// Use this for initialization void Start() { // Get the aim direction and add force to the bubble object GameObject gl = GameObject.Find("Global"); globalObj = gl.GetComponent<Level1_Global>(); audioScript = gl.GetComponent<Level1_Audio>(); navObj = GameObject.FindGameObjectWithTag("NavAgent").GetComponent<NavMeshAgent>(); shootDirection = globalObj.direction; gameObject.rigidbody.AddForce(shootDirection * Constants.BUBBLE_FORCE * (navObj.speed/Constants.DEFAULT_FLOW_SPEED)); // Remove collision with other bubbles Physics.IgnoreLayerCollision(14, 14, true); // Remove collision with player Physics.IgnoreLayerCollision(14, 8, true); }
// Use this for initialization void Start() { GameObject gl = GameObject.Find("Global"); nav = GameObject.FindGameObjectWithTag("NavAgent"); navObj = nav.GetComponent<NavMeshAgent>(); globalObj = gl.GetComponent<Level1_Global>(); uniWii = gl.GetComponent<UniWiiCheck>(); obstacleNavObj = GameObject.FindGameObjectWithTag("ObsNavAgent").GetComponent<NavMeshAgent>(); audioScript = gl.GetComponent<Level1_Audio>(); cameraController = GameObject.Find("OVRCameraController"); so = cameraController.GetComponentsInChildren<ScreenOverlay>(); // Set the screen overlay parameters so[0].enabled = false; so[0].blendMode = ScreenOverlay.OverlayBlendMode.AlphaBlend; so[0].intensity = 1.0f; so[1].enabled = false; so[1].blendMode = ScreenOverlay.OverlayBlendMode.AlphaBlend; so[1].intensity = 1.0f; overlayTimer = 0.5f; overlayToggle = false; bubbleParticleSpawnTimer = Constants.BUBBLE_PARTICLE_SPAWN_TIMER; powerUpSpawnTimer = UnityEngine.Random.Range(15.0f, 20.0f); playGrindSound = false; grindTimer = 0.0f; // Easy if(globalObj.branchDiff == 0) obstacleTimer = UnityEngine.Random.Range(0.5f, 2.0f); // Hard else if(globalObj.branchDiff == 1) obstacleTimer = UnityEngine.Random.Range(0.5f, 1.0f); // Avoid collision between the navAgent and the obstacles Physics.IgnoreLayerCollision(11, 20, true); Physics.IgnoreLayerCollision(10, 20, true); Physics.IgnoreLayerCollision(20, 20, true); Physics.IgnoreLayerCollision(17, 20, true); }
// Use this for initialization void Start() { // Set camera controller SetOVRCameraController(ref CameraController); uniWii = gameObject.GetComponent<UniWiiCheck>(); audioScript = gameObject.GetComponent<Level1_Audio>(); currentHealth = 100; maxHealth = 100; currentStamina = 100.0f; maxStamina = 100.0f; storedHealthPU = false; storedStaminaPU = false; bubblesLeft = Constants.MAX_BUBBLES; bubbleRegenTimer = Constants.BUBBLE_REGEN_TIME; staminaRegenTimer = Constants.STAMINA_REGEN_TIME; shootTimer = Constants.SHOOT_TIME; shootEnabled = true; pauseTimer = Constants.PAUSE_TOGGLE_DELAY; pauseEnabled = true; // Default setting = easy branchDiff = 0; score = 0; startTime = Time.time; smObsDestroyed = 0; // Ignore appropriate collisions setUpPhysics(); // Achievements LEVEL1_ACH = new string[] { "Complete the level in under 10 minutes", "Shoot and destroy 25 small obstacles", "Complete the level without using any health power-ups", "Complete the level while selecting the industrial pipes at each junction"}; LEVEL1_ACH_TRACKER = new int[] {1, 0, 1, 1}; PlayerPrefs.SetInt("Complete", 0); PlayerPrefs.SetInt("Score", score); PlayerPrefs.SetFloat("Time", timer); PlayerPrefs.SetString("SceneToLoad", "Level1"); PlayerPrefsX.SetStringArray("AchievementList", LEVEL1_ACH); PlayerPrefsX.SetIntArray("AchievementTracker", LEVEL1_ACH_TRACKER); }