/* * public int GetBulletSpeed() { * return IsPlayerBullet() ? playerBulletSpeed : enemyBulletSpeed; * } */ void Start() { followObj = GetComponent <FollowObject>(); speed = IsPlayerBullet() ? playerBulletSpeed : enemyBulletSpeed; currentSpeed = isFrozen ? 0 : speed; }
// Use this for initialization void Start() { followObject = this.GetComponent <FollowObject>(); spriteRenderer = this.GetComponent <SpriteRenderer>(); myPlayer.playerSet += playerIsSet; spriteRenderer.enabled = false; }
void UpdateIntakingInfo(bool isIntaking, bool isIntakingRobotBlue, GameObject intakingRobotHeldBall, GameObject intakingRobotWheel, FollowObject intakingRobotFollowerScript) { this.isIntakingRobotBlue = isIntakingRobotBlue; this.intakingRobotHeldBall = intakingRobotHeldBall; this.intakingRobotWheel = intakingRobotWheel; this.intakingRobotFollowerScript = intakingRobotFollowerScript; this.isIntaking = isIntaking; }
void Awake() { boxCollider2D = GetComponent <BoxCollider2D>(); followObject = GetComponent <FollowObject>(); followObject.Speed = MonsterBase.Speed; followObject.Target = GameManager.instance.Tank.transform; currentHealth = MonsterBase.Health; }
public Run(GameObject _self, GameObject _target, FollowObject _followScript, Rigidbody2D _rb, float _speed) { self = _self; target = _target; speed = _speed; followScript = _followScript; rb = _rb; }
private void Start() { rb = GetComponent <Rigidbody2D>(); //collid = GetComponent<Collider2D>(); animator = GetComponent <Animator>(); followObj = GetComponent <FollowObject>(); sprenderer = GetComponent <SpriteRenderer>(); }
// Start is called before the first frame update void Start() { _animationDuration = PositionLerp.keys[PositionLerp.keys.Length - 1].time; _followObject = GetComponent <FollowObject>(); _trans = transform; enabled = false; }
// Update is called once per frame void Update() { //Check if camera should follow. if (Playing) { objectTime += Time.deltaTime; FollowObject followObj = FollowObjects[objectIndex]; //Is the current time more then the time spent on that FollowObject? if (objectTime >= followObj.WaitTime) { //Take away the WaitTime (This will keep it in time with the physics. //If it sets to 0 it will loose difference in time making it desync with the physics. objectTime -= followObj.WaitTime; objectIndex++; //If the objectIndex is larger then the list then just set to the end. if (objectIndex >= FollowObjects.Length) { ResetCanvas.enabled = true; objectIndex = FollowObjects.Length - 1; } //Update object index. followObj = FollowObjects[objectIndex]; } //New position variable. Vector3 newPosition; if (followObj.MovingObject) { //Set the new position to the current objects position. newPosition = followObj.transform.position; } else { //Get the current camera position without the offset added on. Vector3 cameraFollowPos = (transform.position - CameraOffset); Vector3 objectPos = FollowObjects[objectIndex].transform.position; //Calculate time between 0 and 1 float time = objectTime / followObj.WaitTime; //Smooth step the position //Creates the illusion of a smooth moving camera. newPosition = new Vector3(Mathf.SmoothStep(cameraFollowPos.x, objectPos.x, time), Mathf.SmoothStep(cameraFollowPos.y, objectPos.y, time), Mathf.SmoothStep(cameraFollowPos.z, objectPos.z, time)); } //Set cameras position to the new position + the camera offset. transform.position = newPosition + CameraOffset; } }
void ScalePressed() { if (scaleWidget == null) { RemoveWidgets(); scaleWidget = Instantiate(scaleWidgetPrefab, currentObject.transform.position, currentObject.transform.rotation); scaleWidget.targetObject = currentObject.transform; FollowObject followObj = scaleWidget.gameObject.AddComponent <FollowObject>(); followObj.Target = currentObject.transform; } }
// Use this for initialization void Start() { // This script requires a lot of interaction with the follow object script. followObjScript = gameObject.GetComponent<FollowObject>(); if(followObjScript == null) { Debug.LogError("Error: You must include a Follow Object Script to use Back Away"); } else { // Don't move below the starting position value globalYMin = this.transform.position.y; } }
public void HandleFinalDuel(GameObject winner, GameObject loser, AnimationCurve x, AnimationCurve y) { //Destroy(BracketLines); loserStack.GetComponent <LoserStack>().MakeLoserStack(winner, loser); FollowObject fo = this.camera.GetComponent <FollowObject>(); fo.t = loser.transform; AnimationCurve x2 = AnimationCurve.Linear(0f, 0f, 1f, 1f); MoveAnimation ma = loser.GetComponent <MoveAnimation>(); loser.AddComponent <RotateOverTime>(); ma.Setup(0.0f, 1.0f, loserStack, x2, x2); }
public void PlayEmote(string id) { if (stickersFactory == null || !stickersFactory.TryGet(id, out GameObject prefab)) { return; } GameObject emoteGameObject = Instantiate(prefab); emoteGameObject.transform.position += transform.position; FollowObject emoteFollow = emoteGameObject.AddComponent <FollowObject>(); emoteFollow.target = transform; emoteFollow.offset = prefab.transform.position; }
static public FollowObject Create(string root, GameObject toFollow, Transform container, string owner) { WAKEUP = true; FollowObject obj = null; obj = (FollowObject)Resources.Load(root, typeof(FollowObject)); obj = (FollowObject)Instantiate(obj, new Vector3(), Quaternion.identity); // obj.HType = hType; obj.transform.name = obj.MyId = obj.Rename(obj.transform.name, obj.Id, obj.HType) + " own:" + owner; obj.ToFollow = toFollow; if (container != null) { obj.transform.SetParent(container); } return(obj); }
private void OnVisualCue(AvatarRenderer.VisualCue cue) { if (cue != avatarVisualCue || particlePrefab == null) { return; } GameObject particles = Instantiate(particlePrefab); particles.transform.position = avatarRenderer.transform.position + particlePrefab.transform.position; if (followAvatar) { FollowObject particlesFollow = particles.AddComponent <FollowObject>(); particlesFollow.target = avatarRenderer.transform; particlesFollow.offset = particlePrefab.transform.position; } }
public void SetActivePOVCamera(Transform transform) { if (MainCamera != null) { MainCamera.gameObject.SetActive(false); } if (POVCamera != null) { POVCamera.gameObject.SetActive(true); FollowObject follow = POVCamera.GetComponent <FollowObject>(); if (follow != null) { follow.SetFollow(transform); } } }
private void AddressNewCurrentRoot(bool hide) { //means was used already once . could have this object we are looking for spawnerd if (_current != null) { _current = null; } if (_allPersonalObjects.ContainsKey(_currentRoot)) { _current = _allPersonalObjects[_currentRoot]; //for Docker and HeavyLoader so it doesnt show this when on Dock if (_person.Work != null && (_person.Work.HType == H.Dock) && //(_person.Work.HType == H.Dock || _person.Work.HType == H.HeavyLoad) && _person.DistanceToWorkSpawnPoint() < 0.1f) { } //for hammer so is shown else { Show(); } CheckIfHide(hide); return; } if (string.IsNullOrEmpty(_currentRoot)) { return; } _current = FollowObject.Create(_currentRoot, _currentPoint, //Program.PersonObjectContainer.transform, _currentPoint.transform, _person.MyId); _current.transform.rotation = _currentPoint.transform.rotation; _current.transform.position = _currentPoint.transform.position; _allPersonalObjects.Add(_currentRoot, _current); CheckIfHide(hide); }
void Kill() { SineMovement sm = GetComponent <SineMovement>(); if (sm != null) { sm.enabled = false; } StraightMovement strm = GetComponent <StraightMovement>(); if (strm != null) { strm.enabled = false; } FollowObject fo = GetComponent <FollowObject>(); if (fo != null) { fo.enabled = false; } CircularMovement cm = GetComponent <CircularMovement>(); if (cm != null) { cm.enabled = false; } //Disable the renderer and the Collider GetComponent <SpriteRenderer>().enabled = false; GetComponent <Collider2D>().enabled = false; if (m_particle != null) { m_particle = ObjectPool.Instantiate(m_particle, transform.position, transform.rotation); StartCoroutine(KillAnimation()); } else { ObjectPool.Kill(gameObject); } }
public async static Task <FollowingsObject> GetFollowingsOfUser(int userId) { dynamic dynFollowingsObj = await GetResultFromURL(USER_PATH + userId + "/following.json"); FollowingsObject followingsObj = new FollowingsObject(); followingsObj.Count = dynFollowingsObj.count; ObservableCollection <FollowObject> followings = new ObservableCollection <FollowObject>(); foreach (var following in dynFollowingsObj.followers) { followings.Add(FollowObject.fromDynamic(following)); } followingsObj.Followings = followings; return(followingsObj); }
IEnumerator bornCd() { yield return(new WaitForSeconds(0.01f)); maincamera = GameObject.Find("CameraController").GetComponent <Camera>(); FollowObject followObject = GameObject.Find("Camera").GetComponent <FollowObject>(); followObject.FindCameraTarget(); transform.position = new Vector3(360f, 0f, 360f); transform.Find("Root").transform.Rotate(new Vector3(45f, 0, 0)); input = GameObject.Find("GameManager").GetComponent <InputController>(); input.OnLeftClick += Interact; //Debug.Log("root rotation:"+transform.Find("Root").transform.rotation); rd = GetComponent <Rigidbody>(); healthText = GameObject.Find("PlayerHealthText").GetComponent <TextMeshProUGUI>(); // Debug.Log(healthText.name); healthText.text = health.ToString(); }
public void reset() { currentHealth = maxHealth; currentHealth = maxHealth; if (healthBarGameObject != null) { GameObject bar = ObjectPool.instance.GetObjectForType(healthBarGameObject); if (bar != null) { FollowObject follow = bar.GetComponent <FollowObject>(); if (follow != null) { follow.setFollowing(this.gameObject); } healthBar = bar.GetComponent <BarControl>(); } } if (healthBar != null) { healthBar.setPercent(currentHealth, maxHealth); } }
private void AddressNewCurrentRoot(bool hide) { //means was used already once . could have this object we are looking for spawnerd if (_current != null) { _current = null; } if (_allPersonalObjects.ContainsKey(_currentRoot)) { _current = _allPersonalObjects[_currentRoot]; //for hammer so is shown Show(); CheckIfHide(hide); return; } if (string.IsNullOrEmpty(_currentRoot)) { return; } //ResetPersonPosition(); _current = FollowObject.Create(_currentRoot, _currentPoint, //Program.PersonObjectContainer.transform, _currentPoint.transform, _person.MyId); _current.transform.rotation = _currentPoint.transform.rotation; _current.transform.position = _currentPoint.transform.position; _allPersonalObjects.Add(_currentRoot, _current); CheckIfHide(hide); //ReloadPersonPosition(); }
/*IEnumerator DamagedAnimation() { * for (float f = 0; f <= 1; f += 0.2f) { * m_renderer.color = new Color(215f / 255 * f, 63f / 255 * f, 63f / 255 * f); * Debug.Log("CHANGE: " + m_renderer.color.r + ", " + m_renderer.color.g + ", " + m_renderer.color.b); * yield return new WaitForSeconds(0.1f); * } * * for (float f = 1; f >= 0; f -= 0.2f) { * m_renderer.color = new Color(215f / 255 * f, 63f / 255 * f, 63f / 255 * f); * Debug.Log("CHANGE BACK: " + m_renderer.color.r + ", " + m_renderer.color.g + ", " + m_renderer.color.b); * yield return new WaitForSeconds(0.1f); * } * }*/ void Kill() { SineMovement sm = GetComponent <SineMovement>(); if (sm != null) { sm.enabled = false; } StraightMovement strm = GetComponent <StraightMovement>(); if (strm != null) { strm.enabled = false; } FollowObject fo = GetComponent <FollowObject>(); if (fo != null) { fo.enabled = false; } CircularMovement cm = GetComponent <CircularMovement>(); if (cm != null) { cm.enabled = false; } //Disable the renderer and the Collider GetComponent <SpriteRenderer>().enabled = false; GetComponent <Collider2D>().enabled = false; m_particle.Play(); StartCoroutine(KillAnimation()); }
/// <summary> /// Use this for initialization /// </summary> void Start() { if ((songNum == 1 && mainSong1Clip != null) || (songNum == 2 && mainSong2Clip != null)) { mainSongSource = gameObject.AddComponent<AudioSource>(); mainSongSource.clip = ((songNum == 1) ? mainSong1Clip : mainSong2Clip); mainSongSource.playOnAwake = true; mainSongSource.loop = true; } if((songNum == 1 && intro1Clip != null) || (songNum == 2 && intro2Clip != null)) { introSource = gameObject.AddComponent<AudioSource>(); introSource.clip = ((songNum == 1) ? intro1Clip : intro2Clip); introSource.playOnAwake = true; introSource.loop = true; introSource.volume = introVolume; } overlaySources = new List<AudioSource>(); foreach(AudioClip overlay in ((songNum == 1) ? overlay1Clips : overlay2Clips)) { AudioSource source = gameObject.AddComponent<AudioSource>(); source.clip = overlay; source.playOnAwake = true; source.loop = true; source.volume = 0; overlaySources.Add(source); } currentOverlay = -1; // Needed to play music once the camera picks up an object cameraFollowScript = Camera.main.GetComponent<FollowObject> (); if(playIntro) { StartIntroMusic(); } else { StartBkgMusic(); } hasStartedBkgMusic = !playIntro; }
private void Start() { animController = gameObject.GetComponent <Animator>(); mainCamFollow = GameObject.FindWithTag("MainCamera").GetComponent <FollowObject>(); playerMovement = GetComponent <Movement>(); }
// Use this for initialization void Start() { viewportCam = Camera.main; cameraFollowScript = viewportCam.GetComponent<FollowObject> (); loadSoundManager (); }
internal void Reset() { Hide(); _currentAni = ""; _current = null; }