Пример #1
0
    //--------------
    // AWAKE
    //--------------
    void Awake()
    {
        maxSoundDistance = 300f;// For sounds volume calculation in Play functions

        int i;

        // SET UP EXTRA AUDIO SOURCES FOR THE SOUND MANAGER
        maxAudioSources = 10;

        SFX_SOURCE = new AudioSource[maxAudioSources]; // LETS SET 10 MAXIMUM SOUNDS PLAYING AT ONCE

        for (i = 0; i < (maxAudioSources); i++)
        {
            SFX_SOURCE[i]             = gameObject.AddComponent <AudioSource> ();
            SFX_SOURCE[i].volume      = 1.0f;
            SFX_SOURCE[i].priority    = 128;
            SFX_SOURCE[i].minDistance = 200f;
            SFX_SOURCE[i].maxDistance = 205f;
            SFX_SOURCE[i].playOnAwake = false;
        }


        //Find and get INPUT MANAGER SCRIPT - Totally necessary :)
        tempObject = GameObject.Find("A_GameWrapper");
        inp        = tempObject.GetComponent <ScriptAInputManager> (); //

        //Find and get Camera
        tempObject       = GameObject.Find("PlayerCamera");
        camera           = tempObject.transform;
        transform.parent = camera;

        // Parent to all pool objects - need to re-parent just in case when destroyed
        NullPool = GameObject.Find("A_Null_Pool_Library");
    }
Пример #2
0
    //-------------------
    // AWAKE
    //-------------------
    void Awake()
    {
        pointsValue = 1500;

        armour = 5; // subtracted from any hit damage values this enemy may receive



        bulletXY    = new Vector3[4]; //for 4 BARRELS:  offsets on the end of the turret Gun: 2x2 grid
        bulletXY[0] = new Vector3(0, 0, 0);
        bulletXY[1] = new Vector3(0, 0, 0);
        bulletXY[2] = new Vector3(0, 0, 0);
        bulletXY[3] = new Vector3(0, 0, 0);


        turretZOffset = 0f; // Makes Missile appear on end of 'barrel' Z and not from its pivot point



        state = mode.passive;

        attackRadius = 350;
        blindRadius  = 100; // Switches off the targeting if too close

        GameObject tempObject = GameObject.Find("GunView");

        target = tempObject.transform;

        tempObject   = GameObject.Find("PlayerCamera");
        playerCamera = tempObject.GetComponent <Camera>();    //
        sfx          = tempObject.GetComponent <FXManager>(); //

        //Find and get INPUT MANAGER SCRIPT - Totally necessary :)
        tempObject = GameObject.Find("A_GameWrapper");
        inp        = tempObject.GetComponent <ScriptAInputManager>(); //

        tempObject         = GameObject.Find("A_Scene_Manager");
        sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]'  file necessary

        // NGUI LABELS POOL
        tempObject   = GameObject.Find("A_Null_Labels");
        pointsScript = tempObject.GetComponent <ScriptPointsManager>();


        // Get Turret hinge
        for (int i = 0; i < transform.childCount; i++)
        {
            Transform c = transform.GetChild(i); if (c.name == "turntable")
            {
                hinge = c;
            }
        }
        // Get turret
        //for (int i = 0; i < hinge.transform.childCount; i++) { Transform c = hinge.transform.GetChild(i); if (c.name == "gun") { turret = c; } }
    }
Пример #3
0
    //-------------------
    // AWAKE
    //-------------------
    void Awake()
    {
        pointsValue = 850;

        armour = 15; // subtracted from any hit damage values this enemy may receive


        state = mode.passive;

        attackRadius = 260;

        blindRadius = 70; // Switches off the targeting if too close

        GameObject tempObject = GameObject.Find("GunView");

        target = tempObject.transform;

        tempObject   = GameObject.Find("PlayerCamera");
        playerCamera = tempObject.GetComponent <Camera>();    //
        sfx          = tempObject.GetComponent <FXManager>(); //

        //Find and get INPUT MANAGER SCRIPT - Totally necessary :)
        tempObject = GameObject.Find("A_GameWrapper");
        inp        = tempObject.GetComponent <ScriptAInputManager>(); //

        tempObject         = GameObject.Find("A_Scene_Manager");
        sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]'  file necessary

        // NGUI LABELS POOL
        tempObject   = GameObject.Find("A_Null_Labels");
        pointsScript = tempObject.GetComponent <ScriptPointsManager>();


        // Get Turret hinge
        for (int i = 0; i < transform.childCount; i++)
        {
            Transform c = transform.GetChild(i); if (c.name == "turret")
            {
                hinge = c;
            }
        }
        if (hinge)
        {
            for (int i = 0; i < hinge.transform.childCount; i++)
            {
                Transform c = hinge.transform.GetChild(i); if (c.name == "gun")
                {
                    turret = c;
                }
            }
        }
    }
Пример #4
0
    //-------------------
    // AWAKE
    //-------------------
    void Awake()
    {
        pointsValue = 15000;

        armour = 45; // subtracted from any hit damage values this enemy may receive


        state = mode.passive;

        attackRadius = 260;

        GameObject tempObject = GameObject.Find("GunView");

        target = tempObject.transform;

        tempObject   = GameObject.Find("PlayerCamera");
        playerCamera = tempObject.GetComponent <Camera>();    //
        sfx          = tempObject.GetComponent <FXManager>(); //

        //Find and get INPUT MANAGER SCRIPT - Totally necessary :)
        tempObject = GameObject.Find("A_GameWrapper");
        inp        = tempObject.GetComponent <ScriptAInputManager>(); //

        tempObject         = GameObject.Find("A_Scene_Manager");
        sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]'  file necessary

        // NGUI LABELS POOL
        tempObject   = GameObject.Find("A_Null_Labels");
        pointsScript = tempObject.GetComponent <ScriptPointsManager>();

        Transform temp = null;

        for (int i = 0; i < transform.childCount; i++)
        {
            Transform c = transform.GetChild(i); if (c.name == "comms")
            {
                temp = c;
            }
        }
        // Get turret
        for (int i = 0; i < temp.transform.childCount; i++)
        {
            Transform c = temp.transform.GetChild(i); if (c.name == "hinge")
            {
                hinge = c;
            }
        }
    }
Пример #5
0
    //-------------------
    // PREFAB FINDER
    //-------------------


    void Get_Prefab_Pointers()
    {
        GameObject tempObject = GameObject.Find("A_Scene_Manager");

        sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]'  file necessary


        //Find and get INPUT MANAGER SCRIPT - Totally necessary :)
        tempObject = GameObject.Find("A_GameWrapper");
        inp        = tempObject.GetComponent <ScriptAInputManager>(); //

        tempObject = GameObject.Find("PlayerCamera");
        Camera playerCamera = tempObject.GetComponent <Camera>(); //

        sfx = tempObject.GetComponent <FXManager>();              // Sound and particles

        // NGUI LABELS POOL
        tempObject   = GameObject.Find("A_Null_Labels");
        pointsScript = tempObject.GetComponent <ScriptPointsManager>();

        //pre = tempObject.GetComponent<ScriptASceneManager>();

        //for (int i = 0; i < pre.objectPoolList.Length; i++)
        //{
        // Assign Default projectile for this enemy to Shoot
        //if (pre.objectPoolList[i].name == "bulletTracer") { projectile = pre.objectPoolList[i]; }
        // Basic Thrust Particle Effect to be added to the missile so find a reference in the object pool and assign it
        //if (pre.objectPoolList[i].name == "P_fx_thrust01") { fx = pre.objectPoolList[i]; }
        //}


        //-------------------
        // Find Spawn positions for bullet sparks on Player's helicopter
        gunView = GameObject.Find("innerA").transform; // for 'Quickly' lining up bullets with end of barrel - Use as Muzzle flash too

        i = 0;
        for (i = 0; i < gunView.transform.childCount; i++)
        {
            Transform c  = gunView.transform.GetChild(i);
            string    st = c.name;
            //if (st.Contains("spp")) { Destroy(c.renderer); Mesh mesh = c.GetComponent<MeshFilter>().mesh; DestroyImmediate(mesh); Debug.Log("found!"); }
            if (st.Contains("spp"))
            {
                sparkList.Add(c);
            }
        }
    }
Пример #6
0
    //-------------------
    // AWAKE
    //-------------------
    void Awake()
    {
        pointsValue = 850;

        armour = 15; // subtracted from any hit damage values this enemy may receive


        state = mode.passive;

        attackRadius = 260;

        GameObject tempObject = GameObject.Find("GunView");

        target = tempObject.transform;

        tempObject   = GameObject.Find("PlayerCamera");
        playerCamera = tempObject.GetComponent <Camera>();    //
        sfx          = tempObject.GetComponent <FXManager>(); //

        //Find and get INPUT MANAGER SCRIPT - Totally necessary :)
        tempObject = GameObject.Find("A_GameWrapper");
        inp        = tempObject.GetComponent <ScriptAInputManager>(); //

        tempObject         = GameObject.Find("A_Scene_Manager");
        sceneManagerScript = tempObject.GetComponent <ScriptASceneManager>(); // Access to 'LEVEL DATA[]'  file necessary

        // NGUI LABELS POOL
        tempObject   = GameObject.Find("A_Null_Labels");
        pointsScript = tempObject.GetComponent <ScriptPointsManager>();


        // Get Turret hinge

        for (int i = 0; i < transform.childCount; i++)
        {
            Transform c = transform.GetChild(i); if (c.name == "BladesFrontSpinning")
            {
                c.renderer.enabled = false;
            }
        }
        for (int i = 0; i < transform.childCount; i++)
        {
            Transform c = transform.GetChild(i); if (c.name == "BladesBackSpinning")
            {
                c.renderer.enabled = false;
            }
        }

        for (int i = 0; i < transform.childCount; i++)
        {
            Transform c = transform.GetChild(i); if (c.name == "BladesFrontStill")
            {
                fRotor = c;
            }
        }
        for (int i = 0; i < transform.childCount; i++)
        {
            Transform c = transform.GetChild(i); if (c.name == "BladesBackStill")
            {
                bRotor = c;
            }
        }
    }
Пример #7
0
    //--------------------------------------------------------
    // Use this for initialization
    //--------------------------------------------------------
    //GameObject cube;
    void Awake()
    {
        //cube = GameObject.CreatePrimitive(PrimitiveType.Cube);

        layerMask = 1 << 13; // Terrain layer hits only



        //  DontDestroyOnLoad (transform.gameObject);// KEEP CAMERA AND ALL CHILDREN THROUGH OUT GAME CYCLE

        //  CAMERA HAS A FRUSTRUM CHILD ATTACHED as a mesh so i can use the verts to calculate waht objects are in view
        foreach (Transform child in transform)
        {
            //For fadeScreens
            //if(child.name == "blackScreen") { blackScreen = child; child.renderer.enabled = true; blackScreenOn = true; break; }

            if (child.name == "cameraFrustrum_prefabs")
            {
                foreach (Transform c in child.transform)
                {
                    frustrum        = c;
                    frustrum.parent = null;
                    frustrum.parent = transform;

                    Destroy(child.gameObject); //Debug.Log(" Found Camera Frustrum");

                    Mesh      mesh     = frustrum.GetComponent <MeshFilter>().mesh;
                    Vector3[] vertices = mesh.vertices;
                    FrustrumView = new Vector2[vertices.Length]; //this remains static
                    camView      = new Vector2[vertices.Length]; // this will be updated

                    int i = 0;
                    while (i < vertices.Length)
                    {
                        //Add verts to camera frustrum custom array
                        FrustrumView[i].x = vertices[i].x;
                        FrustrumView[i].y = vertices[i].z; // Convert the vector2 Y to the vector3 Z
                        //Debug.Log(" Verts: " + FrustrumView[i]);
                        i++;
                    }

                    //c.renderer.enabled = false;
                    Destroy(c.gameObject);

                    // REORDER VERTS TO SEQUENTIAL;
                    i = 0;

                    while (i < FrustrumView.Length)
                    {
                        if (i == 0)
                        {
                            camView[i].x = FrustrumView[0].x; camView[i].y = FrustrumView[0].y;
                        }
                        if (i == 1)
                        {
                            camView[i].x = FrustrumView[3].x; camView[i].y = FrustrumView[3].y;
                        }
                        if (i == 2)
                        {
                            camView[i].x = FrustrumView[1].x; camView[i].y = FrustrumView[1].y;
                        }
                        if (i == 3)
                        {
                            camView[i].x = FrustrumView[2].x; camView[i].y = FrustrumView[2].y;
                        }

                        i++;
                    }

                    FrustrumView = camView;
                    camView      = null;
                    camView      = new Vector2[vertices.Length]; // this will be updated
                    //i = 0;
                    //  while (i < FrustrumView.Length)
                    // {

                    //Debug.Log(" Verts " + i + ": " + FrustrumView[i] );

                    // i++;

                    //  }
                }
            }
        }

        //Find and get INPUT MANAGER SCRIPT - Totally necessary :)
        tempObject = GameObject.Find("A_GameWrapper");
        inp        = tempObject.GetComponent <ScriptAInputManager> (); //

        tempObject = GameObject.Find("A_Scene_Manager");
        asm        = tempObject.GetComponent <ScriptASceneManager>(); //

        tempObject = null;

        Set_Fog();
    }
Пример #8
0
    void Get_Prefab_Pointers()
    {
        //GameObject tempObject;
        tempObject = GameObject.Find("A_Scene_Manager");
        ScriptASceneManager pre;

        pre = tempObject.GetComponent <ScriptASceneManager>();

        for (i = 0; i < pre.objectPoolList.Length; i++)
        {
            //Default Bullet
            if (pre.objectPoolList[i].name == "bulletDefault")
            {
                bulletDefault = pre.objectPoolList[i];
            }
            //Tracer Bullet
            if (pre.objectPoolList[i].name == "bulletTracerPlayer")
            {
                bulletTracer = pre.objectPoolList[i];
            }
            //Hi Ex Bullet
            if (pre.objectPoolList[i].name == "bullet_hi_ex")
            {
                bulletHiEx = pre.objectPoolList[i];
            }
            //Hi Ex Bullet
            if (pre.objectPoolList[i].name == "bullet_lo_ex")
            {
                bulletLoEx = pre.objectPoolList[i];
            }

            if (pre.objectPoolList[i].name == "bulletMachineGun(Clone)")
            {
                bulletMachineGun = pre.objectPoolList[i];
            }                                                                                                          //  Debug.Log("bulletMachineGun Found!!");
        }



        tempObject = GameObject.Find("A_GameWrapper");
        inp        = tempObject.GetComponent <ScriptAInputManager>();

        gunFlare = transform.Find("gunDummy"); // for 'Quickly' lining up bullets with end of barrel - Use as Muzzle flash too
        gunFlare.renderer.enabled = false;


        gunFlareLeft = transform.Find("gunFlareLeft"); // for 'Quickly' lining up bullets with end of barrel - Use as Muzzle flash too
        gunFlareLeft.renderer.enabled = false;


        gunFlareRight = transform.Find("gunFlareRight"); // for 'Quickly' lining up bullets with end of barrel - Use as Muzzle flash too
        gunFlareRight.renderer.enabled = false;

        recoilStartPosition = transform.localPosition;


        gunView = GameObject.Find("GunView"); // for 'Quickly' lining up bullets with end of barrel - Use as Muzzle flash too

        //-------------------
        // Find Spark FX permitted spawn dummy objects (linked children) and delete 3DSMAX meshes - only want their transform positions
        //-------------------
        tempObject = GameObject.Find("innerA"); // for 'Quickly' lining up bullets with end of barrel - Use as Muzzle flash too

        i = 0;
        for (i = 0; i < tempObject.transform.childCount; i++)
        {
            Transform c  = tempObject.transform.GetChild(i);
            string    st = c.name;
            //if (st.Contains("spp")) { Destroy(c.renderer); Mesh mesh = c.GetComponent<MeshFilter>().mesh; DestroyImmediate(mesh); Debug.Log("found!"); }
            if (st.Contains("spp"))
            {
                Destroy(c.renderer); Destroy(c.GetComponent("MeshFilter"));
            }
        }
        //-------------------
        //-------------------

        //Find and get FX Manager - For sounds and any other custom visual FX

        tempObject   = GameObject.Find("PlayerCamera");
        playerCamera = tempObject.GetComponent <Camera>();    //
        sfx          = tempObject.GetComponent <FXManager>(); //


        // Make the rigid body not change rotation
        if (rigidbody)
        {
            rigidbody.freezeRotation = true;
        }
        originalRotation = playerCamera.transform.localRotation;
    }
Пример #9
0
    //***********************
    void Awake()
    {
        showArrow = false;
        // SET Arrow scale according to percentage of target resolution of 1920 pixels width
        arrowScaleX = (100f / 1920f) * Screen.width;
        arrowScaleY = (arrowTex.height / 80f) * arrowScaleX;
        arrowScaleX = (arrowTex.width / 80f) * arrowScaleX;



        menuActive = false;


        NGUIRoot = GameObject.Find("UI Root (2D)");

        panelShop    = GameObject.Find("panelShop");
        panelScore   = GameObject.Find("panelScore");
        panelHelp    = GameObject.Find("panelHelp");
        panelMore    = GameObject.Find("panelMore");
        panelOptions = GameObject.Find("panelOptions");


        //---------------------------------------------
        // GET NGUI EVENT LISTENER to check for Raycasts and Button Presses etc.
        //Set_NGUI_Listeners (); // add hooks for Button events
        //---------------------------------------------


        //Find and get INPUT MANAGER SCRIPT - Totally necessary :)
        GameObject tempObject = GameObject.Find("A_Input_Manager");

        inp = tempObject.GetComponent <ScriptAInputManager> ();        //

        tempObject = GameObject.Find("HUDDoors");
        //HUDDoorsScript = tempObject.GetComponent<ScriptHUDDoors> (); // Get Handle to Scene Manager Script to access ARRAYS



        // GET OPTIONS SCREEN OBJECT
        opMenu = GameObject.Find("menuOptionsFrame");
        //optionsMenuScript = opMenu.GetComponent<ScriptOptionsMenu> ();

        // GET OPTIONS BACK GROUND OBJECT
        menuOptionsBackground = GameObject.Find("menuOptionsBackground");

        // THE SCREEN EDGE EFFECT FOR THE BACKGROUND LAYER
        menuOptionsBackDarkEdges = GameObject.Find("menuOptionsBackEdges");


        // WORKS CLOSELY WITH THE SCENE MANAGER AND SO NEEDS HANDLES

        A_FX_Manager = GameObject.Find("A_FX_Manager");
        if (A_FX_Manager)
        {
            FXManagerScript = A_FX_Manager.GetComponent <FXManager> ();            // Get Handle to Scene Manager Script to access ARRAYS
        }

        //Find and get Camera
        tempObject   = GameObject.Find("Player_Camera");
        camera       = tempObject.transform;
        cameraScript = tempObject.GetComponent <ScriptPlayerCamera> ();        // Get Handle to Scene Manager Script to access ARRAYS


        // FIND HUD MATERIALS
        int i = 0; string s = "Nano_MainMenu";

        Material[] tempList = Resources.FindObjectsOfTypeAll(typeof(Material)) as Material[];
        foreach (Material mat in tempList)
        {
            if (mat.name == s)
            {
                menuMat = mat; Debug.Log("Found Main Menu Mat"); break;
            }
            i++;
        }


        // GET BACK GROUND OBJECT
        tempObject     = GameObject.Find("mainMenuBackground");
        menuBackground = tempObject.transform;



        string tempString;

        //Component[] thisTransform;
        //thisTransform = GetComponentsInChildren<Transform> ();

        foreach (Transform child in transform)
        {
            child.renderer.sharedMaterial = menuMat;
            tempString = child.name;



            switch (tempString)
            {
            case "butBegin": { butBegin = child; } break;

            case "butBeginLit": { butBeginLit = child; child.renderer.enabled = false; child.collider.enabled = false; child.gameObject.layer = 31; } break;

            case "butHelp": { butHelp = child; } break;

            case "butHelpLit": { butHelpLit = child; child.renderer.enabled = false; child.collider.enabled = false; child.gameObject.layer = 31; } break;

            case "butMore": { butMore = child; } break;

            case "butMoreLit": { butMoreLit = child; child.renderer.enabled = false; child.collider.enabled = false; child.gameObject.layer = 31; } break;

            case "butOptions": { butOptions = child; } break;

            case "butOptionsLit": { butOptionsLit = child; child.renderer.enabled = false; child.collider.enabled = false; child.gameObject.layer = 31; } break;

            case "butScore": { butScore = child; } break;

            case "butScoreLit": { butScoreLit = child; child.renderer.enabled = false; child.collider.enabled = false; child.gameObject.layer = 31; } break;

            case "butShop": { butShop = child; } break;

            case "butShopLit": { butShopLit = child; child.renderer.enabled = false; child.collider.enabled = false; child.gameObject.layer = 31; } break;
            }
        }


        transform.eulerAngles = new Vector3(0f, 0f, 3.5f);
        Hide_This_Object();
    }