Пример #1
0
 public void OnStart()
 {
     // Camcphy = gameObject.RequireComponent<CPhysics>();
     // bcc     = gameObject.RequireComponent<CBoxColliderComponent>();
     sound = gameObject.RequireComponent<CSound>();
     testIndex = 0;
 }
Пример #2
0
 public void OnStart()
 {
     sound_ = gameObject.RequireComponent<CSound>();
     // sound_.AddSound("Combat1.vente");
     // sound_.Play("Combat1.vente");
     // sound_.Stop("Combat1.vente");
 }
    public void OnStart()
    {
        foreach (GameObject obj in GameObject.GetGameObjectsWithTag("col0"))
        {
            _col0Lights.Add(obj.RequireComponent<CLight>());
            _allLights.Add(obj.RequireComponent<CLight>());
        }
        foreach (GameObject obj in GameObject.GetGameObjectsWithTag("col1"))
        {
            _col1Lights.Add(obj.RequireComponent<CLight>());
            _allLights.Add(obj.RequireComponent<CLight>());
        }
        foreach (GameObject obj in GameObject.GetGameObjectsWithTag("col2"))
        {
            _col2Lights.Add(obj.RequireComponent<CLight>());
            _allLights.Add(obj.RequireComponent<CLight>());
        }
        foreach (GameObject obj in GameObject.GetGameObjectsWithTag("col3"))
        {
            _col3Lights.Add(obj.RequireComponent<CLight>());
            _allLights.Add(obj.RequireComponent<CLight>());
        }

        chilloutFace = GameObject.GetGameObjectByName("lastchilloutface");
        faceRender = chilloutFace.RequireComponent<CSkinMeshRenderer>();
        faceTransform  = chilloutFace.RequireComponent<CTransform>();
        faceRender.setEnabled(false);

        distortScript = GetScript<DistortForTime>(gameObject);

        currAliveTimer = MMath.GetRandomLimitedFloat(_monsterMinActiveTime, _monsterMaxActiveTime);

        sound = gameObject.RequireComponent<CSound>();
    }
Пример #4
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    public override void OnStart()
    {
        base.OnStart();

        sound = gameObject.RequireComponent<CSound>();
        doorButtonMesh = gameObject.RequireComponent<CMeshRenderer>();

        if (doorName != null && doorName.Length > 0)
        {
            door = GameObject.GetGameObjectByName(doorName);
            if (requiresSurveillancePlayer)
                doorButtonMesh.GetMaterial().SetColor(SharpMocha.YELLOW);
            else
                doorButtonMesh.GetMaterial().SetColor(SharpMocha.CORNFLOWER_BLUE);
        }
        else
        {
            isButtonRed = true; // it is a default locked button
        }
        doorButtonColor = doorButtonMesh.GetMaterial().GetColor();

        playerMouse = GetScript<Mouse>(Common.GetStealthPlayerMouse() );
        player = Common.GetStealthPlayer();
        playerScript = Common.GetStealthPlayerScript();
        ocuConsole = GetScript<OcuConsoleScreen>(Common.GetSurveillancePlayerConsoleScreen());
    }
Пример #5
0
 public void OnStart()
 {
     player = GameObject.GetGameObjectByName("Camera");
     sound_ = gameObject.RequireComponent<CSound>();
     // sound_.AddSound("TURRET_LASER_TEMP.wav");
     // sound_.Stop();
 }
    public override void OnStart()
    {
        base.OnStart();

        mSound = gameObject.RequireComponent<CSound>();

        flickeringLights = new List<CLight>();
        GameObject lightObj = GameObject.GetGameObjectByName("LightFlicker");
        CLight flickeringLight = lightObj.RequireComponent<CLight>();
        originalIntensity = flickeringLight.GetAtt();
        flickeringLights.Add(flickeringLight);

        for (int index = 2; index <= 6; ++index)
        {
            string lightName = "LightFlicker " + index.ToString();
            lightObj = GameObject.GetGameObjectByName(lightName);
            flickeringLight = lightObj.RequireComponent<CLight>();
            flickeringLights.Add(flickeringLight);
        }
        foreach (CLight light in flickeringLights)
        {
            light.setEnabled(false); // Turn off all lights at start
        }

        glass = GameObject.GetGameObjectByName("GlassMonster");
        glassScript = GetScript<TutorialGlassSound>(glass);

        monster = GameObject.GetGameObjectByName("Monster");
        monsterInitPos = monster.transform.position;
        GameObject doorObj = GameObject.GetGameObjectByName("door6");
        door = GetScript<DoorMain>(doorObj);

        mDirectionToRun = gameObject.transform.GetForwardVector();
        mDirectionTowardGlass = gameObject.transform.GetRightVector();
    }
    // Use this for initialization
    public void OnStart()
    {
        mSound = gameObject.RequireComponent<CSound>();
        ocuConsole = GetScript<OcuConsoleScreen>(Common.GetSurveillancePlayerConsoleScreen());

        RandomCenter();
    }
Пример #8
0
    public void OnStart()
    {
        rand = new Random();
        myZone = gameObject.RequireComponent<CZone>();
        //mySound.AddSound("RadioStatic.vente");
        //mySound.AddSound("BeginOutro.vente");
        //mySound.AddSound("Heartbeat.vente");
        //mySound.Loop(true, "static.vente");
        mySound = gameObject.RequireComponent<CSound>();
        //mySound.PlayIndependentEvent("static.vente");

        smc = new StateMachineController();
        unactive = new State(smc, null, State_unactive_Update, null);
        lightson = new State(smc, State_lightson_Start, State_lightson_Update, null, 1.0f);
        lightsoff = new State(smc, State_lightsoff_Start, null, null, 1.0f, lightson);
        lightsonwait = new State(smc, null, null, null, 1.0f, lightsoff);
        lightson.NextState = lightson;
        smc.SetState(unactive);

        foreach (GameObject g in GameObject.GetGameObjectsWithTag("TLight"))
        {
            lights.Add(g.RequireComponent<CLight>());
            g.RequireComponent<CSound>(); //.AddSound("LightTurnOn.vente");
        }
        foreach (GameObject g in GameObject.GetGameObjectsWithTag("FlickerLight")) {
            GetScriptClass<LightFlicker>(g).activated = true;
        }

        MonsterEncounter1 me = GetScript<MonsterEncounter1>(GameObject.GetGameObjectByName("Monster1"));
        me.gameObject.RequireComponent<CMeshRenderer>().setEnabled(false);
    }
Пример #9
0
    public void OnStart()
    {
        trans_ = gameObject.RequireComponent<CTransform>();
        upperTrans_ = GameObject.GetGameObjectByName("spinner_upper").RequireComponent<CTransform>();
        lowerTrans_ = GameObject.GetGameObjectByName("spinner_lower").RequireComponent<CTransform>();
        trans_.SetPositionY(lowerTrans_.position.y);

        leftSound_ = GameObject.GetGameObjectByName("spinner_left").RequireComponent<CSound>();
        rightSound_ = GameObject.GetGameObjectByName("spinner_right").RequireComponent<CSound>();

        smc = new StateMachineController();
        startup = new State(smc, null, State_startup_Update, null);
        riseup = new State(smc, State_riseup_OnStart, State_riseup_Update, null);
        lowerdown = new State(smc, State_lowerdown_OnStart, State_lowerdown_Update, null);
        end = new State(smc, null, State_end_Update, null);
        smc.SetState(startup);

        transitionTime_ = 3;

        startupTimer_ = 0;
        startupTime_ = 5;
        shutdownTime_ = 7;

        riseupTimer_ = 0;
        riseupTime_ = 5;

        revInitTime_ = 20.0f;
        revFinalTime_ = 1.0f;
    }
    public override void OnStart()
    {
        base.OnStart();

        mSound = gameObject.RequireComponent<CSound>();
        mMazeAmbientID = mSound.GetUniqueEvent("AMB_MAZE.vente", 0);
    }
Пример #11
0
    // public List<float> angles {get { return _angles;} set { _angles = value; }}
    public void OnStart()
    {
        player = Common.GetStealthPlayer();
        playerCamScript = GetScript<FirstPersonCamera>(Common.GetStealthPlayerCamera());

        mSound = gameObject.RequireComponent<CSound>();
        //mSound.Stop("Turret_Rotate.vente");
        //mSound.Stop("Turret_Targetting.vente");
        // mSound.Volume(0.3f);
        //mSound.AddSound("Turret_LaserShot.vente");

        angleList = new List<float>();
        angleList.Add(Angle1);
        angleList.Add(Angle2);
        // Start with the turret at the first angle
        currAngleIndex = 0;
        gameObject.transform.rotation.Angles.y = angleList[currAngleIndex];
        currentState = 1;
        startAngle = gameObject.transform.rotation.Angles.y;

        angleArcOfFire = MathHelper.ToRadians(35.0f); // half angle
        cosAngleArcOfFire = (float)Math.Cos((double)angleArcOfFire);

        timerToStayOnGuard = TIME_TO_ON_GUARD;
        timerToRotate = TIME_TO_ROTATE;
    }
Пример #12
0
    public void OnStart()
    {
        myZone = gameObject.RequireComponent<CZone>();
        //mySound.AddSound("RadioStatic.vente");
        //mySound.AddSound("BeginOutro.vente");
        //mySound.AddSound("Heartbeat.vente");
        //mySound.Loop(true, "static.vente");
        mySound = gameObject.RequireComponent<CSound>();
        //mySound.PlayIndependentEvent("static.vente");

        smc = new StateMachineController();
        unactive = new State(smc, null, State_unactive_Update, null);
        lightson = new State(smc, State_lightson_Start, State_lightson_Update, null, _lightson[0]);
        lightsoff = new State(smc, State_lightsoff_Start, null, null, 1.0f, lightson);
        finished = new State(smc);
        finale = new State(smc, State_finale_Start, null, State_finale_End, 5.0f, finished);
        lightsonwait = new State(smc, null, null, null, 1.0f, lightsoff);
        lightson.NextState = lightson;
        smc.SetState(unactive);

        foreach (GameObject g in GameObject.GetGameObjectsWithTag("TLight"))
        {
            lights.Add(g.RequireComponent<CLight>());
            g.RequireComponent<CSound>(); //.AddSound("LightTurnOn.vente");
        }
        foreach (CLight l in lights)
            l.setEnabled(false);
    }
Пример #13
0
    public void OnStart()
    {
        mSound = gameObject.RequireComponent<CSound>();

        // scale should be 0.221f, 0124f
        menuPointer = GameObject.GetGameObjectByName(Common.prefix + menuPointerName);
        menuPointer.transform.SetParent(null);

        Common.SetOpacityToGameObject(0.0f, menuPointer);
        menuPointerInitPos = new Vector3(-2.75f, 1.23f, -0.05f);
        menuPointer.transform.SetPosition(menuPointerInitPos);

        screenImageMesh = gameObject.RequireComponent<CDiffuseRenderer>();
        screenImageMesh.GetMaterial().SetColor(new Color(1.0f, 1.0f, 1.0f, 0.0f));

        optionsPos = new Vector3(0.0f, -90.0f, 0.0f); // Position to look at options menu
        pauseOptions = Common.GetPauseOptionsScreen().RequireComponent<CDiffuseRenderer>();
        Common.GetPauseOptionsScreen().transform.SetPosition(optionsPos);
        pauseOptions.setEnabled(false);
        GameObject pausePointerObj = Common.GetChildByName(pauseOptions.gameObject, "menuPointer");
        pauseMenuPointer = pausePointerObj.RequireComponent<CDiffuseRenderer>();
        pauseMenuPointer.setEnabled(false);
        Common.GetMenuFullscreenX().setEnabled(false); // Init all options stuff to invisible
        Common.GetMenuMuteX().setEnabled(false);
        Common.GetMenuVolumeFont().setEnabled(false);

        fadeScreen = GameObject.GetGameObjectByName(Common.prefix + fadeScreenName);
        Common.SetOpacityToGameObject(fadeOpacity, fadeScreen); // Start with full black

        optionsFadeScreen = GameObject.GetGameObjectByName(Common.prefix + optionsFadeScreenName);
        Common.SetOpacityToGameObject(fadeOpacity, optionsFadeScreen);

        mLoadingFirstTime = true;
        mPrevMainMenuState = -1;
        mMainMenuState = -1;

        mPointerPosition = new List<Vector2>();
        // 0.227, 0.115
        mPointerPosition.Add(new Vector2(-0.0753f, 0.028f));
        mPointerPosition.Add(new Vector2(-0.0753f, 0.0233f));
        mPointerPosition.Add(new Vector2(-0.0753f, 0.0186f));
        mPointerPosition.Add(new Vector2(-0.0753f, 0.0139f));
        mPointerPosition.Add(new Vector2(-0.0753f, -0.0051f)); // wrong

        mPointerPosForMainMenuConfirmation = new List<Vector2>();
        mPointerPosForMainMenuConfirmation.Add(new Vector2(-0.0693f, 0.0043f));
        mPointerPosForMainMenuConfirmation.Add(new Vector2(-0.0693f, -0.0004f));

        mPointerPosForQuitConfirmation = new List<Vector2>();
        mPointerPosForQuitConfirmation.Add(new Vector2(-0.0693f, -0.0145f));
        mPointerPosForQuitConfirmation.Add(new Vector2(-0.0693f, -0.0193f));

        mCurrPointerPos = mPointerPosition[0];

        // When going to How To Play / Options, change camera to Ortho, at (0,0,0), with 0 rotation
        // Bring up the ortho image
    }
Пример #14
0
 public void OnStart()
 {
     sound = gameObject.RequireComponent<CSound>();
     fx = Common.GetStealthPlayerCamera().RequireComponent<CArtifactFX>();
     //sound.PlayIndependentEvent("CREATURE_CLOSE.vente", true, 1);
     Activated = false;
     currTime = MaxTime;
     fx.mBlockThreshold = 0.0f;
     fx.mLineThreshold = 0.0f;
 }
    public override void OnStart()
    {
        base.OnStart();

        mSound = gameObject.RequireComponent<CSound>();
        glassCrackID = mSound.GetUniqueEvent("GLASS_CRACK.vente", 1);
        mDirectionToRun = gameObject.transform.GetForwardVector();

        isactive = false;
    }
Пример #16
0
 public void OnStart()
 {
     zone = GameObject.GetGameObjectByName("scp_zone").RequireComponent<CZone>();
     rand = new Random();
     target = null;
     speed = new Vector3(.3f,.8f,-.5f);
     sound = gameObject.RequireComponent<CSound>();
     fx = GameObject.GetGameObjectByName("Camera").RequireComponent<CArtifactFX>();
     sound.PlayIndependentEvent("CREATURE_CLOSE.vente", true, 1);
 }
    public override void OnStart()
    {
        base.OnStart();

        player = Common.GetStealthPlayer();

        girl = GameObject.GetGameObjectByName("MonsterGirl_Hall").GetComponent<CSkinMeshRenderer>();
        girl.setEnabled(false);

        sound = gameObject.RequireComponent<CSound>();
    }
    public override void OnStart()
    {
        base.OnStart();
        buttonMesh = gameObject.RequireComponent<CMeshRenderer>();

        boobyTrapControllerObj = GameObject.GetGameObjectByName("TSR_SeqScrambler");
        boobyTrapScript = GetScript<BoobyTrapControllerScript>(boobyTrapControllerObj);
            //buttonMesh.GetMaterial().SetColor(SharpMocha.CORNFLOWER_BLUE);

        sound = gameObject.RequireComponent<CSound>();
    }
    public override void OnStart()
    {
        base.OnStart();

        mInitZ = gameObject.transform.GetPosition(CTransform.TransformSpace.LOCAL).z;
        Reset();

        boobyControllerObj = GameObject.GetGameObjectByName("TSR_TrapController");//trapControllerName);
        controllerScript = GetScript<BoobyTrapDeactivatorController>(boobyControllerObj);
        controllerScript.allPanels.Add(gameObject); // Add myself to the controller list of buttons

        sound = gameObject.RequireComponent<CSound>();
    }
    // Use this for initialization
    public override void OnStart()
    {
        base.OnStart();

        mSound = gameObject.RequireComponent<CSound>();
        controllerScript = GetScript<MiniGameFourPlayersButtonController>(
            GameObject.GetGameObjectByName(Common.prefix + "TSR2_DoorUnlockPanelStealthA"));
        mMyIndex = controllerScript.GetButtonIndex(gameObject);

        panelParent = gameObject.transform.GetParent().GetParent().gameObject;

        RandomCenter(); // Initialize the column puzzle
    }
Пример #21
0
    public override void OnStart()
    {
        base.OnStart();
        monsterCroak = "C1_PAIN.vente";
        GameObject face = GameObject.GetGameObjectByName(scaryObjName);
        GameObject lightObj = GameObject.GetGameObjectByName(scaryLightName);

        light = lightObj.RequireComponent<CLight>();
        lightScript = GetScript<LightFlicker>(lightObj);
        distortScript = GetScript<DistortForTime>(gameObject);
        scaryRender = face.RequireComponent<CSkinMeshRenderer>();
        scaryRender.setEnabled(false);
        _sound = gameObject.RequireComponent<CSound>();
    }
    // Use this for initialization
    public override void OnStart()
    {
        base.OnStart();

        mSound = gameObject.RequireComponent<CSound>();

        DoorUnlock = GameObject.GetGameObjectByName("DoorUnlockSequence");
        doorUnlockSeq = GetScript<DoorUnlockSequence>(DoorUnlock);
        panelParent = gameObject.transform.GetParent().GetParent().gameObject;

        playerMouse = GetScript<Mouse>(Common.GetStealthPlayerMouse() );
        player = Common.GetStealthPlayer();
        playerScript = GetScript<FirstPersonPlayer>(player);
    }
Пример #23
0
    public override void OnStart()
    {
        base.OnStart();
        if (String.IsNullOrEmpty(tagName))
            return;

        foreach (GameObject obj in GameObject.GetGameObjectsWithTag(tagName))
        {
            lights.Add(obj.RequireComponent<CLight>());
        }
        lightOnName = "F_LIGHT_SWITCH_ON";
        _sound = gameObject.RequireComponent<CSound>();
        //isActive = false;
    }
Пример #24
0
    public override void OnStart()
    {
        base.OnStart();
        if (String.IsNullOrEmpty(tagName))
            return;

        foreach (GameObject obj in GameObject.GetGameObjectsWithTag(tagName))
        {
            debris.Add(obj.RequireComponent<CPhysics>());
        }
        caution = gameObject.RequireComponent<CSound>();

        //isActive = false;
    }
Пример #25
0
    public override void OnStart()
    {
        light = gameObject.GetComponentInChildren<CLight>();
        light.setEnabled(false);
        lightState = InitialLightState;
        gameObject.GetComponent<CForwardRenderer>().mEmissiveColor = new Color(0.1f,0.1f,0.1f,1.0f);
        sound = gameObject.RequireComponent<CSound>();

        GameObject tr = GameObject.GetGameObjectByName("Monster4TriggerArea");
        if (tr != null) {
            trigger = GetScript<Monster4TriggerArea>(tr);
            trigger.M4LightsToTurnOff++;
            Logger.Log("M4Light to turn on, found for M4: #" + trigger.M4LightsToTurnOff.ToString());
        }

        base.OnStart();
    }
Пример #26
0
    public void OnStart()
    {
        idle = new State(smc);
        finished = new State(smc);
        moving = new State(smc);
        startY = gameObject.transform.position.y;
        endY = gameObject.transform.position.y + 5;

        sound = gameObject.RequireComponent<CSound>();
        // sound.AddSound("Door Move.vente");
        smc.SetState(idle);

        moving.OnEnter = State_Moving_Enter;
        moving.OnUpdate = State_Moving_Update;
        idle.OnUpdate = State_Idle_Update;
        //moving.MaxTimeInState = 1.1f;
    }
Пример #27
0
    public override void OnStart()
    {
        base.OnStart();
        buttonMesh = gameObject.RequireComponent<CMeshRenderer>();
        buttonColor = buttonMesh.GetMaterial().GetColor();

        sound = gameObject.RequireComponent<CSound>();

        if (gameObject.GetName()[0] == 'r')
            keyCode = 1;
        else if (gameObject.GetName()[0] == 'g')
            keyCode = 2;
        else
            keyCode = 3;

        seqControllerObj = GameObject.GetGameObjectByName("SequenceScrambler");
        seqController = GetScript<AccessSequenceControllerScript>(seqControllerObj);
            //buttonMesh.GetMaterial().SetColor(SharpMocha.CORNFLOWER_BLUE);
    }
    public void OnStart()
    {
        sound = gameObject.RequireComponent<CSound>();

        pinPadDisplay = gameObject.RequireComponent<CFontRenderer>();
        pinPadDisplay.mText = "---";
        pinPadDisplayBg = gameObject.transform.GetParent().gameObject.RequireComponent<CMeshRenderer>();
        baseDisplayColor = pinPadDisplayBg.GetMaterial().GetColor();

        GameObject door = GameObject.GetGameObjectByName(doorName);
        if (door != null)
            doorScript = GetScript<DoorMain>(door);
        // doorTop = GameObject.GetGameObjectByName(doorBtmName);
        // doorBtm = GameObject.GetGameObjectByName(doorTopName);

        playerMouse = GetScript<Mouse>(Common.GetStealthPlayerMouse() );
        player = Common.GetStealthPlayer();
        playerScript = GetScript<FirstPersonPlayer>(player);
    }
Пример #29
0
    public void OnStart()
    {
        smc = new StateMachineController();
        lightsmc = new StateMachineController();
        player = Common.GetStealthPlayer();
        binds = GameObject.GetGameObjectByName("Monster4Binds");
        attackParticle = GameObject.GetGameObjectByName("Monster4AttackParts").GetComponent<CParticleEmitter>();
        attackParticle.setEnabled(false);
        poofParticle = GameObject.GetGameObjectByName("Monster4Poof").GetComponent<CParticleEmitter>();
        mlight = gameObject.GetComponentInChildren<CLight>();
        sound = gameObject.RequireComponent<CSound>();

        screen = Common.GetConsoleScreenScript();

        mesh = GameObject.GetGameObjectByName("M4Mesh").RequireComponent<CMeshRenderer>();

        hunting = new State(smc, S_hunting_Start, S_hunting_Update, null);
        respawning = new State(smc, S_respawning_Start, null, S_respawning_End, RESPAWNTIME, hunting);
        attacking = new State(smc, S_attacking_Start, S_attacking_Update, S_attacking_End);
        attacking_intro = new State(smc, S_attacking_intro_Start, S_attacking_intro_Update, null, 1.0f, attacking);
        incoming = new State(smc, S_incoming_Start, S_incoming_Update, null, 3.0f, respawning);
        hurting = new State(smc, S_hurting_Start, S_hurting_Update, null, 1.0f, respawning);
        idle = new State(smc);
        dying = new State(smc, S_dying_Start, null, S_dying_End, 2.0f, idle);

        //light smc
        hold = new State(lightsmc, null, null, null);
        turningoff = new State(lightsmc, null, S_turningoff_Update, null, 0.5f, hold);
        turningon = new State(lightsmc, null, S_turningon_Update, null, 0.5f, hold);

        //binds smc
        bindssmc = new StateMachineController();
        bindhold = new State(bindssmc, null, null, null);
        bindsmoveup = new State(bindssmc, S_bindsmoveup_Start, S_bindsmoveup_Update, null, 0.5f, bindhold);
        bindsmovedown = new State(bindssmc, null, S_bindsmovedown_Update, S_bindsmovedown_End, 0.5f, bindhold);

        helper = new MonsterHelper();

        smc.SetState(respawning);
        lightsmc.SetState(hold);

        DisplayCorruption();
    }
Пример #30
0
    public void OnStart()
    {
        STALK_RANGE = DEFAULT_STALK_RANGE;

        //dependencies
        //cmesh = gameObject.RequireComponent<CMeshRenderer>();
        stealth_player = Common.GetStealthPlayer();
        monster3Woman = GetScript<Monster3Woman>(GameObject.GetGameObjectByName("Monster3Woman"));
        sound = gameObject.RequireComponent<CSound>();

        //states
        smc = new StateMachineController();
        inactive = new State(smc, null, null, null);
        incoming = new State(smc, State_Incoming_Start, State_Incoming_Update, null);
        stalking = new State(smc, State_Stalking_Start, State_Stalking_Update, null, 5.0f, incoming);
        resetting = new State(smc, State_Reset_Start, State_Reset_Update, null, 18.0f, stalking);
        attacking = new State(smc, State_Attacking_Start, State_Attacking_Update, State_Attacking_End, 4.0f, inactive);
        panicking = new State(smc, State_Panicking_Start, State_Panicking_Update, State_Panicking_End, 1.5f, resetting);

        helper = new MonsterHelper();

        smc.SetState(resetting);
    }