private void OnTriggerEnter(Collider coll) { //충돌한 Collider가 Camchange의 CAMCHANGE(Tag값)이면 카메라 전환 if (coll.gameObject.tag == "AllGetOff" && startSet == false) { // 플레이어에 가해진 힘을 0으로 만든다. - > 차량 하차 player.GetComponent <Rigidbody>().velocity = Vector3.zero; // 플레이어 스크립트 사용 (이동 때문) player.GetComponent <PlayerCtrl>().enabled = true; // 차량에 하차 할때 차량의 위치로 플레이어를 이동시킨다. player.transform.position = new Vector3(this.transform.position.x, 30.0f, this.transform.position.z); // 카메라 전환 FollowCam followCam = GameObject.Find("Main Camera").GetComponent <FollowCam>(); followCam.getOff = true; followCam.height = 35.0f; followCam.dist = 25.0f; // 차량 하차 후 true로 F키 입력 시 재하차 불가능하게 만듬 startSet = true; //bug.Log("차량 하차 -> 게임 시작"); } if (coll.gameObject.tag == "EndPoint") { Destroy(gameObject); } }
// Awake is called when the script instance is being loaded. void Awake() { PrintDebugMsg("Loaded."); S = this; camZ = this.transform.position.z; }
public void dontDestroyDungeonObject(Vector3 position, Quaternion rotation) // 던전에서 파괴되지 말아야할 오브젝트 연결 { if (CharacterInfoManager.instance.m_playerInfo.m_eCharacterType == CHARACTER_TYPE.AKAZA) { m_player = (GameObject)Instantiate(Resources.Load("Prefabs/AkazaBattle"), position, rotation); // 플레이어를 생성 } else if (CharacterInfoManager.instance.m_playerInfo.m_eCharacterType == CHARACTER_TYPE.UNITY) { m_player = (GameObject)Instantiate(Resources.Load("Prefabs/UnityChanBattle"), position, rotation); // 플레이어를 생성 } m_player.name = "Player"; // 플레이어 오브젝트의 이름은 Player m_objectPoolManager = GameObject.Find("ObjectPoolManager").gameObject; // 오브젝트풀 매니저 m_ingameUI = GameObject.Find("InGameUI").GetComponent <UIPanel>(); // IngameUI 게임오브젝트 m_explainPanel = GameObject.Find("ExplainPanel").GetComponent <UIPanel>(); m_playerStateExplainLabel = m_explainPanel.transform.Find("StateExplain").GetComponent <UILabel>(); m_dungeonStateExplainLabel = m_explainPanel.transform.Find("DungeonStateExplain").GetComponent <UILabel>(); m_deathWindow = m_ingameUI.transform.Find("DeathWindow").gameObject; m_ingameSubUI = GameObject.Find("InGameSubUI"); m_dialogWindow = m_ingameSubUI.transform.Find("DialogWindow").gameObject; // NPC 대화창 m_subDialogWindow = m_ingameSubUI.transform.Find("SubDialogWindow").gameObject; // NPC 대화창 m_winWindowPanel = m_ingameSubUI.transform.Find("WinWindow").GetComponent <UIPanel>(); // 승리창 m_mainLight = GameObject.Find("Directional Light").gameObject; // 광원 m_camera = GameObject.Find("Camera").gameObject; // 카메라 m_followCam = m_camera.GetComponentInChildren <FollowCam>(); DontDestroyOnLoad(m_ingameUI.gameObject); // 하나의 스테이도중에는 파괴되지 않도록 한다. DontDestroyOnLoad(m_player); DontDestroyOnLoad(m_objectPoolManager); DontDestroyOnLoad(m_mainLight); DontDestroyOnLoad(m_camera); DontDestroyOnLoad(m_ingameSubUI); }
private void Start() { player = PlayerFSMManager.Instance; skill2 = player.GetComponent <PlayerSKILL2>(); hit2 = player.GetComponent <PlayerHIT2>(); cam = player.followCam; }
public override void OnStartLocalPlayer() { // The Local Player will be tinted blue GetComponent <SpriteRenderer>().color = Color.blue; //Assign this to the health bar. GameObject healthBar = GameObject.Find("Canvas/Health Bar Base/Health Bar Empty/Health Bar Full"); HealthBar bar = healthBar.GetComponent <HealthBar>(); bar.player = this; // 10/10 success gg. /* // Assign this to the Cooldown timers. * GameObject cdTimer = GameObject.Find("Canvas/Utility Belt/Tool Box/CD Box"); * CooldownBox cdBox = cdTimer.GetComponent<CooldownBox>(); * cdBox.leTool = leTool; // 4/10 success gg. Doesn't work because they aren't networked. */ // cdTimer = GameObject.Find("Canvas/Uitility Belt/Flare Box/CD Box (2)"); // cdBox = cdTimer.GetComponent<CooldownBox>(); // cdBox.leTool = flareGun; // Finally, tell the camera to follow the player. GameObject camera = GameObject.Find("Main Camera"); FollowCam fc = camera.GetComponent <FollowCam>(); fc.following = gameObject; }
// Use this for initialization void Start() { //시작시 로딩하기 Start_Timer = 0; Startnum0.SetActive(false); Startnum1.SetActive(false); Startnum2.SetActive(false); Startnum3.SetActive(false); //GameUI 스크립트 할당 gameUI = GameObject.Find("GameUI").GetComponent <GameUI>(); trap_camera = GameObject.Find("TrapObject").GetComponent <TrapMgr>(); gamecamera = GameObject.Find("Main Camera").GetComponent <FollowCam>(); //스크립트에 Transform 컴포넌트 할당 tr = GetComponent <Transform>(); rigdbody = GetComponent <Rigidbody>(); //자신의 하위에 있는 Animation 컴포넌트를 찾아와 변수에 할당 _animation = GetComponentInChildren <Animation>(); //Animation 컴포넌트의 애니메이션 클립을 지정하고 실행 _animation.clip = anim.run; _animation.Play(); //기본 소리 지정 //source = GetComponent<AudioSource>(); this.source = this.gameObject.AddComponent <AudioSource>(); source.clip = run_sound; source.loop = true; source.Play(); source.volume = 0; }
private void Awake() { photonView = GetComponent <PhotonView>(); motor = GetComponent <PlayerMotor>(); shooter = GetComponent <Shooter>(); followCam = Camera.main.transform.GetComponent <FollowCam>(); }
protected override void OnLoad(EventArgs e) { VSync = Options.Vsync; Graphics.Init(); // Has to be called after the Graphics setup if it's going to be preloading // textures and shaders and such... Resources.Init(Options); var map = BuildTestLevel(); var actCfg = Resources.TheResources.GetJson("player"); //var actCfg = Resources.TheResources.GetJson("test"); var player = SaveLoad.Load <Actor>(actCfg); //player.Body.AddGeom(new BoxGeom(new BBox(-5, -15, 5, 5))); View = new ViewManager(Util.LogicalScreenWidth, Util.LogicalScreenWidth / Options.AspectRatio); Camera = new FollowCam(player, Util.LogicalScreenWidth, Util.LogicalScreenWidth / Options.AspectRatio); Gui = new GUI(Util.LogicalScreenWidth, Util.LogicalScreenWidth / Options.AspectRatio, new Vector2(-55, 70)); SetupEvents(); //var p_component = new ParticleComponent(40f, 5, 0, 0.025f); //player.AddComponent(p_component); //var colors = new Dictionary<double, Color4>(); //colors.Add(5, new Color4(1f, 1f, 0f, 1f)); //colors.Add(8, new Color4(0f, 0f, 0f, 0.0f)); //p_component.setupEmitter(new PointEmitter(new Color4(1f, 0f, 0f, 1f), new Vector2d(1.25, 1), 2, 0.045, 10), new ColorFader(colors), _scaleWithTime: true); //var saveCfg = SaveLoad.Save(player); //Log.Message("" + saveCfg); World = new World(player, map, "TestZone", "TestRoom1"); World.AddActor(Gui.GUIHash["FPS"].Actor); fpsTimer.Start(); }
void Awake() { if (FollowCam.instance == null) { FollowCam.instance = this; } }
void Awake() { //initialisation Animator = GetComponent <Animator>(); Collider = GetComponent <CapsuleCollider2D>(); rb = GetComponent <Rigidbody2D>(); audioSource = GetComponent <AudioSource>(); mySprite = GetComponent <SpriteRenderer>(); playerState = GameObject.Find("PlayerState").GetComponent <PlayerState>(); Hero0 = this.transform.Find("Hero0").GetComponent <BaseHero>(); Hero1 = this.transform.Find("Hero1").GetComponent <BaseHero>(); Hero2 = this.transform.Find("Hero2").GetComponent <BaseHero>(); Hero3 = this.transform.Find("Hero3").GetComponent <BaseHero>(); attackHitbox = GameObject.Find("AttackHitbox"); attackHitBoxAnimator = attackHitbox.GetComponent <Animator>(); attackHitboxCollider = attackHitbox.GetComponent <BoxCollider2D>(); attackHitbox.GetComponent <AttackHitbox>().FindStuff(this.gameObject, this.gameObject.GetComponent <OverworldPlayerController>()); attackHitbox.SetActive(false); followCamera = GameObject.Find("Main Camera"); cameraScript = followCamera.GetComponent <FollowCam>(); cameraScript.target = this.gameObject.GetComponent <Transform>(); LevelCheck(); }
public void RemovePill(Collider pill) { remainingPills--; if (pill.tag == "powerUp") { powerUpEaten++; UpdateScore(LARGE_PILL_POINT); shadow.switchVulnerable(); pokey.switchVulnerable(); speedy.switchVulnerable(); bashful.switchVulnerable(); if (powerUpEaten == POWER_UPS) { pacMan.SuperMode = true; FollowCam follow = Camera.main.GetComponent <FollowCam>(); follow.enabled = true; pacMan.superModeMusic(); } } else { UpdateScore(SMALL_PILL_POINT); } if (remainingPills == 0) { if (level < MAX_LEVEL) { StartNewLevel(); } else { Application.LoadLevel("endMenu"); } } }
void Start() { if (isLocalPlayer) { FollowCam cam = FindObjectOfType <FollowCam>(); cam.target = transform; } }
public void SetFocusToCurrOperator() { FollowCam cam = Camera.main.GetComponent <FollowCam>(); Transform currOperatorTransform = players[currPlayerIdx].transform; cam.SetPosition(currOperatorTransform.position); cam.SetTarget(currOperatorTransform); }
void Awake() { //god damn capital letters S = this; camZ = this.transform.position.z; originalPos = transform.position; cameraHeight = this.camera.orthographicSize; }
// Start is called before the first frame update void Start() { heroPlayer = GameManager.player; heroCompo = heroPlayer.GetComponent <AHeroes>(); cam = Camera.main.GetComponent <FollowCam>(); spell_indicator.enabled = false; spell_Second_indicator.enabled = false; spellsize_multiplier = 1.0f; }
void Awake() { instance = this; cam = GetComponent <Camera>(); // Initially position the camera exactly over the poi - JB transform.position = poi.position + offset; }
// derive and fill public virtual void Activate() { // TODO does this belong here? FollowCam followCam = Camera.main.GetComponent <FollowCam>(); if (followCam != null) { followCam.FollowTarget = gameObject; } }
void Awake() { player = GameObject.Find("Player"); cam = Camera.main.GetComponent<FollowCam> (); if (player != null) { respawnSpot = player.transform.position; respawnRot = player.transform.rotation; } else { respawnSpot = Vector3.zero; } }
private void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(this); } DontDestroyOnLoad(this); }
// Start is called before the first frame update void Start() { tr = GetComponent <Transform>(); anim = GetComponent <Animator>(); playerName.text = photonView.Owner.NickName; if (photonView.IsMine) { followCam = Camera.main.GetComponent <FollowCam>(); followCam.target = tr; } }
void Update() { if (dontStart == false) { // 서버에서 시작차량을 출발하라고 한 뒤 부터 F를 누를 수 있다. if (startSet == false) { player.transform.position = new Vector3(this.transform.position.x, 33.0f, this.transform.position.z); //------------------------------------------------------------------------------ // 차량 이동 중 에도 지도를 볼 수 있다. // 빌드 되었을 경우 플레이어 컨트롤러가 안꺼지는 오류 때문에 주석처리. //if (Input.GetKeyDown(KeyCode.CapsLock)) //{ // if (Player_Script.realView == false) // { // Player_Script.realMap.SetActive(true); // Player_Script.realView = true; // } // else if (Player_Script.realView == true) // { // Player_Script.realMap.SetActive(false); // Player_Script.realView = false; // } //} //if (Player_Script.realView == true) // Player_Script.playerPositionImage.localPosition = new Vector3(-gameObject.transform.position.z * 0.5f, gameObject.transform.position.x * 0.5f); //------------------------------------------------------------------------------ // F키 입력 시 if (Input.GetKeyDown(KeyCode.F)) { // 플레이어 스크립트 사용 (이동 때문) Player_Script.enabled = true; // 카메라 전환 FollowCam followCam = GameObject.Find("Main Camera").GetComponent <FollowCam>(); followCam.getOff = true; followCam.height = 35.0f; followCam.dist = 25.0f; // 차량에 하차 할때 차량의 위치로 플레이어를 이동시킨다. player.transform.position = new Vector3(this.transform.position.x, 33.0f, this.transform.position.z); // 차량 하차 후 true로 F키 입력 시 재하차 불가능하게 만듬 startSet = true; } } } }
private void GUIChangeDistance() { FollowCam cam = FindObjectOfType <FollowCam>(); if (cam == null) { return; } GUILayout.Label("Distance : " + Mathf.FloorToInt(cam.m_targetDist).ToString()); cam.m_targetDist = GUILayout.HorizontalSlider(cam.m_targetDist, 0.1f, 10.0f); }
void Start() { m_animator = GetComponent <Animator>(); // 컴포넌트에서 애니메이터를 동기화 m_weaponCollider = GameObject.Find("Dragonblade").GetComponent <Collider>(); // 대검 오브젝트의 이름을 찾은 후 콜라이더 동기화 m_cameraScript = GameObject.Find("Main Camera").GetComponent <FollowCam>(); m_baseSlashTrail = m_weaponCollider.transform.Find("TrailEffect").GetComponent <MeleeWeaponTrail>(); m_baseSlashTrail._lifeTime = 0.0f; // 모든 이펙트는 초기에 꺼둔다. m_rushEffect.Stop(); m_leafAttackRangeEffect.Stop(); m_swordWindChargeEffect.Stop(); m_levelUpEffect.Stop(); m_flashEffect.Stop(); }
void Start() { iMaxMagazine = T2.Stat.MAX_MAGAZINE; moveCtrl = GetComponent <T2.MoveCtrl>(); mgr = GetComponent <T2.Manager>(); trPlayerModel = GameObject.FindGameObjectWithTag(Tags.PlayerModel).transform; animator = GetComponentInChildren <Animator>(); cam = Camera.main; followCam = cam.GetComponent <FollowCam>(); fOrizinDist = followCam.GetDist(); fOrizinFOV = cam.fieldOfView; fCamDist = followCam.GetDist(); bulletPool.CreatePool(oBulletPref, iMaxMagazine); flarePool.CreatePool(oFlarePref, iMaxMagazine * 2); muzzleFlash[0].enabled = false; muzzleFlash[1].enabled = false; }
protected override bool OnDestroy(DestroyType type = null) { if (!base.isServerForObject) { return(false); } ATRCShrapnel shrap = new ATRCShrapnel(); shrap.MakeNetEffect(this.position, false); List <Bullet> firedBullets = new List <Bullet>(); for (int i = 0; i < 20; i++) { float dir = (float)i * 18f - 5f + Rando.Float(10f); shrap = new ATRCShrapnel(); shrap.range = 55f + Rando.Float(14f); Bullet bullet = new Bullet(base.x + (float)(Math.Cos((double)Maths.DegToRad(dir)) * 6.0), base.y - (float)(Math.Sin((double)Maths.DegToRad(dir)) * 6.0), shrap, dir, null, false, -1f, false, true); bullet.firedFrom = this; firedBullets.Add(bullet); Level.Add(bullet); } if (Network.isActive) { NMFireGun gunEvent = new NMFireGun(null, firedBullets, 0, false, 4, false); Send.Message(gunEvent, NetMessagePriority.ReliableOrdered, null); firedBullets.Clear(); } Level.Remove(this); FollowCam cam = Level.current.camera as FollowCam; if (cam != null) { cam.Remove(this); } if (Recorder.currentRecording != null) { Recorder.currentRecording.LogBonus(); } return(true); }
void Update() { InputManager.HandleInput(this); GetComponent <SpriteRenderer>().sortingOrder = Mathf.RoundToInt(transform.position.y * 100f) * -1; killsText.text = "Kills: " + kills; if (dead) { camera.GetComponent <Camera>().orthographicSize = Mathf.Lerp(camera.GetComponent <Camera>().orthographicSize, 2f, Time.deltaTime); } // Debug screen shake if (Input.GetKeyDown("c")) { FollowCam.ScreenShake(0.1f, 4f, 0.2f, 5f); } HandleAiming(); if (!aiming) { HandleMovement(); } Vector2 newTravel = new Vector2(transform.position.x, transform.position.y) - prevPosition; travelSpeed = newTravel.magnitude; if (newTravel.magnitude > 0.01f) { travelDirection = newTravel.normalized; prevPosition = transform.position; } HandleIntoxication(); if (closestMushroom && (closestMushroom.transform.position - transform.position).magnitude > eatRadius) { HandleDisplaySign(); } }
void Awake() { S = this; camZ = this.transform.position.z; }
void Awake() { cam = this; }
void Awake() { S = this; camZ = transform.position.z; originalTarget = poi; }
public bool __________; // the separator, as in Slingshot.cs #endregion Fields #region Methods void Awake() { // Awake runs before Start S = this; // S will be the camera to which this is attached camZ = this.transform.position.z; // camZ is this object's z coord }
void Awake() { S = this; }