private void RefreshBarrier(GameObject scObject, List <ScreenShot.CluePenghalang> daftarPenghalang) { foreach (ScreenShot.CluePenghalang penghalang in daftarPenghalang) { for (int i = 0; i < Barriers.Length; i++) { if (penghalang.Packagename == Barriers[i].PackageName) { for (int j = 0; j < Barriers[i].Barriers.Length; j++) { if (penghalang.Nama == Barriers[i].Barriers[j].GetComponent <BarrierController>().Name) { GameObject objek = (GameObject)Instantiate(Barriers[i].Barriers[j]); BarrierController barrier = objek.GetComponent <BarrierController>(); barrier.isPreview = true; barrier.Rotation = penghalang.Rotasi; objek.transform.position = penghalang.Posisi; Debug.Log(penghalang.Posisi); objek.transform.SetParent(scObject.transform); objek.transform.localScale = new Vector3(1, 1, 1); objek.GetComponent <RectTransform>().localPosition = penghalang.Posisi; } } } } } }
private Level CreateLevel() { Level level = new Level(); level.ScoreFor1Star = 0; level.ScoreFor2Star = 0; level.ScoreFor3Star = 0; for (int i = 0; i < ParentObject.Background.transform.childCount; i++) { if (ParentObject.Background.transform.GetChild(i).gameObject.activeInHierarchy) { level.Place = ParentObject.Background.transform.GetChild(i).gameObject.name; } } for (int i = 0; i < ParentObject.Rubbish.transform.childCount; i++) { RubbishController controller = ParentObject.Rubbish.transform.GetChild(i).gameObject.GetComponent <RubbishController>(); level.Rubbishes.Add(new Sampah(controller.PackageName, controller.Size, controller.transform.GetComponent <RectTransform>().localPosition, controller.Rotation, controller.RotationSpeed)); } for (int i = 0; i < ParentObject.Barrier.transform.childCount; i++) { BarrierController controller = ParentObject.Barrier.transform.GetChild(i).gameObject.GetComponent <BarrierController>(); level.Barriers.Add(new Penghalang(controller.PackageName, controller.Name, controller.transform.GetComponent <RectTransform>().localPosition, controller.Rotation, controller.RotationSpeed)); } for (int i = 0; i < ParentObject.Bubble.transform.childCount; i++) { ItemGelembungController controller = ParentObject.Bubble.transform.GetChild(i).gameObject.GetComponent <ItemGelembungController>(); level.Bubbles.Add(new Gelembung(controller.PackageName, controller.Type)); } return(level); }
public void Init( KinimaticMotorController motorController, CameraController cameraController, HauntController hauntController, KeyBindingsController keyBindings, BarrierController barrierController, ActionLockController actionLockController ) { var body = GetComponentInChildren <Rigidbody>(); this.actionLockController = actionLockController; directionInput = new InputDirectionController(keyBindings); motor = motorController.GetMotor(motorConfig, body, directionInput); motorAnimator = new MotorAnimator(directionInput, GetComponentInChildren <Animator>(), walkStateName, idleStateName); cameraController.Follow(transform); haunter = new Haunter() { root = transform }; hauntController?.AddHaunter(haunter); interactKey = keyBindings.GetKey(KeyAction.Interact); dimmer = new ProximityDimmer() { root = transform, radius = dimRadius }; builder = new BarrierBuilder() { root = transform }; barrierController?.SetBuilder(builder); }
private void RefreshBarrier(List <Penghalang> daftarPenghalang) { foreach (Penghalang penghalang in daftarPenghalang) { for (int i = 0; i < Barriers.Length; i++) { if (penghalang.PackageName == Barriers[i].PackageName) { for (int j = 0; j < Barriers[i].Barriers.Length; j++) { if (penghalang.Name == Barriers[i].Barriers[j].GetComponent <BarrierController>().Name) { GameObject objek = (GameObject)Instantiate(Barriers[i].Barriers[j]); BarrierController barrier = objek.GetComponent <BarrierController>(); barrier.Rotation = penghalang.Rotation; barrier.RotationSpeed = penghalang.RotationSpeed; barrier.isPreview = true; //objek.transform.position = penghalang.Position; objek.transform.SetParent(ParentObject.Barrier.transform); objek.transform.localScale = new Vector3(1, 1, 1); objek.GetComponent <RectTransform>().localPosition = penghalang.Position; } } } } } }
private void Cache() { app = App.Instance; triangleController = app.controller.triangle; circleController = app.controller.circle; bulletController = app.controller.bullet; barrierController = app.controller.barrier; uiController = app.controller.ui; }
/// <summary> /// バリア削除処理 /// </summary> void DestoryBarrier() { BarrierController player = FindObjectOfType <BarrierController>(); Destroy(this.gameObject); //バリアが消える //バリア個数減少 player.BarrierCountDown(); }
public void Init( KinimaticMotorController motorController, NodePathController nodePath, HauntController hauntController, HouseController house, FearController fearController, BarrierController barrierController, ActionLockController actionLockController, CameraController cameraController ) { this.cameraController = cameraController; this.actionLockController = actionLockController; actionLockController.OnLock += HandleActionLock; var body = GetComponent <Rigidbody>(); pather = new PathDirectionController(transform, nodePath.GetRoute, finalOffset); motor = motorController.GetMotor(motorConfig, body, pather); animator = modelRoot.GetComponentInChildren <Animator>(); motorAnimator = new MotorAnimator(pather, animator, walkStateName, idleStateName); var hauntResponder = new HauntResponder() { root = transform }; hauntResponder.onRespond += HandleHaunt; hauntController?.AddResponder(hauntResponder); this.house = house; foreach (var reaction in reactions) { reactionMap[reaction.haunt] = reaction; } fearActor = new FearActor() { house = house, root = transform, maxFear = maxFear }; fearActor.OnScared += HandleScared; fearActor.OnPanic += HandlePanic; fearActor.OnCuriouse += HandleCuriouse; fearController?.AddActor(fearActor); blockable = new BarrierBlockable() { root = transform }; blockable.OnBlock += HandleBlock; blockable.OnUnblock += HandleUnblock; barrierController?.AddBlockable(blockable); currentBlockAnim = breakDownAnim; ui.Init(reactions, fearActor, hauntController); entrance = house.GetEntrance(); }
//Instantiate the barrier skill, depending on the barrier prefab type void InstantiateBarrier(GameObject barrierType) { //Instantiate on the players position GameObject barrierObject = (GameObject)Instantiate(barrierType, transform.position, Quaternion.identity); //Link association between player and barrier playerBarrier = barrierObject; BarrierController bc = barrierObject.transform.GetComponent <BarrierController> (); bc.SetPlayer(this.gameObject); DeductAbilityCost(barrierCost); }
public void Init( KinimaticMotorController motorController, NodePathController pathController, HauntController hauntController, BarrierController barrierController ) { this.barrierController = barrierController; this.motorController = motorController; this.pathController = pathController; this.hauntController = hauntController; hauntController.SetPositionTranslator(this); this.halfUnitWorldSize = unitWorldSize / 2.0f; }
private int handelPerTime = 10; //moi lan update xu ly 10 doi tuong void Update() { if (!startReset) { return; } for (int i = 0; i < handelPerTime; i++) { if (typeReset == 0)//load insteads { if (runReset < listInsteads.Count) { listInsteads[runReset].SetActive(false); listInsteads[runReset].transform.localPosition = listOriginPointInsteads[runReset]; runReset++; } else { typeReset = 1; runReset = 0; } } else if (typeReset == 1)//load displays { if (runReset < listDisplays.Count) { listDisplays[runReset].SetActive(true); listDisplays[runReset].transform.localPosition = listOriginPointDisplays[runReset]; BarrierController barrierControl = listDisplays[runReset].GetComponent <BarrierController>(); if (barrierControl) { barrierControl.CallStart(); } else { ItemInformation itemInfo = listDisplays[runReset].GetComponent <ItemInformation>(); itemInfo.CallStart(); } runReset++; } else { typeReset = 0; runReset = 0; startReset = false; break; } } } }
/// <summary> /// 当たり判定 /// </summary> /// <param name="other">当たったオブジェクト</param> void OnTriggerEnter(Collider other) { BarrierController player = FindObjectOfType <BarrierController>(); Destroy(this.gameObject); //バリアが消える //同じ色の弾とバリアだったら弾を消す if (other.gameObject.tag == this.gameObject.tag) { Destroy(other.gameObject); //弾が消える } //バリア個数減少 player.BarrierCountDown(); }
public void OnChange(float value) { if (willChange != null) { if (scrollBar.value <= 0.55 && scrollBar.value >= 0.45) { if (willChange.tag == "Rubbish") { RubbishController rubbish = willChange.GetComponent <RubbishController>(); rubbish.RotationSpeed = 0; } else if (Selected.tag == "Barrier") { BarrierController barrier = willChange.GetComponent <BarrierController>(); barrier.RotationSpeed = 0; } } else if (scrollBar.value > 0.55) { if (willChange.tag == "Rubbish") { RubbishController rubbish = willChange.GetComponent <RubbishController>(); rubbish.RotationSpeed = (scrollBar.value - 0.55f) / 0.45f * rubbish.MAX_ROTATION_SPEED; } else if (willChange.tag == "Barrier") { BarrierController barrier = willChange.GetComponent <BarrierController>(); barrier.RotationSpeed = (scrollBar.value - 0.55f) / 0.45f * barrier.MAX_ROTATION_SPEED; } } else if (scrollBar.value < 0.45) { if (willChange.tag == "Rubbish") { RubbishController rubbish = willChange.GetComponent <RubbishController>(); rubbish.RotationSpeed = (scrollBar.value - 0.45f) / 0.45f * rubbish.MAX_ROTATION_SPEED; } else if (willChange.tag == "Barrier") { BarrierController barrier = willChange.GetComponent <BarrierController>(); barrier.RotationSpeed = (scrollBar.value - 0.45f) / 0.45f * barrier.MAX_ROTATION_SPEED; } } } }
void Start() { trainObject = GameObject.Find(trainName); trainController = trainObject.GetComponent <TrainController>(); //Get the animators of the barriers barrierObject1 = GameObject.Find(barrierName1); animBarrier1 = barrierObject1.GetComponent <Animator>(); barrierController = barrierObject1.GetComponentInParent <BarrierController>(); barrierObject2 = GameObject.Find(barrierName2); animBarrier2 = barrierObject2.GetComponent <Animator>(); fadeCube = GameObject.Find("FadeCube"); fadeController = fadeCube.GetComponent <FadeController>(); //anim.SetTrigger("isClosing"); }
public void Restart(bool handleSafe = true) { //GetComponent<LODSwitcher>().SetCustomCamera(Camera.main); if (objectTwoSide != null) { if (Modules.reducedEffect == 2) { objectTwoSide.SetActive(false); } else { objectTwoSide.SetActive(true); } } if (handleSafe) { runReset = 0; typeReset = 0; startReset = true; } else { for (int i = 0; i < listInsteads.Count; i++) { listInsteads[i].transform.localPosition = listOriginPointInsteads[i]; listInsteads[i].SetActive(false); } for (int i = 0; i < listDisplays.Count; i++) { listDisplays[i].transform.localPosition = listOriginPointDisplays[i]; listDisplays[i].SetActive(true); BarrierController barrierControl = listDisplays[i].GetComponent <BarrierController>(); if (barrierControl) { barrierControl.CallStart(); } else { ItemInformation itemInfo = listDisplays[i].GetComponent <ItemInformation>(); itemInfo.CallStart(); } } } }
// Update is called once per frame void Update() { BarrierController player = FindObjectOfType <BarrierController>(); //離した時 if (Input.GetKeyUp(KeyCode.Q)) { DestoryBarrier(); player.SetBarrierRed(false); } if (Input.GetKeyUp(KeyCode.W)) { DestoryBarrier(); player.SetBarrierBlue(false); } //プレイヤー追従 this.transform.position = player.transform.position; this.transform.position += new Vector3(2.0f, 0.0f, 0.0f); }
void Awake() { _sceneAudio = transform.GetComponent <AudioSource>(); _circusBackground = transform.Find("CircusBackground").GetComponent <BackgroundComponent>(); _barrierController = transform.Find("BarrierController").GetComponent <BarrierController>(); _jokerController = transform.Find("JokerController").GetComponent <JokerController>(); _menuObject = transform.Find("MenuPanel").gameObject; _muteObject = transform.Find("MenuPanel/MuteButton").gameObject; _loseObject = transform.Find("LosePanel").gameObject; _scoreText = transform.Find("LosePanel/ScoreText").GetComponent <Text>(); _isMute = PlayerPrefs.GetInt("Mute", 0) == 1; if (_isMute) { _muteObject.SetActive(false); } else { _sceneAudio.mute = false; } }
public void Start() { actionLock = new ActionLockController(); barrierController = GetComponent <BarrierController>(); fearController = GetComponent <FearController>(); keyBindings = GetComponent <KeyBindingsController>(); cameraController = GetComponent <CameraController>(); motorController = GetComponent <KinimaticMotorController>(); houseController = GetComponent <HouseController>(); hauntController = GetComponent <HauntController>(); pathController = GetComponent <NodePathController>(); barrierController.Init(actionLock); fearController.Init(); keyBindings.Init(); cameraController.Init(actionLock); motorController.Init(); hauntController.Init(actionLock); houseController.Init(motorController, pathController, hauntController, barrierController); ui = GameObject.Instantiate(uiPrefab, transform); ui.OnEndOfNight += HandleEndOfNight; ui.Init(fearController, fearTarget, actionLock); houseController.Generate(); var invShuffle = new ShuffleSet <GameObject>(investigatorModels); var roomShuffle = new ShuffleSet <Vector2Int>(houseController.GetNonStartingRooms()); var rotationIncrement = 360.0f / investigatorCount; for (int i = 0; i < investigatorCount; i++) { var rotation = i * rotationIncrement; var offset = Quaternion.Euler(0, rotation, 0) * (Vector3.right * offsetDistance); SpawnInvestigator(invShuffle, offset); } SpawnPlayer(); }
void Start() { turtleController = GetComponent<TurtleController>(); nearbyBarrierDistanceThreshold = 75f; barrierController = GetComponent<BarrierController>(); }
public void Shoot() { Debug.Log(poraController.IsPreparation); Debug.Log(State); if (poraController.IsPreparation && State == GameplayState.Playing) { BubbleController.BubbleSize size = poraController.Shoot(); Vector2 bubblePosition = poraController.GetShootPosition(); InstansiateBubble(size, bubblePosition); if (size == BubbleController.BubbleSize.One || size == BubbleController.BubbleSize.Two) { soundSmall.Play(); } else if (size == BubbleController.BubbleSize.Three) { soundMiddle.Play(); } else { soundLarge.Play(); } } else { } ScreenShot Clue = new ScreenShot(); Clue.Pora = new ScreenShot.CluePora(Pora.GetComponent <RectTransform>().localPosition); Clue.Place = new ScreenShot.PlaceClue(dataStaticLevel.Place); for (int i = 0; i < ParentObject.Barrier.transform.childCount; i++) { BarrierController controller = ParentObject.Barrier.transform.GetChild(i).gameObject.GetComponent <BarrierController>(); ScreenShot.CluePenghalang CluePenghalang = new ScreenShot.CluePenghalang(); CluePenghalang.Packagename = controller.PackageName; CluePenghalang.Nama = controller.Name; CluePenghalang.Posisi = controller.GetComponent <RectTransform>().localPosition; CluePenghalang.KecepatanRotasi = controller.RotationSpeed; CluePenghalang.Rotasi = controller.Rotation; Clue.Barries.Add(CluePenghalang); } for (int i = 0; i < ParentObject.Bubble.transform.childCount; i++) { BubbleController controller = ParentObject.Bubble.transform.GetChild(i).gameObject.GetComponent <BubbleController>(); ScreenShot.ClueGelembung ClueGelembung = new ScreenShot.ClueGelembung(); ClueGelembung.Posisi = controller.GetComponent <RectTransform>().localPosition; ClueGelembung.Size = controller.SizeInInt; ClueGelembung.Type = controller.Type; Clue.Bubbles.Add(ClueGelembung); } for (int i = 0; i < ParentObject.Rubbish.transform.childCount; i++) { RubbishController controller = ParentObject.Rubbish.transform.GetChild(i).gameObject.GetComponent <RubbishController>(); ScreenShot.ClueSampah ClueSampah = new ScreenShot.ClueSampah(); ClueSampah.KecepatanRotasi = controller.RotationSpeed; ClueSampah.Rotasi = controller.Rotation; ClueSampah.Packagename = controller.PackageName; ClueSampah.Posisi = controller.GetComponent <RectTransform>().localPosition; ClueSampah.Size = controller.SizeInInt; Clue.Rubbish.Add(ClueSampah); } ListOfClue.Add(Clue); }
void Start() { anim = GetComponent<Animator>(); col = GetComponent<CapsuleCollider>(); controller = GetComponent<CharacterController>(); followingFish = GetComponent<FollowingFish>(); barrierController = GetComponent<BarrierController>(); stateController = GetComponent<TurtleStateController>(); speedInMedium = 16.5f; minSpeedInMedium = 16.5f; maxSpeedInMedium = 20f; targetSpeedInMedium = 16.5f; currentlyAccelerating = false; initialMinimumSpeed = minSpeedInMedium; // FIXME remove the barriers stuff if (sequentialBarriers.Count > 0){ nextBarrier = sequentialBarriers[0]; nextBarrierInstance = barrierController.getBarrierInstanceFromBarrierGameObject(nextBarrier); } }