/// <summary> /// Permet au jeu d'initialiser tout ses éléments avant de démarrer. /// Le chargement de tout les éléments non graphiques vont être chargés. /// </summary> protected override void Initialize() { RandomManager.Initialize(); ScreenShakeManager.Initialize(); base.Initialize(); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.P)) { QuestManager.GetInstance().StartQuest(index + 1); index++; } if (Input.GetKeyDown(KeyCode.O)) { QuestManager.GetInstance().NotifyQuest(index); } if (Input.GetKeyDown(KeyCode.I)) { ScreenShakeManager.GetInstance().ShakeForSeconds(1.0f); } if (Input.GetKeyDown(KeyCode.C)) { CinematicManager.GetInstance().Play(); } if (Input.GetKeyDown(KeyCode.V)) { CinematicManager.GetInstance().Pause(); } }
// Start is called before the first frame update void Start() { Application.targetFrameRate = 60; cam = Camera.main.transform; instance = this; originalPos = cam.position; }
// Use this for initialization void Start() { m_Input = GetComponent<BaseInput>(); m_ObjectPool = FindObjectOfType<ObjectPool>(); m_ScreenShakeManager = FindObjectOfType<ScreenShakeManager>(); }
public void Awake() { Instance = this; perlinVelocity = Random.insideUnitCircle * perlinScrollSpeed; perlinPosition = Random.insideUnitCircle * 1000f; // this is perpendicular to the direction of velocity, so that we don't double sample points over time. sampleDelta = new Vector2(-perlinVelocity.y, perlinVelocity.x) * 400f; }
private void OnCollisionEnter(Collision collision) { if (collision.relativeVelocity.magnitude > 1.0f) { GetComponent <GenerateView>().GetCurrentView().GetComponent <HookeScale>().Perturb(); ScreenShakeManager.Perturb(); ParticleSystemManager.RequestParticlesAtPositionAndDirection(collision.contacts[0].point, collision.contacts[0].normal); } }
private void Awake() { if (instance == null) { instance = this; } originalCamPos = transform.localPosition; }
/// <summary> /// Permet au jeu de mettre à jour la logique du monde. /// On vérifie les collisions, on met à jour les positions, on gère les inputs. /// </summary> /// <param name="gameTime">Correspond aux temps de jeux.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } ScreenShakeManager.Update(gameTime); level.Update(gameTime); base.Update(gameTime); }
//Return the public instance of the manager. public static ScreenShakeManager getInstance() { if (instance == null) { instance = GameObject.FindObjectOfType(typeof(ScreenShakeManager)) as ScreenShakeManager; if (instance == null) { GameObject go = new GameObject("screenShakeManager"); instance = go.AddComponent<ScreenShakeManager>(); } } return instance; }
// Start is called before the first frame update void Awake() { if (instance != null && instance != this) { Destroy(gameObject); return; } else { instance = this; DontDestroyOnLoad(gameObject); } }
public void OnCollisionEnter(Collision collision) { if (collision.collider.tag == "Fist" && collision.collider.GetComponentInParent <PlayerPunch>().isPunch&& !isHit) // 1. Tag 2. 确实有出拳 3. invincible { ScreenShakeManager.Perturb(); isHit = true; StartCoroutine(GetHitChangeColor()); health -= 10; healthBar.fillAmount = health / 50f; if (health == 0 && !isExploded) { Explode(); isExploded = true; Destroy(this.transform.parent.gameObject); } } }
private void OnCollisionEnter(Collision collision) { if (collision.collider.tag == "Player") { ScreenShakeManager.Perturb(); fireHook.caughtplayer = collision.collider.gameObject.transform.parent.transform; collision.collider.gameObject.transform.parent.transform.SetParent(hook); collision.collider.gameObject.GetComponent <CapsuleController>().isAbleToMove = false; playerMovement = collision.collider.gameObject; fireHook.ishooking = false; fireHook.isstop = false; } }
private void OnCollisionEnter(Collision collision) { //TODO:碰撞反馈 if (collision.gameObject.tag == "Barrier") { //屏幕震动 ScreenShakeManager screenShakeManager = new ScreenShakeManager(); screenShakeManager.ScreenShake(3.0f, 0.5f); //发出声音 //Debug.Log("boat collides with sth. play sound"); clip = Resources.Load <AudioClip>("Music/collision_2"); source.clip = clip; source.Play(); } }
public static IEnumerator Destroy(TileState state) { if (state.unit == UnitType.Fire) { state.alerted = true; } else { OnDestroy(state); if (state.unit == UnitType.Bomb) { var unlitNeighbors = state.position.Neighbors(maxDistance: 1).Select(x => Board.Get[x]).Where(x => !x.fireIncoming).ToArray(); float playerCanSeeFireIncomingTime = 0f; foreach (var neighbor in unlitNeighbors) { neighbor.fireIncoming = true; playerCanSeeFireIncomingTime += 0.05f; } yield return(new WaitForSeconds(playerCanSeeFireIncomingTime)); state.unit = UnitType.Fire; state.fireIncoming = true; SFXController.PlayExplosion(); ScreenShakeManager.MajorTrauma(); foreach (var neighbor in unlitNeighbors) { if (neighbor.Friendliness != Friendliness.Neutral) { yield return(Destroy(neighbor)); neighbor.fireIncoming = true; } } yield return(new WaitForSeconds(0.3f)); } else { if (state.Friendliness == Friendliness.Friendly || state.Friendliness == Friendliness.Hostile) { ScreenShakeManager.MinorTrauma(); } state.unit = UnitType.Empty; } state.alerted = false; } yield return(YieldFast.Get); }
private void OnCollisionEnter(Collision collision) { if (collision.collider.tag == "Player") { ScreenShakeManager.Perturb(); fireHook.caughtplayer = collision.collider.gameObject.transform.parent.transform; collision.collider.gameObject.transform.parent.GetChild(0).gameObject.SetActive(true); collision.collider.gameObject.transform.parent.transform.SetParent(hook); collision.collider.gameObject.GetComponent <CapsuleController>().isableMove = false; collision.collider.gameObject.GetComponent <PlayerPunch>().isablePunch = false; collision.collider.gameObject.GetComponent <LayDownHook>().isableLayDownHook = false; playerMovement = collision.collider.gameObject; fireHook.ishooking = false; fireHook.isstop = false; } }
// Use this for initialization void Start() { m_ObjectPool = FindObjectOfType<ObjectPool>(); m_ScreenShakeManager = FindObjectOfType<ScreenShakeManager>(); }
void Awake() { if (instance == null) { instance = this; } }
private void InitSingleton() { _instance = this; }
protected void Awake() { _instance = this; _startPos = transform.position; }
void Start() { m_rand = new System.Random(); m_position = new Vector3(); m_goalRigibody = GetComponent<Rigidbody>(); StartCoroutine(ImpulseAwayFromPlayersCoroutine()); m_originalScale = transform.localScale; m_screenShakeManager = FindObjectOfType<ScreenShakeManager>(); m_goalLight = GetComponentInChildren<Light>(); m_goalMaterial = GetComponent<MeshRenderer>().material; }
/// <summary> /// Permet de détruire la brique. /// </summary> public void Destroy() { this.HasToBeDeleted = true; ScreenShakeManager.AddScreenShake(RandomManager.RandomInteger(-5, 5)); }
private void Awake() { Instance = this; _canShake = false; }