//4 is full, 150 is empty for fuel tank. void Start() { rTRef = GetComponentInChildren <RotateTowards>(); hudImages = FindObjectsOfType <Image>(); hudButtons = FindObjectsOfType <Button>(); hudTexts = FindObjectsOfType <Text>(); }
void Start() { sounds = Camera.main.GetComponent <SoundManager> (); rotationAxis = GetComponentInParent <RotateTowards>(); rotationAxis.target = null; renderer = GetComponent <Renderer>(); renderer.enabled = isEnabled; }
// Use this for initialization new void Start() { base.Start(); players[0] = GameObject.FindWithTag("Erl"); players[1] = GameObject.FindWithTag("Isa"); weaponJoint = GetComponentInChildren <RotateTowards>(); }
// Use this for initialization new void Start() { base.Start(); target = GameObject.FindWithTag("Isa"); weaponJoint = GetComponentInChildren <RotateTowards>(); gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; }
void Awake() { //radius = Random.Range(30, 200); player = GameObject.FindWithTag("Player"); lighting = transform.Find("Lighting").gameObject; lightSpotInverse = lighting.transform.Find("LightSpotInverse").GetComponent <Light>(); // lightSpot = lighting.transform.Find("LightSpot").GetComponent<Light>(); lightDirectional = lighting.transform.Find("LightDirectional").GetComponent <Light>(); lightDirectional.color = lightColor; lightSpotInverse.color = lightColor; lighting.GetComponent <FollowObject>().target = player.transform; lightDirectional.GetComponent <RotateTowards>().target = transform.Find("Sphere").gameObject; lightSpotInverse.GetComponent <RotateTowards>().target = transform.Find("Sphere").gameObject;; RotateTowards rt = GetComponent <RotateTowards>(); if (rt) { rt.target = player; } lightDirectional.transform.localPosition = new Vector3(0, 0, (-spotLightDistance / radius)); Transform outerGas = transform.Find("OuterGas"); if (outerGas) { outerGas.GetComponent <RotateTowards>().target = player; } isHostile = (canBeHostile && Random.value <= chanceToBeHostile); if (chanceToHaveDustRing > 0 && Random.value <= chanceToHaveDustRing) { hasDustRing = true; hasRingMeteorites = (chanceToHaveRingMeteorites > 0 && Random.value <= chanceToHaveRingMeteorites); } if (hasDustRing) { transform.Find("Ring")?.gameObject.SetActive(true); } if (hasRingMeteorites) { transform.Find("Rocks")?.gameObject.SetActive(true); } }
void Kill() { IsDying = true; Collider2D[] aColliders = GetComponentsInChildren<Collider2D>(); for (int i = 0; i < aColliders.Length; ++i) { aColliders[i].enabled = false; } RotateTowards rotateTowards = GetComponent<RotateTowards>(); if (rotateTowards) rotateTowards.UnlockDistanceToTarget(); transform.localScale = new Vector3(transform.localScale.x, -transform.localScale.y, transform.localScale.z); transform.position = new Vector3(transform.position.x, transform.position.y, -1f); m_rigidBody2D.velocity = Vector2.zero; m_rigidBody2D.AddForce(transform.up, ForceMode2D.Impulse); Destroy(gameObject, 1f); }
public void InitTarget() { // Get components moveTowards = GetComponent <MoveTowards> (); rotateTowards = GetComponent <RotateTowards> (); // Set points value loss pointsValueLoss = targetManager.pointsValueLoss; // Set target transform moveTowards.target = player.transform; rotateTowards.target = player.transform; // Enable scripts moveTowards.enabled = true; rotateTowards.enabled = true; }
void CreateRocket() { GameObject rocket = Instantiate(RocketPrefab); Destroy(rocket, 20f); // be sure it's destroyed after a while rocket.transform.parent = transform.parent; rocket.transform.position = transform.position + transform.TransformVector(RocketOffset); rocket.transform.rotation = transform.rotation; RotateTowards parentRotateTowards = GetComponent <RotateTowards>(); if (parentRotateTowards != null) { RotateTowards rotateTowardsComp = rocket.AddComponent <RotateTowards>(); rotateTowardsComp.Target = parentRotateTowards.Target; rotateTowardsComp.LockDistanceToTarget(); rocket.transform.localScale = transform.localScale; } }
public void InitTarget() { //get component moveTowards = GetComponent <MoveTowards>(); rotateTowards = GetComponent <RotateTowards>(); destructionParticles = destructionParticlesContainer.GetComponentsInChildren <ParticleSystem>(); //set points value loss pointsValueLoss = targetManager.pointsValueLoss; //set target transform moveTowards.target = player.transform; rotateTowards.target = player.transform; //store original pitch originalPitch = hitClip.pitch; //set points display pointsDisplay = targetManager.pointsDisplay; //enable scripts moveTowards.enabled = true; rotateTowards.enabled = true; }
private void Update(EvaluationContext context) { var worldToClipSpace = Matrix.Multiply(context.WorldToCamera, context.CameraToClipSpace); //Matrix worldToView = context.WorldToCamera * context.CameraProjection; //var worldToClipSpace = context.WorldToCamera //var viewToWorld = Matrix.Invert(worldToClipSpace); var brightness = Brightness.GetValue(context); var color = Color.GetValue(context); var randomizeColor = RandomizeColor.GetValue(context); var size = Size.GetValue(context); var randomizeSize = RandomizeSize.GetValue(context); var stretch = Stretch.GetValue(context); var distanceFromLight = DistanceFromLight.GetValue(context); var spread = Spread.GetValue(context); var randomizeSpread = RandomizeSpread.GetValue(context); var positionFactor = PositionFactor.GetValue(context); var randomizePosition = RandomizePosition.GetValue(context); var mixPointLightColor = MixPointLightColor.GetValue(context); var referencedLightIndex = LightIndex.GetValue(context); var innerFxZone = InnerFxZone.GetValue(context); var edgeFxZone = EdgeFxZone.GetValue(context); var zoneFxScale = FxZoneScale.GetValue(context); var zoneFxBrightness = FxZoneBrightness.GetValue(context); var matteBoxZone = MattBoxZone.GetValue(context); var rand = new Random(RandomSeed.GetValue(context)); var fxZoneMode = (ZoneFxModes)FxZoneMode.GetValue(context); var rotation = Rotation.GetValue(context); var rotationSpread = RotationSpread.GetValue(context); var rotateTowards = (Categories)RotateTowards.GetValue(context); int startLightIndex = 0; int endLightIndex = context.PointLights.Count; _tempList.Clear(); if (brightness > 0.00001f) { if (referencedLightIndex >= 0) { startLightIndex = referencedLightIndex; endLightIndex = referencedLightIndex + 1; } var aspectRatio = (float)context.RequestedResolution.Width / (float)context.RequestedResolution.Height; for (int lightIndex = startLightIndex; lightIndex < endLightIndex; lightIndex++) { var pointLight = context.PointLights.GetPointLight(lightIndex); var lightPosDx = pointLight.Position.ToSharpDxVector4(1); var posInViewDx = SharpDX.Vector4.Transform(lightPosDx, worldToClipSpace); posInViewDx /= posInViewDx.W; // Ignore light sources behind var hideFactor = posInViewDx.Z < 0 ? 0 : 1; posInViewDx /= posInViewDx.W; var lightPosInView2D = new Vector2(posInViewDx.X, posInViewDx.Y); var count = SpriteCount.GetValue(context).Clamp(0, 1000); if (count != _sprites.NumElements) { _sprites = new StructuredList <Sprite>(count); } // Render Planes for (var i = 0; i < count; ++i) { var f = count <= 1 ? 0 : ((float)i / (count - 1) - 0.5f); var positionOnLine = (float)((-distanceFromLight + f * spread * 2 + randomizeSpread * (rand.NextDouble() - 0.5) + 1)); Vector2 objectScreenPos = lightPosInView2D * positionOnLine * positionFactor + (new Vector2(1, 1) - positionFactor) * lightPosInView2D; objectScreenPos += new Vector2((float)(randomizePosition.X * (rand.NextDouble() - 0.5)), (float)(randomizePosition.Y * (rand.NextDouble() - 0.5))); var sizeWithRandom = size * (float)(1.0 + randomizeSize * (rand.NextDouble() - 0.5)) / 0.2f; var colorWithLight = new Vector4((color.X + randomizeColor.X * (float)(rand.NextDouble() - 0.5) * 4) * MathUtils.Lerp(1f, pointLight.Color.X, mixPointLightColor), (color.Y + randomizeColor.Y * (float)(rand.NextDouble() - 0.5) * 4) * MathUtils.Lerp(1f, pointLight.Color.Y, mixPointLightColor), (color.Z + randomizeColor.Z * (float)(rand.NextDouble() - 0.5) * 4) * MathUtils.Lerp(1f, pointLight.Color.Z, mixPointLightColor), color.W * (1 - randomizeColor.W * (float)(rand.NextDouble() * 2))); var spriteColor = Vector4.Clamp(colorWithLight, Vector4.Zero, new Vector4(100, 100, 100, 1)); var triggerPosition = fxZoneMode == ZoneFxModes.Lights ? lightPosInView2D : objectScreenPos; var d = GetDistanceToEdge(triggerPosition); var cInnerZone = MathUtils.SmootherStep(innerFxZone.Y, innerFxZone.X, 1 - d); var cEdgeZone = MathUtils.SmootherStep(edgeFxZone.X, edgeFxZone.Y, 1 - d); var cMatteBox = MathUtils.SmootherStep(matteBoxZone.Y, matteBoxZone.X, 1 - d); var totalTriggerAmount = (cInnerZone + cEdgeZone) * cMatteBox; sizeWithRandom *= (1 + zoneFxScale * totalTriggerAmount).Clamp(0, 100); var brightnessEffect = (zoneFxBrightness * totalTriggerAmount).Clamp(0, 100); spriteColor.X += brightnessEffect; spriteColor.Y += brightnessEffect; spriteColor.Z += brightnessEffect; spriteColor.W = ((spriteColor.W + brightnessEffect)).Clamp(0, 1); spriteColor.W *= cMatteBox * pointLight.Color.W; // This might actually be a good idea. Maybe we should do this later.. // Fade with incoming alpha from FlatShaders and Materials //color.W *= materialAlpha; float spriteRotation = rotation; switch (rotateTowards) { case Categories.Object: break; case Categories.Light: spriteRotation -= (float)(Math.Atan2((objectScreenPos.X - lightPosInView2D.X) * aspectRatio, objectScreenPos.Y - lightPosInView2D.Y) + MathF.PI) * (180 / MathF.PI); break; case Categories.ScreenCenter: spriteRotation -= (float)(Math.Atan2(objectScreenPos.X, objectScreenPos.Y) + MathF.PI) * 180f / MathF.PI; break; default: throw new ArgumentOutOfRangeException(); } // // Transforom UV to pick correct texture cell // if (TextureCellsRows == 0) // TextureCellsRows = 1; // // if (TextureCellsColumns == 0) // TextureCellsColumns = 1; // int row = (int)(Math.Floor(i / TextureCellsColumns) % TextureCellsRows); // int column = (int)(i % TextureCellsRows); // // var translationUV = new Vector3(1 / TextureCellsColumns * column, 1 / TextureCellsRows * row, 0); // var rotationUV = new Quaternion(); // var scaleUV = new Vector3(1 / TextureCellsColumns, 1 / TextureCellsRows, 0); // var pivotUV = new Vector3(0, 0, 0); // // var transformUV = Matrix.Transformation(pivotUV, new Quaternion(), scaleUV, pivotUV, rotationUV, translationUV); // var prevTransformUV = context.TextureMatrix; // context.TextureMatrix = transformUV * prevTransformUV; spriteColor.W *= brightness; _tempList.Add(new Sprite { PosInClipSpace = objectScreenPos, Size = sizeWithRandom * stretch * hideFactor, Color = spriteColor, RotationDeg = spriteRotation + f * rotationSpread * 180, UvMin = Vector2.Zero, UvMax = Vector2.One, }); } } } // Copy to structured array if (_tempList.Count != _sprites.NumElements) { _sprites = new StructuredList <Sprite>(_tempList.Count); } for (var spriteIndex = 0; spriteIndex < _tempList.Count; spriteIndex++) { _sprites.TypedElements[spriteIndex] = _tempList[spriteIndex]; } OutBuffer.Value = _sprites; }
private void Start() { predict = gameObject.GetComponent <Predict>(); rotate = new RotateTowards(); enemyCount = new List <GameObject>(); }