// Update is called once per frame void Update() { //each frame, set my position to if (timer >= 0.01667f) { if (newPositions.Count > 0) { transform.position = newPositions[0]; newPositions.RemoveAt(0); } timer += TimeStopController.deltaTime() - 0.01667f; } else { timer += TimeStopController.deltaTime(); } if (stuck) { print("hello?"); rb.velocity = Vector3.zero; useGravity = true; } //print(rb.velocity + "/" + (Physics.gravity * TimeStopController.getTimeScale())); if (useGravity) { print("hello"); transform.GetChild(0).GetComponent <Animator>().SetBool("bombOpen", true); rb.AddForce(Physics.gravity * TimeStopController.getTimeScale()); } transform.GetChild(0).GetComponent <Animator>().speed = 1 * TimeStopController.timeScale; }
// Update is called once per frame void Update() { timeSinceLastSpawn += TimeStopController.deltaTime(); timeSinceLastEnemySpawn += TimeStopController.deltaTime(); if (timeSinceLastSpawn > spawnInterval) { timeSinceLastSpawn = 0.0f; if (spawnInterval > 1.2f) { spawnInterval *= 0.97f; } Instantiate(enemGO, transform).transform.localScale = new Vector3(2, 1, 2);//new Vector3(2 * 1.4f, 1 * 1.4f, 2 * 1.4f); //GameObject newGo = Instantiate(enemGO, transform.position, Quaternion.identity); //newGo.transform.position = new Vector3(newGo.transform.position.x, 1.4f, newGo.transform.position.z); } if (timeSinceLastEnemySpawn > enemyInterval) { timeSinceLastEnemySpawn = 0.0f; if (enemyInterval > 1.4f) { enemyInterval *= 0.97f; } GameObject newGO = Instantiate(attackerGO, transform); newGO.transform.localScale = new Vector3(2, 1, 2); Vector3 newPos = newGO.transform.position; newPos.y = 1.25f; newGO.transform.position = newPos; //GameObject newGo = Instantiate(attackerGO, transform.position, Quaternion.identity); // newGo.transform.position = new Vector3(newGo.transform.position.x, 1.4f, newGo.transform.position.z); } }
private void Update() { Vector3 newPos = transform.position; newPos.y = startY + Mathf.Sin(TimeStopController.currentTime * 3) * 0.3f; transform.position = newPos; transform.Rotate(Vector3.up * 45 * TimeStopController.deltaTime()); }
private void Start() { TSC = GameObject.Find("TimeStopController").GetComponent <TimeStopController>(); rb = GetComponent <Rigidbody>(); currentLifeTime = lifeTime; topVal = startVal * startValFactor; }
// Update is called once per frame void Update() { timeSinceLastSpawn += TimeStopController.deltaTime(); if (timeSinceLastSpawn > pickUpRespawnTime) { spawnPickup(); pickUpRespawnTime *= 0.9f; timeSinceLastSpawn = 0; } }
// Update is called once per frame void Update() { if (currentTransCD > 0) { currentTransCD -= TimeStopController.deltaTime(); } if (currentBombCD > 0) { currentBombCD -= TimeStopController.deltaTime(); } }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { DestroyObject(gameObject); } DontDestroyOnLoad(this); }
private void Update() { if (currentLifeTime <= 0) { Destroy(this.gameObject); } else { currentLifeTime -= Time.deltaTime * TimeStopController.timeScale; } rb.velocity = topVal * TimeStopController.getTimeScale(); //Stop mid air }
// Update is called once per frame void FixedUpdate() { //rb.velocity = Vector3.zero; transform.GetChild(0).GetComponent <Animator>().speed = 1 * TimeStopController.timeScale; Animator anim = transform.GetChild(0).GetComponent <Animator>(); bool isWalking = false; Vector3 lookAt = player.transform.position; lookAt.y = transform.position.y; transform.LookAt(lookAt); if (Vector3.Distance(transform.position, player.transform.position) >= minDistance && TimeStopController.timeScale >= 0.01f) { isWalking = true; transform.position += (transform.forward * speed * TimeStopController.deltaTime()); //print((transform.forward * speed * TimeStopController.deltaTime())); if (Vector3.Distance(transform.position, player.transform.position) <= minDistance + 1) { isWalking = false; //play attack anim print("Attacku!"); anim.SetBool("isAttacking", true); } else { anim.SetBool("isAttacking", false); if (!anim.GetCurrentAnimatorStateInfo(0).IsName("enemyWalkWeapon")) { anim.Play("enemyWalkWeapon"); } } } if (isWalking) { anim.SetBool("isAttacking", false); if (!anim.GetCurrentAnimatorStateInfo(0).IsName("enemyWalkWeapon")) { anim.Play("enemyWalkWeapon"); } } //rb.AddForce(Physics.gravity * TimeStopController.timeScale); }
public static IEnumerator moveObject(GameObject go, Vector3 direction, float duration, float distance, INTERPOLATION_TYPE type = INTERPOLATION_TYPE.SMOOTH, int power = 1) //direction normalized { Vector3 startPos = go.transform.localPosition; System.Func <float, float> interpolationFunc = getInterpolationFunc(type); //float delta = 0.0f; //float oldPos = 0.0f; float newPos = 0.0f; for (float i = 0; i < duration; i += TimeStopController.deltaTime()) { //float pd = 0.25f + (i * 0.75f / duration); //TODO: make this line better mebbe float pd = i / duration; //TODO: ??? newPos = interpolationFunc(pd); newPos = Mathf.Pow(newPos, power); //delta = newPos - oldPos; //oldPos = newPos; go.transform.localPosition = startPos + (direction * newPos * distance); yield return(null); } go.transform.localPosition = startPos + (direction * distance); }
// Update is called once per frame void Update() { //Time.deltaTime* TimeStopController.timeScale == TimeStopController.instance.deltaTimeScale; ps.Simulate(TimeStopController.deltaTime(), true, false); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); TSC = GameObject.Find("TimeStopController").GetComponent <TimeStopController>(); }
// Use this for initialization void Start() { TSC = TimeStopController.instance.GetComponent <TimeStopController>(); }
// Update is called once per frame void Update() { //GetComponentInChildren<Animator>().speed = TimeStopController.timeScale; transform.GetChild(1).GetComponent <Animator>().speed = 1 * TimeStopController.timeScale; transform.GetChild(0).transform.GetChild(0).GetComponent <Animator>().speed = TimeStopController.timeScale; int lerpSpeed = 10; float targetScale = 1; if (Input.GetKeyUp(KeyCode.Mouse0) && !GC.pauseGameObj.activeSelf && !GC.gameOverObj.activeSelf) { print("Mouse0: Trans-Shoot"); gunPrefab.GetComponent <GunController>().shootTrans(); targetScale = 0.5f; transform.GetChild(0).transform.GetChild(0).GetComponent <Animator>().Play("Gun_Fire"); StartCoroutine(wait(1)); } else if (Input.GetKeyUp(KeyCode.Mouse1) && !GC.pauseGameObj.activeSelf && !GC.gameOverObj.activeSelf) { print("Mouse0: Bomb-Shoot"); if (GameController.instance.haveBombs()) { if (gunPrefab.GetComponent <GunController>().throwBomb(transform.GetChild(0).transform.GetChild(0).GetComponent <Animator>())) { //same as above targetScale = 0.5f; GameController.instance.spendBombs(1); transform.GetChild(0).transform.GetChild(0).GetComponent <Animator>().SetBool("isPredictingBomb", false); } } } if (!transform.GetChild(0).transform.GetChild(0).GetComponent <Animator>().GetBool("isPredictingBomb")) { gunPrefab.SetActive(true); BombPrefabHand.SetActive(false); } if (Input.GetKey(KeyCode.Mouse1)) { gunPrefab.GetComponent <GunController>().bombPrediction(); transform.GetChild(0).transform.GetChild(0).GetComponent <Animator>().SetBool("isPredictingBomb", true); gunPrefab.SetActive(false); BombPrefabHand.SetActive(true); } else { gunPrefab.GetComponent <GunController>().destroyDots(); } if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.D)) { targetScale = 1; } else { targetScale = 0; lerpSpeed = 4; } if (Input.GetKey(KeyCode.LeftShift)) { transform.GetChild(0).transform.GetChild(0).GetComponent <Animator>().SetBool("isRunning", true); } else { transform.GetChild(0).transform.GetChild(0).GetComponent <Animator>().SetBool("isRunning", false); } TSC.setTimeScale(Mathf.Lerp(TimeStopController.getTimeScale(), targetScale, Time.deltaTime * lerpSpeed)); }
// Use this for initialization void Start() { TSC = GameObject.Find("TimeStopController").GetComponent <TimeStopController>(); GC = GameObject.Find("GameController").GetComponent <GameController>(); }