// Start is called before the first frame update
 void Awake()
 {
     _handManager    = FindObjectOfType <HandManager>();
     _targetManager  = FindObjectOfType <TargetManager>();
     _energyManager  = FindObjectOfType <EnergyManager>();
     _discardManager = FindObjectOfType <DiscardManager>();
 }
示例#2
0
 // Use this for initialization
 void Start()
 {
     _card             = GetComponent <Card>();
     _energyManager    = FindObjectOfType <EnergyManager>();
     _renderer         = GetComponent <SpriteRenderer>();
     _gamePhaseManager = FindObjectOfType <GameManager>();
 }
示例#3
0
 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
 }
示例#4
0
    // Use this for initialization
    void Start()
    {
        citizenManager = FindObjectOfType <CitizenManager>();

        if (citizenManager == null)
        {
            Debug.Log("No Citizen Manager was Found");
        }

        energyManager = FindObjectOfType <EnergyManager>();

        if (energyManager == null)
        {
            Debug.Log("No Energy Manager was Found");
        }

        polutionManager = FindObjectOfType <PolutionManager>();

        if (polutionManager == null)
        {
            Debug.Log("No Polution Manager was Found");
        }

        weatherManager = FindObjectOfType <WeatherManager>();

        if (weatherManager == null)
        {
            Debug.Log("No Weather Manager was Found");
        }

        uIManager = FindObjectOfType <UIManager>();
    }
示例#5
0
 // Update is called once per frame
 void Update()
 {
     if (GivePlayerEnergy && pawnCount > 0)
     {
         EnergyManager.IncreaseEnergy(Time.deltaTime);
     }
 }
示例#6
0
    public void UpdateGauge()
    {
        float i_currentValue = EnergyManager.GetEnergy();

        gaugeFillLerped.fillAmount = Mathf.Lerp(gaugeFillLerped.fillAmount, EnergyManager.GetDisplayedEnergy(), Time.deltaTime * 8);
        gaugeFillRay.fillAmount    = gaugeFillLerped.fillAmount;

        if (Mathf.Abs(i_currentValue - previousValue) >= 0.1f)
        {
            transform.DOShakeScale(0.1f, 0.1f).OnComplete(ResetScale);
        }
        previousValue = i_currentValue;

        if (EnergyManager.GetEnergy() >= 0.99f)
        {
            textAnimator.SetBool("dunkReady", true);
            gaugeFillLerped.color = new Color(fullGaugeColor.r, fullGaugeColor.g, fullGaugeColor.b, gaugeFillLerped.color.a);
            gaugeFillRay.color    = new Color(fullGaugeColor.r, fullGaugeColor.g, fullGaugeColor.b, gaugeFillLerped.color.a);
        }
        else
        {
            gaugeFillLerped.color = new Color(defaultGaugeColor.r, defaultGaugeColor.g, defaultGaugeColor.b, gaugeFillLerped.color.a);
            gaugeFillRay.color    = new Color(defaultGaugeColor.r, defaultGaugeColor.g, defaultGaugeColor.b, gaugeFillLerped.color.a);
            textAnimator.SetBool("dunkReady", false);
        }
    }
    /**
     * Boost the player based on its max value (percentige).
     * @param energyManager: the energyMananger of the player object.
     */
    void BoostPercent(EnergyManager energyManager)
    {
        var max  = energyManager.MaxValue;
        var perc = Mathf.RoundToInt(max * .01f * _value);

        energyManager.CurrentValue += perc;
    }
示例#8
0
 public void OnHit(BallBehaviour _ball, Vector3 _impactVector, PawnController _thrower, float _damages, DamageSource _source, Vector3 _bumpModificators = default)
 {
     if (_source == DamageSource.Ball)
     {
         EnergyManager.IncreaseEnergy(BossSettings.GetDatas().staggerSettings.energyGainedOnHit);
     }
 }
示例#9
0
 void Start()
 {
     _rig           = GetComponent <Rigidbody2D> ();
     _energyManager = GetComponent <EnergyManager>();
     _animator      = GetComponent <Animator>();
     _selfTransform = transform;
 }
    // Use this for initialization
    void Start()
    {
        myRigidbody = GetComponent <Rigidbody2D> ();
        //myCollider = GetComponent<Collider2D> ();
        myAnimator = GetComponent <Animator> ();

        if (GameController.getVelocity() != 0)
        {
            moveSpeed = GameController.getVelocity();
        }

        if (GameController.getNextMilestone() != 0)
        {
            speedupMilestone = GameController.getNextMilestone();
        }

        if (GameController.getNextMilestone() != 0)
        {
            backgroundSound.time = GameController.getBgSoundTime();
        }

        jumpTimeCounter = jumpTime;

        speedMilestoneCount = speedupMilestone;

        moveSpeedStore           = moveSpeed;
        speedMilestoneCountStore = speedMilestoneCount;
        speedupMilestoneStore    = speedupMilestone;

        stoppedJumping = true;

        theEnergyManager  = FindObjectOfType <EnergyManager> ();
        thePowerupManager = FindObjectOfType <PowerupManager> ();
        theScoremanager   = FindObjectOfType <ScoreManager> ();
    }
示例#11
0
 void Start()
 {
     instance              = this;
     actual                = energiaInicial;
     barraEnergia          = FindObjectOfType <Slider>();
     barraEnergia.maxValue = energiaInicial;
 }
示例#12
0
 // Use this for initialization
 void Start()
 {
     theScoreManager = FindObjectOfType <ScoreManager> ();
     //thePlatformGenerator = FindObjectOfType<ConstantGroundGenerator> ();
     theEnergyManager = FindObjectOfType <EnergyManager> ();
     theGameManager   = FindObjectOfType <GameManager> ();
 }
示例#13
0
 IEnumerator DunkCancel_C()
 {
     ChangeState(DunkState.Canceling);
     currentCD = dunkCooldown;
     EnergyManager.DecreaseEnergy(energyPercentLostOnFail);
     yield return(FallOnGround_C(dunkCancelledFallSpeed));
 }
示例#14
0
    // Update is called once per frame
    void Update()
    {
        energyManager = FindObjectOfType <EnergyManager>();
        if (gameHasBegun)
        {
            //Debug.Log("Continue Time Cycle Bool: " + continueTimeCycle);
            if (continueTimeCycle)
            {
                MinusDays();
            }



            if (energyManager == null)
            {
                Debug.Log("Energy Manager Catch");
            }

            if (DaysUntilReElection == 0)
            {
                ReElectionDecision();
            }

            energyManager.GenerateSolarEnergy();
            citizenManager.AddNewCitizens();
        }
    }
    public virtual void OnEnergyProcess(EnergyManager source, float energyDrained)
    {
        if (_health < MaxHealth && LetHeal && source.Energy >= MinimumEnergyForHeal)
        {
            _energyDrainedSinceLastHeal += energyDrained;

            if (source.ExcessEnergy > 0.0f)
            {
                source.DrainRate.SetModifier("healCost", ExcessEnergyHealCost);
            }
            else
            {
                source.DrainRate.SetModifier("healCost", BaseHealCost);
            }

            if (_energyDrainedSinceLastHeal >= 1.0f)
            {
                AddHealth(1);
                _energyDrainedSinceLastHeal = 0.0f;
            }
        }
        else
        {
            source.DrainRate.RemoveModifier("healCost");
            _energyDrainedSinceLastHeal = 0.0f;
        }
    }
示例#16
0
    private void Explode()
    {
        Analytics.CustomEvent("SuccessfulDunk", new Dictionary <string, object> {
            { "Zone", GameManager.GetCurrentZoneName() },
        });
        BallBehaviour i_ball = passController.GetBall();

        ChangeState(DunkState.Explosing);
        if (playerController != null)
        {
            EnergyManager.DecreaseEnergy(energyPercentLostOnSuccess);
        }
        List <IHitable> i_hitTarget = new List <IHitable>();

        Collider[] i_hitColliders = Physics.OverlapSphere(i_ball.transform.position, dunkExplosionRadius);
        int        i = 0;

        while (i < i_hitColliders.Length)
        {
            IHitable i_potentialHitableObject = i_hitColliders[i].GetComponentInParent <IHitable>();
            if (i_potentialHitableObject != null && !i_hitTarget.Contains(i_potentialHitableObject))
            {
                i_potentialHitableObject.OnHit(i_ball, (i_hitColliders[i].transform.position - transform.position).normalized, pawnController, dunkDamages, DamageSource.Dunk);
                i_hitTarget.Add(i_potentialHitableObject);
            }
            i++;
        }
        ChangeState(DunkState.None);
    }
示例#17
0
 void Awake()
 {
     name = "EnergyManager";
     if (instance == null) { instance = this; }
     energies = new Children<Energy>(transform);
     AudioManager.instance.managers.AddChild (GetComponent<EnergyManager>());
 }
示例#18
0
 public OldAgeDeathSystem(EntityManager pool, Simulation simulation, EnergyManager energyManager, bool oldAgeEnabled, float oldAgeMultiplier) : base(pool, (e) => e.HasComponents(typeof(OldAgeComponent)))
 {
     _oldAgeEnabled    = oldAgeEnabled;
     _oldAgeMultiplier = oldAgeMultiplier;
     _simulation       = simulation;
     _energyManager    = energyManager;
 }
示例#19
0
    public void RepairedRobot()
    {
        EnergyManager energyManager = GameObject.Find("EnergyManager").GetComponent <EnergyManager>();
        EnergyManager manager       = GameObject.Find("Energy Manager").GetComponent <EnergyManager>();

        manager.currentEnergy += bonusEnergyOnFinish;
    }
    // Use this for initialization
    void Start()
    {
        _background    = GetComponent <SpriteRenderer>();
        _effect        = transform.Find("Effect").GetComponent <SpriteRenderer>();
        _symbol        = transform.Find("Symbol").GetComponent <SpriteRenderer>();
        _energyManager = GameObject.FindObjectOfType <EnergyManager>();
        _overlay       = transform.Find("Overlay").gameObject;

        if (_background != null)
        {
            _background.sprite = background_image;
        }
        if (_effect != null)
        {
            _effect.sprite = effect_image;
        }
        if (_symbol != null)
        {
            _symbol.sprite = symbol_image;
        }

        // 다음날 되면 본것들 저리
        MyStatus.instance.AddSleepHook(vote => ResetWatched());

        _overlay.transform.Find("Hint").GetComponent <TextMesh>().text = hint;
        _overlay.SetActive(false);
        watched = false;
    }
示例#21
0
 // Use this for initialization
 void Awake()
 {
     myRB      = GetComponent <Rigidbody>();
     myDC      = GetComponent <DragController>();
     myEM      = GetComponent <EnergyManager>();
     myNPM     = GetComponent <NetworkPlayerModule>();
     myMPMeter = transform.Find("Canvas").transform.Find("Main Propulsion Meter").GetComponent <RectTransform>();
 }
示例#22
0
 void Start()
 {
     _E = GetComponent<EnergyManager>();
     _Controls = GameObject.Find("Controls").GetComponent<ControlMap>();
     _pSys.enableEmission = false;
     thisT = transform;
     _Sheild.SetActive(false);
 }
示例#23
0
 void Start()
 {
     elementManager   = (AudioElementManager)managers.GetChild("AudioElementManager");
     eventManager     = (AudioEventManager)managers.GetChild("AudioEventManager");
     sendManager      = (AudioSendManager)managers.GetChild("AudioSendManager");
     energyManager    = (EnergyManager)managers.GetChild("EnergyManager");
     metronomeManager = (MetronomeManager)managers.GetChild("MetronomeManager");
 }
示例#24
0
 private void Awake()
 {
     if (singleton != null)
     {
         Debug.LogError("Multiple energy managers");
     }
     singleton = this;
 }
    // Start is called before the first frame update
    void Start()
    {
        rbody = GetComponent <Rigidbody2D>();

        gameManager   = Toolbox.GetInstance().GetGameManager();
        statManager   = Toolbox.GetInstance().GetStatManager();
        energyManager = Toolbox.GetInstance().GetEnergyManager();
    }
示例#26
0
 // Use this for initialization
 void Start()
 {
     rb         = GetComponent <Rigidbody2D> ();
     ship       = transform.parent;
     shipRb     = ship.GetComponent <Rigidbody2D> ();
     isMoving   = false;
     hasCounted = false;
     shipEnergy = ship.GetComponent <EnergyManager> ();
 }
示例#27
0
 void Awake()
 {
     _deckManager         = FindObjectOfType <DeckManager>();
     _enemyManager        = FindObjectOfType <EnemyManager>();
     _energyManager       = FindObjectOfType <EnergyManager>();
     _commandPointManager = FindObjectOfType <CommandPointManager>();
     GamePhase            = GamePhase.Setup;
     StartTurn();
 }
示例#28
0
 void Start()
 {
     _energyManager = GetComponent <EnergyManager>();
     if (_energyManager.MaxEnergy < SpecialSteps[SpecialSteps.Length - 1])
     {
         Debug.LogError("Unreachable step, not enough Energy");
         _energyManager.MaxEnergy = SpecialSteps[SpecialSteps.Length - 1];
     }
 }
示例#29
0
 void Start()
 {
     currentPos = gameObject.transform.position;
     //print(currentPos);
     hasSnapped    = false;
     myCost        = 4;
     EnergyManager = GameObject.Find("EnergyManager");
     EnergyScript  = EnergyManager.GetComponent <EnergyManager>();
     gameObject.GetComponent <MyMovement>().enabled = false;
 }
    private void CheckSingeltonInstance()
    {
        if (instance != null)
        {
            Destroy(gameObject);
        }

        instance = this;
        DontDestroyOnLoad(gameObject);
    }
示例#31
0
    // Start is called before the first frame update
    void Start()
    {
        if (instance == null)
        {
            instance = this;
        }
        int maxEnergy = 4;

        eControl.SetMaxEnergy(maxEnergy);
    }
示例#32
0
 public ReproductionSystem(EntityManager pool, NeatMutationConfig config, InnovationIdManager innovationIdManager, EnergyManager energyManager, int currentMaxSpeciesId, float similarityThreshold, Simulation simulation)
     : base(pool, (e) => e.HasComponents(typeof(ReproductionComponent), typeof(EnergyComponent)))
 {
     _muationManager       = new MutationManager(config);
     _innovationIdManager  = innovationIdManager;
     _energyManager        = energyManager;
     _nextSpeciesIdCounter = currentMaxSpeciesId + 1;
     _similarityThreshold  = similarityThreshold;
     _simulation           = simulation;
 }
示例#33
0
  void Awake() {
    em = this;
    color_healthy = gauge.color;
    color_danger = new Color(1, 0, 0, color_healthy.a);
    takeDamageSound = transform.Find("TakeDamageSound").GetComponent<AudioSource>();

    origGauge = gauge;
    origGaugeShell = gaugeShell;
    origGaugeIcon = gaugeIcon;
    origEnergyWidth = gauge.GetComponent<RectTransform>().sizeDelta.x;
  }
    void Initialize()
    {
        var player =  GameObject.FindGameObjectWithTag("Player");
        if (player == null) return;

        energyManager = player.GetComponent<EnergyManager>();

        parentRect = transform.parent.GetComponent<RectTransform>();

        myRect = GetComponent<RectTransform>();

    }
示例#35
0
文件: EnergyManager.cs 项目: wHo2/TMC
    string lv = "1";//OnGUI
    //public bool hidePatternChose = false;//教学关显示选择图案卡牌
    void Awake()
    {
       // Debug.Log("Energy create");
        EnergyManager.Instance = this;
        hero = GameObject.Find("Hero").GetComponent<Hero>();
        enemyHero = GameObject.Find("EnemyHero").GetComponent<Hero>();
        HeroMagicCircle = GameObject.Find("Hero").AddComponent<HeroMagicCircle>();
        EnemyMagicCircle = GameObject.Find("EnemyHero").AddComponent<EnemyMagicCircle>();
        StartMenu = GameObject.Find("StartPanel");
        handZone = transform.FindChild("HandZone").gameObject;
        shaLou = transform.FindChild("ShaLou").gameObject;
        EnergyLabel = GameObject.Find("EnergyLabel").GetComponent<UILabel>();
        RoundLabel = GameObject.Find("RoundLabel").GetComponent<UILabel>();

    }
示例#36
0
 void Go(bool net)
 {
     if(E == null)
         E = GetComponent<EnergyManager>();
     if(!hasDrained)
     {
         if(E.curEnergy > EnergyUse)
         {
             isActive = true;
             //Fire
             if(!hasSet)
             {
                 gameObject.renderer.material = material;
                 hasSet = true;
                 audio.PlayOneShot(Sound);
             }
             gameObject.tag = "Invis";
             gameObject.renderer.material.color = Color.Lerp(gameObject.renderer.material.color, ColorB, Time.deltaTime * speed);
             foreach(GameObject g in OtherOBJs)
             {
                 g.SetActive(false);
             }
             E.UseEnergy(EnergyUse * Time.deltaTime);
             if(net)
                 networkView.RPC("SyncEffect", RPCMode.Others, GetComponent<MeshRenderer>().material, false);
         }else
         {
             if(isActive)
             {
                 //UnFire
                 gameObject.tag = "Player";
                 gameObject.renderer.material = origMat;
                 hasDrained = true;
                 isActive = false;
                 hasSet = false;
                 if(net)
                     networkView.RPC("SyncEffect", RPCMode.Others, GetComponent<MeshRenderer>().material, true);
                 foreach(GameObject g in OtherOBJs)
                 {
                     g.SetActive(true);
                 }
             }
         }
     }
 }
示例#37
0
 // Use this for initialization
 void Start()
 {
     origMat = gameObject.renderer.material;
     E = GetComponent<EnergyManager>();
 }
示例#38
0
 void Start()
 {
     E = GetComponent<EnergyManager>();
     nextFireTime = Time.time;
 }
示例#39
0
 void Start()
 {
     energyManager = GetComponent<EnergyManager>();
 }
示例#40
0
    // Use this for initialization
    void Start()
    {
        if(bulletTable.Count == 0)
        {
            //Debug.Log("初期化 : bulletTable");
            bulletTable.Add(BuildManager.WeaponID.SGMT, "Bullet_SGMT");
            bulletTable.Add(BuildManager.WeaponID.YMD, "Bullet_YMD");
            bulletTable.Add(BuildManager.WeaponID.HRTK, "Bullet_HRTK");
            bulletTable.Add(BuildManager.WeaponID.TKG, "Bullet_TKG");
            bulletTable.Add(BuildManager.WeaponID.雷楽, "RBullet_Raigaku");
            bulletTable.Add(BuildManager.WeaponID.藤鷹, "RBullet_Fuzitaka");
            bulletTable.Add(BuildManager.WeaponID.南, "RBullet_Minami");
            bulletTable.Add(BuildManager.WeaponID.パリサイトジャン, "Missile_PariSitejan");
            bulletTable.Add(BuildManager.WeaponID.コガマージャン, "Missile_KogaMajan");
            bulletTable.Add(BuildManager.WeaponID.オートモージャン, "Missile_AutoMojan");
            bulletTable.Add(BuildManager.WeaponID.End_of_a_Tard, "Missile_End_of_a_Tard");
            bulletTable.Add(BuildManager.WeaponID.M_F_DS, "Lancher_M_F_DS");
            bulletTable.Add(BuildManager.WeaponID.M_T_GK, "Lancher_M_T_GK");
            bulletTable.Add(BuildManager.WeaponID.L_F_GK, "Lancher_L_F_GK");
        }

        type = BuildManager.GetTypeByID(id);

        // 親オブジェクトに登録されたEnergyManagerを取得する
        try
        {
            energyManager = GetComponent<EnergyManager>();
        }
        catch
        {
            energyManager = null;
        }

        // プレハブを取得
        bullet = (GameObject)Resources.Load(("Prefabs/" + bulletTable[id]));

        if(bullet == null)
        {
            Debug.Log("bullet is NULL!!");
        }

        //SetData(bullet);

        fireRate = BulletDataBase.GetData(id).fireRate;
        Debug.Log(BulletDataBase.GetData(id).fireRate);

        if(fireRate < -1)
        {
            Debug.Log("firerate is failed");
        }//*/

        createInterval = (1.0f / fireRate);
    }
示例#41
0
 void Start()
 {
     if(thisTransform == null)
         thisTransform = transform;
     E = GetComponent<EnergyManager>();
     if(BeamStart == null)
     {
         Debug.LogError("Beam start point not assigned.");
         Debug.Break();
         return;
     }
     if(BeamStart.GetComponent<LineRenderer>() != null)
         Beam = BeamStart.GetComponent<LineRenderer>();
     else
     {
         Debug.LogError("Beam start point does not contain a LineRenderer.");
         Debug.Break();
         return;
     }
     if(BeamStart.GetComponent<ParticleSystem>() == null)
     {
         Debug.LogError("Beam start point does not contain a ParticleSystem.");
         Debug.Break();
         return;
     }
     if(BeamHitEffect == null)
     {
         Debug.LogError("Beam hit effect not assigned.");
         Debug.Break();
         return;
     }
     foreach(ParticleSystem p in BeamHitEffect)
     {
         BeamHitStart = p.transform.position;
     }
     beamLightIntensity = BeamStart.light.intensity;
     BeamStart.light.intensity = 0;
     BeamHitEffect[0].light.intensity = 0;
 }
示例#42
0
 void Fire(bool net)
 {
     if(E == null)
         E = GetComponent<EnergyManager>();
     if(!hasDrained)
     {
         if(E.curEnergy > EnergyUse)
         {
             isFiring = true;
             if(!Beam.audio.isPlaying)
                 Beam.audio.Play();
             BeamStart.light.intensity = beamLightIntensity * E.curEnergyRatio;
             BeamHitEffect[0].light.intensity = beamLightIntensity * E.curEnergyRatio;
             RaycastHit BeamHit;
             if(Physics.Raycast(BeamStart.transform.position, BeamStart.transform.forward, out BeamHit, Range))
             {
                 Beam.useWorldSpace = true;
                 Beam.SetPosition(0, BeamStart.transform.position);
                 Beam.SetPosition(1, BeamHit.point);
                 Beam.SetWidth(Width*E.curEnergyRatio, Width*E.curEnergyRatio);
                 if(net)
                 {
                     networkView.RPC("SyncBeam", RPCMode.Others, BeamStart, BeamHit.point, Width*E.curEnergyRatio);
                 }
                 foreach(ParticleSystem p in BeamFireEffect)
                 {
                     p.Emit((int)(Particles*E.curEnergyRatio));
                 }
                 foreach(ParticleSystem p in BeamHitEffect)
                 {
                     p.transform.position = BeamHit.point;
                     p.Emit((int)(Particles*E.curEnergyRatio));
                 }
                 if(BeamHit.collider.tag != "Player" || BeamHit.collider.tag != "Invis")
                     E.UseEnergy(EnergyUse/Rate);
                 if(BeamHit.collider.tag == "Player" || BeamHit.collider.tag == "Invis")
                 {
                     //BeamHit.collider.GetComponent<PhysicsMovement>().DealDamage((Damage*Time.deltaTime)*E.curEnergyRatio, GetComponent<PhysicsMovement>().PlayerName);
                 }
                 if(BeamHit.rigidbody != null)
                     BeamHit.rigidbody.AddForceAtPosition(thisTransform.forward * BeamForce * E.curEnergyRatio, BeamHit.point);
             }else
             {
                 Beam.useWorldSpace = false;
                 curBeamPos = Vector3.forward * Range;//Vector3.Lerp(curBeamPos , Vector3.forward * Range, Time.deltaTime* Speed);
                 Beam.SetPosition(0, Vector3.zero);
                 Beam.SetPosition(1, curBeamPos);
                 Beam.SetWidth(Width*E.curEnergyRatio, Width*E.curEnergyRatio);
                 if(net)
                 {
                     networkView.RPC("SyncBeam", RPCMode.Others, BeamStart, curBeamPos, Width*E.curEnergyRatio);
                 }
                 foreach(ParticleSystem p in BeamFireEffect)
                 {
                     p.Emit((int)(Particles*E.curEnergyRatio));
                 }
                 E.UseEnergy(EnergyUse/Rate);
             }
         }else
         {
             if(isFiring)
             {
                 isFiring = false;
                 foreach(ParticleSystem p in BeamHitEffect)
                 {
                     p.transform.position = BeamHitStart;
                     p.Clear();
                 }
                 Beam.SetWidth(0,0);
                 Beam.audio.Stop();
             }
             hasDrained = true;
         }
     }
 }
示例#43
0
 void Awake()
 {
     em = this;
     getFullHealth();
 }