); g.transform.parent = this.transform; RefreshVision(); }
void Start() { dc = GetComponent <DeathControl>(); //originalColor = came.GetComponent<Camera>().backgroundColor; PrevAlertTime = 0f; dl = GameObject.Find("Eyelight").GetComponent <DynamicLight>(); dl.OnExitFieldOfView += onExitFieldOfView; dl.InsideFieldOfViewEvent += onEnterFieldOfView; // yield return new WaitForEndOfFrame(); }
void Start() { came = GameObject.Find("Main Camera"); Monster = GameObject.Find("Monster"); MonsterEye = GameObject.Find("Eyelight"); dl = MonsterEye.GetComponent <DynamicLight>(); dl.InsideFieldOfViewEvent += onEnterFieldOfView; targetPosition = new Vector3(11f, Monster.transform.position.y, 0f); // yield return new WaitForEndOfFrame(); }
protected override void InitStates() { light2d = GetComponentInChildren <DynamicLight>(); _startPosition = transform.position; _availiableStates.Add(EAIState.Wandering, new AIStateWandering(this, SearchDistance, WanderingPointsRoot, SuspentionBar)); _availiableStates.Add(EAIState.Alert, new AIStateAlert(this, SearchDistance * 2, AlertTime)); _availiableStates.Add(EAIState.Attack, new AIStateAttack(this)); BaseState = EAIState.Wandering; }
void Start() { // Find and set 2DLight Object // light2d = GameObject.Find("2DLight").GetComponent<DynamicLight>() as DynamicLight; // Find and set text obj // text = GameObject.Find("text").GetComponent<TextMesh>(); // Add listener light2d.OnReachedGameObjects += waveReach; }
static void DrawPointLightMask(DynamicLight Light) { if (StencilMat == null) { StencilMat = new ShaderMaterial("nop", Engine.GetShader("nop")); } PreparePointLight(Light); Engine.PointLightMesh.Material = StencilMat; Engine.PointLightMesh.Draw(); }
private void Start() { levelman = GameObject.FindGameObjectWithTag("levelManager").GetComponent <levelmanager>(); selected_color = Color_Codes[(int)GemColor]; selected_light = Light_Color_Codes[(int)GemColor]; GemSprite.color = selected_color; GemLight.color = selected_light; dynamicLightScript = dynamicLight.GetComponent <DynamicLight>(); dynamicLight.SetActive(false); gem_area_sound = transform.parent.gameObject.GetComponent <AudioSource>(); }
void Start(){ if(HeroGO) heroLastPos = (Vector2) HeroGO.transform.position; if(GO2ddl) lit = GO2ddl.transform.FindChild("2DLight").GetComponent<DynamicLight>(); resetDelta(); }
static void addGradient() { reloadAsset(); Material m = AssetDatabase.LoadAssetAtPath("Assets/2DDL/Materials/StandardLightMaterialGradient.mat", typeof(Material)) as Material; GameObject gameObject = new GameObject("2DLight"); DynamicLight s = gameObject.AddComponent <DynamicLight>(); s.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset); s.setMainMaterial(m); s.Rebuild(); }
void Start() { // Find and set 2DLight Object // light2d = GameObject.Find("2DLight").GetComponent <DynamicLight>() as DynamicLight; // Find and set text obj // text = GameObject.Find("text").GetComponent <TextMesh>(); // Add listener light2d.OnReachedGameObjects += waveReach; }
// Use this for initialization void Start () { light2d = GameObject.Find("2DLight").GetComponent<DynamicLight>() as DynamicLight; //myGO = GameObject.Find("hexagon"); text = GameObject.Find("text").GetComponent<TextMesh>(); // Add listener light2d.OnReachedGameObjects += waveReach; }
void Awake() { textos = GetComponentsInChildren <Text>(); luz = GetComponentInChildren <DynamicLight>(); boton = GetComponentInChildren <Button>(); luz.gameObject.SetActive(false); foreach (Text t in textos) { t.gameObject.SetActive(false); } boton.gameObject.SetActive(false); }
static void addPseudo() { folderPath = DynamicLight2D.EditorUtils.getMainRelativepath(); Object prefab = AssetDatabase.LoadAssetAtPath(folderPath + "Prefabs/Lights/2DPseudoSpotLight.prefab", typeof(GameObject)); GameObject hex = Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject; hex.transform.position = new Vector3(0, 0, 0); hex.name = "2DRadialGradientPoint"; light = hex.GetComponent <DynamicLight>(); light.layer = 255; }
static void addSpotIlum() { reloadAsset(); Object prefab = AssetDatabase.LoadAssetAtPath("Assets/2DDL/Prefabs/Lights/2DDL-Spot2DWithIlumination.prefab", typeof(GameObject)); GameObject hex = Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject; hex.transform.position = new Vector3(5, 0, 0); DynamicLight s = hex.GetComponent <DynamicLight>(); s.Layer.value = AssetUtility.LoadPropertyAsInt("layerMask", tmpAsset); hex.name = "2DDL-Point2DLightWithIlumination"; }
void Start() { thisLight = GameObject.Find("2DLight").GetComponent<DynamicLight>(); player = GameObject.Find("MartinHead"); timer = gameObject.AddComponent<TimerClass>(); // Subscribe timer events // timer.OnUpdateTimerEvent += timerUpdate; timer.OnTargetTimerEvent += tick; timer.InitTimer(1f, true); }
void Start () { // Find and set 2DLight Object // light2d = GameObject.Find("2DLight").GetComponent<DynamicLight>() as DynamicLight; // Find and set text obj // text = GameObject.Find("text").GetComponent<TextMesh>(); // Add listeners light2d.InsideFieldOfViewEvent += waveReach; light2d.OnExitFieldOfView += onExitCaster; light2d.OnEnterFieldOfView += onEnterCaster; }
//TimePlayerEnteredWarmth, TimeInverval // Use this for initialization void Start() { warmthCollider = this.gameObject.AddComponent<CircleCollider2D> (); //warmthCollider.radius = warmthBoundaries; dynamicLightScript = this.gameObject.GetComponent<DynamicLight> (); warmthCollider.radius = dynamicLightScript.lightRadius; warmthCollider.isTrigger = true; playerWarmthScript = GameObject.Find ("playerWolf").transform.Find ("playerWarmth").GetComponent<playerWarmth> (); worldManagerScript = GameObject.Find ("WorldManager").GetComponent<WorldManager> (); if (worldManagerScript.WorldType == 0) { //do what here? } }
IEnumerator Start () { // Find and set 2DLight Object // light2d = GameObject.Find("2DLight").GetComponent<DynamicLight>() as DynamicLight; // Add listeners light2d.OnExitFieldOfView += onExit; light2d.OnEnterFieldOfView += onEnter; yield return new WaitForEndOfFrame(); StartCoroutine(loop()); }
new void Start() { cooldowns = new float[2] { 0.2f, 10f }; healthBar = transform.GetChild(0).gameObject.GetComponent<HealthBar>(); _classStat = new PlayerBaseStat(playerID, healthBar); _classStat.MaxHp = 1100; _classStat.MoveSpeed = 6; _classStat.AtkPower = 100; _classStat.Defense = 25; base.Start(); inSpecial = false; fired = false; bullet = (Rigidbody2D)Resources.Load("Prefabs/SmallBullet", typeof(Rigidbody2D)); laser = (Rigidbody2D)Resources.Load("Prefabs/Laser", typeof(Rigidbody2D)); var controller = Resources.Load("Controllers/gunboi") as RuntimeAnimatorController; gameObject.GetComponent<Animator>().runtimeAnimatorController = controller; mainCamera = GameObject.Find("Main Camera").GetComponent<Camera>(); zoomIn = mainCamera.orthographicSize; visionCamera = GameObject.Find("Camera FOV").GetComponent<Camera>(); hiddenCamera = GameObject.Find("Camera Enemies").GetComponent<Camera>(); NetworkingManager.Subscribe(fireFromServer, DataType.SpecialCase, (int)SpecialCase.GunnerSpecial); //Player specific initialization if (playerID == GameData.MyPlayer.PlayerID) { //Starting item kit Inventory.instance.AddItem(12); // Initialize Vision Cone and movement components FOVCone = transform.GetChild(1).gameObject.GetComponent<DynamicLight>(); FOVConeHidden = transform.GetChild(3).gameObject.GetComponent<DynamicLight>(); movement = gameObject.GetComponent<Movement>(); startingOrthographicSize = mainCamera.orthographicSize; startingConeRadius = FOVCone.LightRadius; startingRangeAngle = FOVCone.RangeAngle; } //add gunboi attack sound au_simple_attack = Resources.Load("Music/Weapons/gunboi_gun_primary") as AudioClip; au_special_attack = Resources.Load("Music/Weapons/gunboi_gun_secondary") as AudioClip; au_gunner_charge = Resources.Load("Music/Weapons/gunboi_gun_charge") as AudioClip; }
IEnumerator Start () { light2d = GetComponent<DynamicLight>(); if(light2d) lastOffset = light2d.LightRadius; if(pointLight) lastRange = pointLight.range; if(normalScalarObj) lastScale = normalScalarObj.transform.localScale; yield return null; if(fireGO) fireScale = fireGO.transform.localScale; StartCoroutine(updateLoop()); }
IEnumerator Start () { ghostInScene = FindObjectsOfType(typeof(GameObject)) as GameObject[]; vehicle = GameObject.FindGameObjectWithTag("vehicle"); bullets = new GameObject[20]; for(int i = 0; i<bullets.Length; i++){ //bullets[i].AddComponent<>(); } yield return new WaitForSeconds(1); lineOfSight = GameObject.FindGameObjectWithTag("gun").GetComponent<DynamicLight>(); if(lineOfSight) lineOfSight.InsideFieldOfViewEvent += iSawAGhost; audioSrc = GetComponent<AudioSource>(); StartCoroutine (SightVariance()); }
// Use this for initialization void Start() { dynLightScript = GetComponent<DynamicLight> (); isRealWorld = true; }
// Use this for initialization void Start () { light2d = GameObject.FindGameObjectWithTag("2ddl").GetComponent<DynamicLight>(); }
public override void OnEnter() { light2d=gameobject.GameObject.Value.GetComponent<DynamicLight>(); light2d.OnReachedGameObjects+=reachGameobjects; // Finish(); }
// Use this for initialization void Start () { light2d=GetComponent<DynamicLight>(); light2d.OnReachedGameObjects+=reachGameobjects; }
void Start () { dl = GetComponent<DynamicLight>(); lastOffset = dl.LightRadius; StartCoroutine(updateLoop()); }
void Start(){ // Load into array all gameobjects with '2ddl' tag casters = GameObject.FindGameObjectsWithTag ("2ddl"); // instantiate a dynamicLight component from SceneLight GameObject dl = SceneLight.GetComponent<DynamicLight>(); }
void Start () { l2d = GetComponent<DynamicLight>(); l2d.setMagRange(proximityCasters); }