private void Start() { _rigidbody = GetComponent <Rigidbody>(); _crowdController = FindObjectOfType <CrowdController>(); _moveSpeed = 0f; }
public void RestartLevel() { bool reload = true; if (reload) { GameLord.Instance.LoadLevel(GameLord.Instance.CurrentLevelIndex); } else { if (_player != null) { //_player.ResetPlayer(); } if (OnGameReset != null) { OnGameReset(); } CrowdController.ResetAll(); ChangeGameState(GameState.GS_WARM_UP); } }
public override void PlayerPunched(int dmg, PlayerPunch punch) { if (state == ChinbaldState.Peeking) { audioSource.clip = punchSound; audioSource.Play(0); DoStun(dmg, punch); player.BossHurt(); CrowdController.AddHype(0.3f); } if (state == ChinbaldState.Cower) { DoCowerBlock(); } if (state == ChinbaldState.Stunned) { audioSource.clip = punchSound; audioSource.Play(0); DoHurt(dmg, punch); CrowdController.AddHype(0.3f); player.BossHurt(); } }
private void InitGameManager() { GameManager._instance = this; ConnectEvents(true); _currentGameState = GameState.GS_NONE; _crowController = GameObject.FindObjectOfType <CrowdController>(); _player = GameObject.FindObjectOfType <Player>(); ChangeGameState(GameState.GS_NONE); }
private void InitCrowdController() { if (!_wasInited) { instance = this; dummies = this.transform.GetComponentsInChildren <Dummy>(); _dummyPool = new ComponentBasedObjectPool <Dummy>(_prefab, _dummyParent, crowdSize); _dummyCount = dummies.Length; _wasInited = true; } }
void addCrowd(Vector3 pos) { Quaternion spawnRotation = Quaternion.identity; //pos.y = hitGroundAtPos(pos).y; GameObject ncrowd = Instantiate(crowdtemplate, pos, spawnRotation); crowdlist.Add(ncrowd); crowdtot++; CrowdController cScript = (CrowdController)ncrowd.GetComponent("CrowdController"); RlCrowdTot += cScript.getValue(); /*To print how many crowd objects exist */ /* Debug.Log("New Crowd Total:" + RlCrowdTot);*/ //CreateObject(baseCrowdAgent, hit.point, "CrowdAgent (" + crowdCount + ")", crowdAgents.transform).GetComponent<NavMeshAgent>(); }
//write the locations of all the crowd to a file void WriteCrowdLocation() { StreamWriter sw = new StreamWriter(compositionfile); string towrite; foreach (GameObject crowd in crowdlist) { //clear towrite towrite = ""; //add type CrowdController cc = crowd.GetComponent <CrowdController>(); //variables delimited by ; towrite += cc.getCrowdType() + ";"; //add location //x y z separation delimited by , towrite += crowd.transform.position.x + "," + crowd.transform.position.y + "," + crowd.transform.position.z; sw.WriteLine(towrite); } sw.Close(); }
private void InitGameManager() { GameManager._instance = this; ConnectEvents(true); _currentGameState = GameState.GS_NONE; _crowController = GameObject.FindObjectOfType<CrowdController>(); _player = GameObject.FindObjectOfType<Player>(); ChangeGameState(GameState.GS_NONE); }
private void Awake() { controller = gameObject.GetComponentInParent(typeof(CrowdController)) as CrowdController; anim = GetComponent <Animator>(); SetSprites(); }
private void InitCrowdController() { if (!_wasInited) { instance = this; dummies = this.transform.GetComponentsInChildren<Dummy>(); _dummyPool = new ComponentBasedObjectPool<Dummy>(_prefab, _dummyParent, crowdSize); _dummyCount = dummies.Length; _wasInited = true; } }
void Start() { //positionHolders = new List<GameObject>(GameObject.FindGameObjectsWithTag("PositionPlaceholder")); idolHUDPanel = GameObject.Find("IdolHUDs"); skillHUDPanel = GameObject.Find("SkillHUD"); originalHUDPos = skillHUDPanel.transform.localPosition; RectTransform rt = skillHUDPanel.transform.GetComponent <RectTransform>(); hudOffscreenPos = originalHUDPos; //hudOffscreenPos.x += rt.sizeDelta.x * rt.localScale.x; hudOffscreenPos.x = rt.rect.width; print(hudOffscreenPos.x + ""); skillCards[0] = GameObject.Find("SkillCard (0)").GetComponent <SkillCardController>(); skillCards[1] = GameObject.Find("SkillCard (1)").GetComponent <SkillCardController>(); skillCards[2] = GameObject.Find("SkillCard (2)").GetComponent <SkillCardController>(); skillCards[3] = GameObject.Find("SkillCard (3)").GetComponent <SkillCardController>(); skillCards[4] = GameObject.Find("SkillCard (4)").GetComponent <SkillCardController>(); currentSkillPanel = GameObject.Find("CurrentSkill"); currentSkillPanel.SetActive(false); currentSkillCard = currentSkillPanel.GetComponentInChildren <SkillCardController>(); position1 = GameObject.Find("position1"); position1.gameObject.GetComponent <SpriteRenderer>().sortingLayerName = backgroundLayer; position2 = GameObject.Find("position2"); position2.gameObject.GetComponent <SpriteRenderer>().sortingLayerName = backgroundLayer; position3 = GameObject.Find("position3"); position3.gameObject.GetComponent <SpriteRenderer>().sortingLayerName = backgroundLayer; idols = new List <IdolStateMachine>(); GameObject idol = (GameObject)UnityEditor.AssetDatabase.LoadAssetAtPath <Object>("Assets/Prefabs/Idol Achan.prefab"); GameObject clone = GameObject.Instantiate(idol, position1.transform.position, idol.transform.rotation); IdolStateMachine ism = clone.GetComponent <IdolStateMachine>(); ism.setHUD(GameObject.Find("IdolHUD (1)").transform); idols.Add(ism); idol = (GameObject)UnityEditor.AssetDatabase.LoadAssetAtPath <Object>("Assets/Prefabs/Idol Bchan.prefab"); clone = GameObject.Instantiate(idol, position2.transform.position, idol.transform.rotation); ism = clone.GetComponent <IdolStateMachine>(); ism.setHUD(GameObject.Find("IdolHUD (2)").transform); idols.Add(ism); idol = (GameObject)UnityEditor.AssetDatabase.LoadAssetAtPath <Object>("Assets/Prefabs/Idol Cchan.prefab"); clone = GameObject.Instantiate(idol, position3.transform.position, idol.transform.rotation); ism = clone.GetComponent <IdolStateMachine>(); ism.setHUD(GameObject.Find("IdolHUD (3)").transform); idols.Add(ism); currentState = BattleState.STARTING; crowdMan = new CrowdController(); }
private void Awake() { Instance = this; }