Пример #1
0
    public void Setup()
    {
        if (offsetCamera != null)
        {
            return;                               // skip if prop was already set up
        }
        armIsMovingAway = true;

        // construct additional camera that is positioned above the screen to show vertical wrapping
        offsetCamera = new OffsetCamera(new Vector3(0, 200, -10), 2);
        wrapCam      = offsetCamera.camera;

        // travel one half screen length per second and take the overlapping offsetCamera into account
        scrollSpeed = normalScrollSpeed = (Camera.main.pixelHeight + 100) / 2;

        // put sprites in their own layer so the other camera doesn't render the background
        guyWithArmOut.gameObject.layer = 1;
        otherArm.gameObject.layer      = 1;
        guyWithFist.gameObject.layer   = 1;
        otherFist.gameObject.layer     = 1;

        guyWithArmOut.setScreenPosition(180, -30);
        guyWithArmOut.visible(true);
        otherArm.setScreenPosition(100, -70);
        otherArm.visible(true);
    }
Пример #2
0
    public override void Setup(float startTime)
    {
        bigHeadProp.Setup();
        wrapCam = new OffsetCamera(new Vector3(0, 200, -10), 2);

        initialHeadPosition = bigHeadProp.faceLeftObject.transform.position;

        firstLeftHeadScroller = new HeadScroller(bigHeadProp.faceLeftObject, 3.0f);
        firstRightHeadScroller = new HeadScroller(bigHeadProp.faceRightObject, 5.0f);

        var mouthLeftGameObject = resourceFactory.Create("SceneSix/MouthLeft-KeepMeInPlace");
        var mouthLeft = mouthLeftGameObject.GetComponent<Sprite>();
        // This is off compared to the mouth position in SceneSeven.
        // It seems to be because the mouth is a child of the head in this scene.
        // Perhaps due to rounding error in the matrix multiplication.
        mouthLeft.setWorldPosition(-29.5f, -56f, -5f);
        mouthLeftGameObject.transform.parent = bigHeadProp.faceLeft.transform;

        var mouthRightGameObject = resourceFactory.Create("SceneSix/MouthRight-KeepMeInPlace");
        var mouthRight = mouthRightGameObject.GetComponent<Sprite>();
        mouthRight.setWorldPosition(10f, -56f, -5f);
        mouthRightGameObject.transform.parent = bigHeadProp.faceRight.transform;

        bigMouthAnimator = new BigMouthAnimator(startTime, mouthLeft, mouthRight);
    }
Пример #3
0
	public override void Setup (float startTime) {
		bigHeadProp.Setup();
		wrapCam = new OffsetCamera(new Vector3(0, 200, -10), 2);
		
		initialHeadPosition = bigHeadProp.faceLeftObject.transform.position;
		
		firstLeftHeadScroller = new HeadScroller(bigHeadProp.faceLeftObject, 3.0f);
		firstRightHeadScroller = new HeadScroller(bigHeadProp.faceRightObject, 5.0f);
		
		var mouthLeftGameObject = resourceFactory.Create("SceneSix/MouthLeft-KeepMeInPlace");
		var mouthLeft = mouthLeftGameObject.GetComponent<Sprite>();
		// This is off compared to the mouth position in SceneSeven.
		// It seems to be because the mouth is a child of the head in this scene.
		// Perhaps due to rounding error in the matrix multiplication.
		mouthLeft.setWorldPosition(-29.5f, -56f, -5f);
		mouthLeftGameObject.transform.parent = bigHeadProp.faceLeft.transform;
		
		var mouthRightGameObject = resourceFactory.Create("SceneSix/MouthRight-KeepMeInPlace");
		var mouthRight = mouthRightGameObject.GetComponent<Sprite>();
		mouthRight.setWorldPosition(10f, -56f, -5f);
		mouthRightGameObject.transform.parent = bigHeadProp.faceRight.transform;
		
		bigMouthAnimator = new BigMouthAnimator(startTime, mouthLeft, mouthRight);
	}
Пример #4
0
    // Use this for initialization
    void Awake()
    {
        for (int i = 0; i < prefabList.Length; i++)
        {
            prefabList[i] = Instantiate(prefabList[i]);
        }

        // tacticalPause = GameObject.Find("TacticalPause").GetComponent<TacticalPause>();
        gm = GameObject.Find("GameManager").GetComponent <SimpleGameManager>();

        playerList = new List <Player>();

        for (int i = 0; i < prefabList.Length; i++)
        {
            Player player = prefabList[i].GetComponent <Player>();

            playerList.Add(player);
        }

        playerList.Sort((x, y) => x.id - y.id);
        cameraScript   = Camera.main.GetComponent <OffsetCamera>(); //subject to change
        visibleEnemies = new HashSet <GameObject>();
        deathCount     = 0;
    }
Пример #5
0
    public void Setup()
    {
        if (offsetCamera != null) return; // skip if prop was already set up

        armIsMovingAway = true;

        // construct additional camera that is positioned above the screen to show vertical wrapping
        offsetCamera = new OffsetCamera(new Vector3(0, 200, -10), 2);
        wrapCam = offsetCamera.camera;

        // travel one half screen length per second and take the overlapping offsetCamera into account
        scrollSpeed = normalScrollSpeed = (Camera.main.pixelHeight + 100) / 2;

        // put sprites in their own layer so the other camera doesn't render the background
        guyWithArmOut.gameObject.layer = 1;
        otherArm.gameObject.layer = 1;
        guyWithFist.gameObject.layer = 1;
        otherFist.gameObject.layer = 1;

        guyWithArmOut.setScreenPosition(180, -30);
        guyWithArmOut.visible(true);
        otherArm.setScreenPosition(100, -70);
        otherArm.visible(true);
    }