// Use this for initialization void Start() { Application.targetFrameRate = 60; loaded = false; offBeatObjects = new GameObject[2]; offBeatObjects[0] = Instantiate(offbeat); offBeatObjects[1] = Instantiate(offbeat); offBeatObjects[0].SetActive(false); offBeatObjects[1].SetActive(false); offBeatCounter = 0; nextPermittedBeat = 0; GlobalData.GOButtonsReady = false; touches = new Vector3[2]; screenHeight = Camera.main.orthographicSize * 2.0f; screenWidth = Camera.main.aspect * screenHeight; effect = Camera.main.GetComponent<effects>(); cameraMiss = Camera.main.GetComponent<MissFrame>(); cameraShake = Camera.main.GetComponent<Shake>(); latestTouch = 0; lastTouchPosition = new Vector2(100, 100); fxParticles = new GameObject[2]; fxParticles[0] = Instantiate(FXParticles); fxParticles[1] = Instantiate(FXParticles); fxParticlesControl = new CustomParticles[2]; fxParticlesControl[0] = fxParticles[0].GetComponent<CustomParticles>(); fxParticlesControl[1] = fxParticles[1].GetComponent<CustomParticles>(); UpdateColors(); fxPointer = 0; wrongClicks = 0; beat = GlobalData.beat; wiggleSpace = GlobalData.wiggleSpace; time = 0; god = GameObject.Find("God").GetComponent<GodDeath>(); /* PAUSE READY pause = GameObject.Find("Pause").GetComponent<Pause>(); */ bool missed = false; uint oneInXMissing = 3; float distanceCoef = (700.0f / 500.0f); float expectedBunnyLifetime = GetJumpTimeFromLinearTime((350.0f / (250.0f)) * distanceCoef, beat) / (0.48f / beat); realDuration = 0; if (audio.clip) realDuration = audio.clip.length; if (percentage) { percentageS = percentage.GetComponent<Percentage>(); percentageS.realDuration = Mathf.Floor((realDuration - expectedBunnyLifetime) / beat) * beat + expectedBunnyLifetime; } if (GOPercentage) { GOPercentageS = GOPercentage.GetComponent<Percentage>(); GOPercentageS.realDuration = Mathf.Floor((realDuration - expectedBunnyLifetime) / beat) * beat + expectedBunnyLifetime; } float[] angles = new float[5] { Mathf.PI / 2.0f, 4.6f, 2.65f, 5.6f, 1.4f }; if (beat == 0.375f) { oneInXMissing = 5; } effectObject = GameObject.Find("Offbeat"); GameObject bunnObject = GameObject.Find("Bunnies"); if (bunnObject) { bunz = bunnObject.GetComponent<Bunnies>(); } GameObject screen = GameObject.Find("Screen"); int latestColor = 0; Color[] colorsRhino = new Color[3]{ new Color(0,1.0f,91.0f / 255.0f), new Color(0,1.0f,187.0f / 255.0f), new Color(144.0f / 255.0f,0,1), }; Color[] colorsBear = new Color[3]{ new Color(1,0,0), new Color(1,212.0f / 255.0f,0), new Color(1,0,110.0f / 255.0f), }; Color[] colorsBull = new Color[3]{ new Color(1.0f,0,238 / 255.0f), new Color(0,206 / 255.0f,229 / 255.0f), new Color(144 / 255.0f,0,1), }; Color[] colors = null; switch (GlobalData.selectedGod) { case GlobalData.Gods.RHINO: colors = colorsRhino; break; case GlobalData.Gods.BEAR: colors = colorsBear; break; case GlobalData.Gods.BULL: colors = colorsBull; break; } for (int i = 0; i < maxCount; i++) { float endTime = 0; if (missing && (Random.Range(0, oneInXMissing)) == 0 && !missed && i > 2 && endTime < 50.0f) { missed = true; } else if (missed) { missed = false; } if (!missed) { GameObject bunny = null; if (bunz) { bunny = bunz.bunnies[i]; bunny.SetActive(true); } else { bunny = Instantiate(bunnyPrefab); bunny.GetComponent<BunnyJump>().Startingu(); bunny.SetActive(true); } bunny.transform.parent = null; BunnyJump bunnyJumpS = bunny.GetComponent<BunnyJump>(); bunnyJumpS.parentTransform = screen.transform; bunnyJumpS.startTime = i * beat; endTime = i * beat + expectedBunnyLifetime; bunnyJumpS.expectedBunnyLifetime = expectedBunnyLifetime; bunnyJumpS.beat = beat; bunnyJumpS.god = god; int randomColor = Random.Range(0, 3); while (randomColor == latestColor) { randomColor = Random.Range(0, 3); } latestColor = randomColor; bunnyJumpS.color = colors[randomColor]; bunnyJumpS.wiggleSpace = wiggleSpace; if (!randomSpawn) { bunnyJumpS.angle = angles[i]; } float scale = Random.Range(0.8f, 1.4f); bunny.GetComponent<Transform>().localScale = new Vector3(scale, scale, 1); bunnyJumpS.Init(); bunnyCount++; bunnies.Add(bunnyJumpS); } if (endTime + beat > realDuration) { break; } } freq = 1.0f / audio.clip.frequency; startTime = AudioSettings.dspTime; minOffset = 0.0f; maxOffset = 0.0f; }
// Use this for initialization void Start() { effectObject = GameObject.Find("Offbeat"); fxParticles = new GameObject[2]; fxParticles[0] = Instantiate(FXParticles); fxParticles[1] = Instantiate(FXParticles); fxParticlesControl = new CustomParticles[2]; fxParticlesControl[0] = fxParticles[0].GetComponent<CustomParticles>(); fxParticlesControl[1] = fxParticles[1].GetComponent<CustomParticles>(); touches = new Vector3[2]; deadBunnies =0; fxPointer = 0; latestTouch = 0; time = 0; god = GameObject.Find("God").GetComponent<GodDeath>(); pause = GameObject.Find("Pause").GetComponent<Pause>(); uint bunnyCount = 0; float distanceCoef = (700.0f / 500.0f); beat = 0.66666f; float expectedBunnyLifetime = GetJumpTimeFromLinearTime((350.0f / (250.0f)) * distanceCoef, beat); int latestColor = 0; Color []colors = new Color[3]{ new Color(0,1.0f,59 / 255.0f), new Color(0,255 / 255.0f,187 / 255.0f), new Color(97 / 255.0f,0,255 / 255.0f), }; float realDuration = 0; float []angles = new float[5]{Mathf.PI / 2.0f, 4.6f, 2.65f, 5.6f, 1.4f}; for (int i = 0; i < 5; i++) { float endTime = i * beat + expectedBunnyLifetime; GameObject bunny = (GameObject) Instantiate(bunnyPrefab); BunnyJump bunnyJumpS = bunny.GetComponent<BunnyJump>(); bunnyJumpS.startTime = 2 * i * 0.66666f + 1.0f * 0.666666f + (i == 0 ? 0 : 2.0f * 0.66666f);; bunnyJumpS.expectedBunnyLifetime = expectedBunnyLifetime; bunnyJumpS.beat = beat; bunnyJumpS.god = god; bunnyJumpS.angle = angles[i]; bunnyJumpS.wiggleSpace = 0.1f; bunnyJumpS.velocityMod = false; int randomColor = Random.Range(0,3); while(randomColor == latestColor || randomColor == GlobalData.godIndex) { randomColor = Random.Range(0,3); } latestColor = randomColor; bunnyJumpS.color = colors[randomColor]; bunnyJumpS.Startingu(); bunnyJumpS.Init(); bunnyCount++; bunnies.Add(bunnyJumpS); } cameraMiss = Camera.main.GetComponent<MissFrame>(); cameraShake = Camera.main.GetComponent<Shake>(); }