Inheritance: MonoBehaviour
示例#1
0
    // Use this for initialization
    public override void Initialize()
    {
        gameObject.tag = "Boss";

        followClass   = GetComponent <FollowPlayer>();
        distanseClass = GetComponent <DistansePlayer>();
        distanseClass.keepDistanse = farlength;

        dashClass = GetComponent <Dash>();
        dashClass.dashInterval = 0f;
        razerClass             = GetComponent <RazerShooter>();
        bulletClass            = GetComponent <CircleBulletShooter>();
        spawner     = GetComponent <EnemySpawner>();
        shootPoints = new GameObject[0];
        stanDelay   = stanTime;

        state = State.move;

        spawner.enemyRange = enemyBulletClass.bulletCount;
        enemySetCount      = enemySetTime;
        enemyNum           = 0;
        point     = new GameObject();
        point.tag = "Barrier";

        isEnemyShoot    = false;
        isEnemyShootSet = false;
    }
示例#2
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 // Use this for initialization
 void Start()
 {
     followai = GetComponent <FollowPlayer> ();
     movt     = GetComponent <Movement> ();
     inRange  = false;
     base.init();
 }
示例#3
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    //bool firstKnockDown;



    void Awake()
    {
        myETD  = gameObject.GetComponent <EnemyTakeDamage>();
        fp     = gameObject.GetComponent <FollowPlayer>();
        myAnim = gameObject.GetComponent <tk2dSpriteAnimator>();
        myAnim.AnimationEventTriggered = AnimationEventCallback;
    }
示例#4
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    public IEnumerator RecordMacro()
    {
        currentMacro += 1;

        Vector3 spawnPos = Camera.main.GetComponent <Camera>().transform.position;

        spawnPos.x -= 2.0f;
        spawnPos.y += 2.5f;
        spawnPos.z  = -2.3f;

        //Instantiate(teacher, spawnPos, Quaternion.identity);

        yield return(new WaitForSeconds(1.0f));

        recording = true;

        yield return(new WaitForSeconds(8.0f));

        recording = false;

        if (currentMacro < 2)
        {
            StartCoroutine(FindObjectOfType <GameManager>().ZoomOutSelection());
        }
        else if (currentMacro == 2)
        {
            Camera.main.transform.position = new Vector3(studentInitpos.position.x + 7.2f, studentInitpos.position.y, Camera.main.transform.position.z);
            GameObject st = Instantiate(student, studentInitpos.position, student.transform.rotation).gameObject;
            currentMacro++;
            FollowPlayer fp = Camera.main.gameObject.AddComponent <FollowPlayer>();
            fp.lookAtObject = st.transform;
        }
    }
	private void Start ()
	{
		
		if (Instance == null)
			Instance = this;
		else
			Destroy(this);

//		if (cam == null)
//			cam = Camera.main.GetComponent<TestCam>();
		simpleRpgCam = Camera.main.GetComponent<PhatRobit.SimpleRpgCamera>();

		charState = GameObject.FindObjectOfType<RomanCharState> ();
		//camScript = GameObject.FindObjectOfType<RomanCameraController> ();
		climbDetector = GameObject.FindObjectOfType<ClimbDetector> ();
		follow = GameObject.FindObjectOfType<FollowPlayer>();
		vineClimbCollider = GameObject.FindObjectOfType<VineClimbController2>();
		charController = GameObject.FindObjectOfType<RomanCharController>();
		tunnelObserver = GameObject.FindObjectOfType<TunnelObserver>();
		antiWallSlideController = GameObject.FindObjectOfType<SloapDetector>();

		//cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<TestCam>();

		// Get the character that is selected
		if (charController != null)
			currentChar = charController.transform;
	}
    protected override void OnUpdate()
    {
        if (m_playerData.Length <= 0)
        {
            return;
        }

        Vector3 playerPosition = m_playerData.Rigidbody[0].position;

        for (int i = 0; i < m_followerData.Length; i++)
        {
            m_followerData.Position[i].Value = playerPosition + m_transformData.FollowPlayer[i].OffsetPosition;
        }

        // Directly update transform position
        for (int i = 0; i < m_transformData.Length; i++)
        {
            FollowPlayer followPlayer = m_transformData.FollowPlayer[i];
            Transform    transform    = m_transformData.Transform[i];

            if (!followPlayer.Initialized && followPlayer.UseInitialTransformAsOffset)
            {
                followPlayer.OffsetPosition = transform.position;
                followPlayer.OffsetRotation = transform.rotation;
                followPlayer.Initialized    = true;
            }

            transform.position = m_transformData.Position[i].Value;
        }
    }
示例#7
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    // Update is called once per frame
    void Update()
    {
        if (Input.GetButtonDown("Reset"))
        {
            foreach (FriendController f in FindObjectsOfType <FriendController>())
            {
                Destroy(f.gameObject);
            }
            Destroy(PC.gameObject);
            FollowPlayer fp = Camera.main.GetComponent <FollowPlayer>();
            fp.shouldFit    = true;
            fp.player       = null;
            didSpawnPlayer  = false;
            StatusText.text = "Building...";
            Generator.ResetGeneration();
        }

        if (Generator.isDone && !didSpawnPlayer)
        {
            didSpawnPlayer = true;


            Generator.GetComponent <LineRenderer>().enabled = false;

            StartCoroutine(InitPlayer());
            InitItems();
            PlayerUI.SetActive(true);
        }
    }
 void Start()
 {
     followPlayer = camera.GetComponent <FollowPlayer>();
     zoomOut      = GetComponent <ZoomOut>();
     shake        = GetComponent <Shake>();
     zoomIn       = camera.GetComponent <ZoomIn>();
 }
示例#9
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    void Awake()
    {
        if (Instance != null && Instance != this)
        {
            Destroy(gameObject);
        }
        else
        {
            Instance = this;
        }

        enemySpawner = FindObjectOfType <EnemySpawner>();

        // each World has one EntityManager; store a reference to it
        entityManager  = World.DefaultGameObjectInjectionWorld.EntityManager;
        blobAssetStore = new BlobAssetStore();

        // settings used to convert GameObject prefab
        var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, blobAssetStore);

        // convert the GameObject prefab into an Entity prefab and store it
        Entity playerEntityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(playerPreFab, settings);

        playerEntity = entityManager.Instantiate(playerEntityPrefab);

        FollowPlayer followPlayer = playerFollower.GetComponent <FollowPlayer>();

        followPlayer.playerEntity = playerEntity;

        PlayerManager = playerFollower.GetComponent <PlayerManager>();

        gameState = GameState.Ready;
    }
示例#10
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    // Start is called before the first frame update
    void Start()
    {
        originalSpeed        = speed;
        slowSpeed            = speed / 2;
        defaultRotationClamp = rotationClamp;
        game      = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameControllerScript>();
        camScript = Camera.main.GetComponent <FollowPlayer>();

        SlowdownEnd();


        lockIntoLanes = isLaneInput;
        totalLanes    = game.lanePositions.Length;

        rbody                             = GetComponent <Rigidbody>();
        bulletsLeft                       = bulletMaxCapacity;
        ammoCounterText.text              = bulletsLeft.ToString();
        reloadProgressImgOnCar.enabled    = false;
        reloadProgressImgOnButton.enabled = false;
        damageIndicator.enabled           = false;
        reloadGrayOut.enabled             = false;

        audio = GetComponent <AudioSource>();


        StartCoroutine(DisplayHealthAndShield());


        //SetMobileInput();
    }
 // Use this for initialization
 private void Start()
 {
     rb2d         = this.gameObject.GetComponent <Rigidbody2D>();
     flashLight   = GetComponent <FlashLight>();
     playerParty  = GetComponent <PlayerParty>();
     followPlayer = FindObjectOfType <FollowPlayer>();
 }
示例#12
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    // Use this for initialization
    void Awake()
    {
        //cache relevante GO´er
        _GM = GameManager.SharedInstance;
        _Mojo = GameObject.FindWithTag("Player");
        _Spawner = GameObject.Find("SpawnLevel");
        _DeathWall = GameObject.Find("DeathWall2D");
        _pc = GameManager.FindObjectOfType<PlayerControl>();
        _followScript = GameObject.FindObjectOfType<FollowPlayer> ();

        //Få fingre i ui elementer
        //_backgroundImage = GameObject.Find("BackgroundImage");
        //_overlayButton = GameObject.Find("CutsceneOverlay");

        //Tilmeld events
        OnPickUp.OnCollected += PickupType;
        CollidedWithOther.hit += PlayerDead;
        DeathOf2DObjects.hit += PlayerDead;
        PlayerControl.death += PlayerDead;
        lerpTest.done += IntroFinished;
        OnJumper.OnLaunched += LaunchMojo;
        OnExplode.Exploded += KilledObject;
        OnVortex.OnVortexEnter += VortexEnter;

        //load baggrund
        Application.LoadLevelAdditive("western");

        //Init properties
        IsLaunching = false;
        IsSpeedBoosted = false;
    }
示例#13
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    /// <summary>
    /// Initializes the Finite state machine.
    /// </summary>
    protected virtual void MakeFSM()
    {
        // Follow behaviour
        FollowPlayer follow = new FollowPlayer(attackRange, playerAttackLayer, this);

        follow.AddTransition(Transition.InPlayerAttackRange, StateID.AttackPlayer);
        follow.AddTransition(Transition.ReachedDestination, StateID.Idle);


        // Attack behaviour
        AttackPlayer attack = new AttackPlayer(attackRange, playerAttackLayer, attackInterval, pushAwayForce, this);

        attack.AddTransition(Transition.LostPlayerAttackRange, StateID.FollowPlayer);
        attack.AddTransition(Transition.ReachedDestination, StateID.Idle);

        // Idle behaviour
        IdleEnemy idle = new IdleEnemy();

        idle.AddTransition(Transition.SawPlayer, StateID.FollowPlayer);


        fsm = new FSMSystem();
        fsm.AddState(follow);
        fsm.AddState(attack);
        fsm.AddState(idle);
    }
示例#14
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    protected override bool ShouldTrigger(FollowPlayer follow)
    {
        // Only jump if the enemy is following the player and if the player is actually above the enemy
        bool playerAboveEnemy = follow.playerPosition.y > (follow.enemyPosition.y + heightOfPlatformAbove);

        return(follow.isFollowing && playerAboveEnemy);
    }
示例#15
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    public void SpawnEnemy()
    {
        GameObject enemyObj = GameObject.Instantiate(enemyPrefabs[_index++], this.transform.position, Quaternion.identity);

        _spawned.Add(enemyObj);
        _timeGivenUp.Add(0);

        AttackPlayer ap = enemyObj.GetComponent <AttackPlayer>();
        FollowPlayer fp = enemyObj.GetComponent <FollowPlayer>();

        _spawnedFollow.Add(fp);

        if (Game.Instance.playerShip != null)
        {
            if (fp != null)
            {
                fp.trackThisObject = Game.Instance.playerShip.gameObject;
            }
            if (ap != null)
            {
                ap.attackThis = Game.Instance.playerShip.gameObject;
            }
        }

        enemySpawned?.Invoke(this, enemyObj);
    }
示例#16
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 private void OnEnable()
 {
     _controls         = GetComponentInParent <Controls>();
     _controls.enabled = false;
     player.GetComponent <Controls>().enabled = true;
     FollowPlayer.SetFollow(player.transform);
 }
示例#17
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    IEnumerator InitPlayer()
    {
        StatusText.text = "Done!";
        yield return(new WaitForSeconds(2.0f));

        PC = Instantiate(PlayerCharacter).GetComponent <PlayerController>();
        PC.GetComponent <PlayerController>().map = Generator;
        List <int> usedPositions = new List <int>();

        foreach (FriendController FriendCharacter in Friends)
        {
            int len             = Generator.IslandStart.Length;
            FriendController FC = Instantiate(FriendCharacter).GetComponent <FriendController>();
            int randIdx         = UnityEngine.Random.Range(0, len);

            while (usedPositions.Contains(randIdx))
            {
                randIdx = UnityEngine.Random.Range(0, len);
            }
            usedPositions.Add(randIdx);
            FC.transform.position = Generator.IslandStart[randIdx];
        }
        FollowPlayer fp = Camera.main.GetComponent <FollowPlayer>();

        fp.shouldFit = false;
        fp.player    = PC.transform;
        fp.UpdatePosition(new Vector3(-8.05f, 14.53f, -7.85f));
    }
示例#18
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    void Start()
    {
        m_Player       = GameObject.FindObjectOfType <PlayerMove>().gameObject;
        m_FollowPlayer = GameObject.FindObjectOfType <FollowPlayer>().gameObject.GetComponent <FollowPlayer>();
        //TODO Later on, this should add the current level of the game, so that when you go to the next level in the game, it will create a new level.
        Random.InitState(m_Seed + LevelManager.instance.GetLevelNumber());
        SetupLevel();

        //TODO find all the Gameobjects with the tag "Hole" and add them to our list
        m_Holes.AddRange(GameObject.FindGameObjectsWithTag("Hole"));
        if (GameManager.instance.GetLastHoleName() != null)
        {
            m_Player.GetComponent <PlayerMove>().ReturnLastPos();
            for (int i = 0; i < m_Holes.Count; i++)
            {
                if (m_Holes[i].name == GameManager.instance.GetLastHoleName())
                {
                    GameObject currentListGameObject = m_Holes[i];
                    m_Player.transform.position = new Vector3(currentListGameObject.transform.position.x - 1, currentListGameObject.transform.position.y, 0f);
                    //send the player's transform to the resetCameraPos function, to use the player transform to help reset the camera's position.
                    m_FollowPlayer.ResetCameraPos(m_Player.transform.position);
                }
            }
        }
    }
示例#19
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        private void SpawnPlayers()
        {
            for (int f = 1; f <= NUMBER_OF_PLAYERS; ++f)
            {
                // Get spawn position
                Vector2 spawnPointPos  = mySpawnPoints[f - 1].position;
                var     spawnPointPos3 = new Vector3(spawnPointPos.x, spawnPointPos.y, 1);

                // Instantiate the player
                GameObject playerInstance = Instantiate(playerPrefabs[f - 1], spawnPointPos3, Quaternion.identity);

                // Initialize a player and give it its index
                var playerHandler = playerInstance
                                    .GetComponent <PlayerHandler>();

                playerHandler.InitializeHandler(f);
                playerHandler.OnAttack          += HandlePlayerAttack;
                playerHandler.OnKnockbackUpdate += RequestToRerenderStatHud;
                playerHandler.OnGameOver        += HandleGameOver;

                FollowPlayer.SetPlayer(f - 1, playerInstance);

                // Append it to the list of players
                allPlayers.Add(playerHandler);
            }
        }
示例#20
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    // Use this for initialization
    void OnMazeDone()
    {
        GameObject go = GameObject.FindGameObjectWithTag("Player");

        if (go == null)
        {
            go = (GameObject)Instantiate(playerPrefab, spawnPosition, Quaternion.identity);
        }
        if (Camera.main.GetComponent <FollowPlayer>() == null)
        {
            Camera.main.gameObject.AddComponent <FollowPlayer>();
        }
        if (Camera.main.GetComponent <TimeSlider>() == null)
        {
            Camera.main.gameObject.AddComponent <TimeSlider>();
        }

        FollowPlayer fp = Camera.main.GetComponent <FollowPlayer>();

        fp.target = go.transform;
        fp.anyGuy = go.GetComponent <SneakerPlayer>();

        TimeSlider ts = Camera.main.GetComponent <TimeSlider>();

        ts.defaultTimeScale = defaultTime;
        ts.newTimeScale     = ts.defaultTimeScale;
    }
示例#21
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 void Start()
 {
     hostileBrainAlive = true;
     StartCoroutine(CalcIfMoved());
     isMoving     = false;
     anim         = this.GetComponent <Animator>();
     followPlayer = this.GetComponentInParent <FollowPlayer>();
 }
示例#22
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 // Use this for initialization
 void Start()
 {
     if (newPapa)
     {
         papaFollow = newPapa.GetComponent <FollowPlayer>();
         papaFollow.SwitchState(AIState.stop);
     }
 }
示例#23
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    private FollowPlayer followClass; //プレイヤー追従クラス(プレイヤーの方向に向かせる用)

    /// <summary>
    /// 初期化
    /// </summary>
    public override void Initialize()
    {
        razerClass = GetComponent <RazerShooter>();
        spawner    = GetComponent <EnemySpawner>();

        Transform child = transform.GetChild(0);

        followClass = child.Find("Muzzle").GetComponent <FollowPlayer>();
    }
示例#24
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    private void MoveCamera()
    {
        Main.orthographicSize = 8.4f;
        FollowPlayer CameraController = Main.GetComponent <FollowPlayer>();

        CameraController.isFollowY = true;
        CameraController.m_player  = target;
        CameraController.m_smooth  = 0.04f;
    }
示例#25
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 void Awake()
 {
     if (GameObject.FindGameObjectWithTag("MainCamera") != null)
     {
         mainCamera   = GameObject.FindGameObjectWithTag("MainCamera");
         followPlayer = mainCamera.GetComponent <FollowPlayer> ();
         inputState   = gameObject.GetComponent <InputState> ();
     }
 }
    public void RegitsterEnemyOutsidePlayer(FollowPlayer enemy)
    {
        enemies.Remove(enemy);

        if (enemies.Count == 0)
        {
            FlickerOutWorld();
        }
    }
示例#27
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    void Start()
    {
        //Считываем сколько у игрока монет
        coin          = PlayerPrefs.GetInt("Coin");
        coinText.text = coin.ToString();

        camera = cameraObject.GetComponent <FollowPlayer>();
        gameObject.SetActive(true);
    }
示例#28
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    public override void CloneData(StateTemplate _reference)
    {
        FollowPlayer controller = _reference as FollowPlayer;

        this.rotationSpeed      = controller.GetRotationSpeed();
        this.minDistance        = controller.GetMinDistance();
        this.parentSpeedOnEnter = controller.GetParentSpeedOnEnter();
        this.parentSpeedOnExit  = controller.GetParentSpeedOnExit();
    }
示例#29
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 void Awake()
 {
     // Setting up references.
     //groundCheck = transform.Find("groundCheck");
     anim = GetComponent <Animator>();
     healthFollowPlayer = GameObject.FindObjectOfType <FollowPlayer>();
     cameraFollow       = FindObjectOfType <CameraFollow>();
     rigidbody          = GetComponent <Rigidbody2D>();
 }
示例#30
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    void Start()
    {
        cam = Camera.main;

        cameraDelay = Time.deltaTime * 2;
        player      = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>();

        instance = this;
    }
示例#31
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 void Start()
 {
     timer          = GetComponent <Timer>();
     currentPlayer  = GetComponent <CurrentPlayer>();
     followPlayer   = GameObject.Find("Main Camera").GetComponent <FollowPlayer>();
     selectInput    = GetComponent <SelectInput>();
     inventoryInput = GetComponent <InventoryInput>();
     go             = true;
 }
示例#32
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    public void Open(float animationTime)
    {
        FollowPlayer followPlayer = FindObjectOfType <FollowPlayer>();

        followPlayer.FocusOnSomethingElse(transform, 1f);
        ScreenShake.Shake(shakeStrength);
        doorSoundEmitter.Play();
        StartCoroutine(OpenDoorCoroutine(animationTime));
    }
示例#33
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    void Start() {
        ariaMovement = aria.GetComponent<PlayerMovement>();

        brioMovement = brio.GetComponent<FollowPlayer>();
        cadenceMovement = cadence.GetComponent<FollowPlayer>();

        combatController.enabled = false;

		waitTime = Random.Range(battleWaitMin,battleWaitMax);
	}
示例#34
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    void Start()
    {
        _transform = GetComponent<Transform>();

        bullets = new Bullet[numBullets];

        for(int i=0; i<numBullets; i++)
        {
            var bullet = Instantiate(bulletPrefab, hiddenSpot, Quaternion.identity) as GameObject;
            bullets[i] = bullet.GetComponent<Bullet>();
        }

        camController = Camera.main.GetComponent<FollowPlayer>();
    }
示例#35
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	void Start(){
		spawnPart.Play();
		followScript = follow.GetComponent<FollowPlayer>();
		followScript.gameObject.SetActive(true);
		// Don't initially spawn two players in the same place.
		// This loop won't be infinite if we have more spawn points than players.
		// This check also presumes sequential rather than parallel execution.
		while (true) {
			var spawn = Respawns.instance.RandomSpawn();
			if (!usedSpawns.Contains(spawn)) {
				transform.position = spawn.transform.position;
				usedSpawns.Add(spawn);
				break;
			}
		}
		Invoke("TurnOffInd", 3f);
	}
    private void Awake()
    {
        EventManager.onCharEvent = null;
        EventManager.onInputEvent = null;
        EventManager.onDetectEvent = null;

        if (Instance == null)
            Instance = this;
        else
            Destroy(this);

        charState = GameObject.FindObjectOfType<RomanCharState> ();
        //camScript = GameObject.FindObjectOfType<RomanCameraController> ();
        climbDetector = GameObject.FindObjectOfType<ClimbDetector> ();
        follow = GameObject.FindObjectOfType<FollowPlayer>();
        vineClimbCollider = GameObject.FindObjectOfType<VineClimbController2>();
        charController = GameObject.FindObjectOfType<RomanCharController>();
    }
示例#37
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    void Start()
    {
        movement = GetComponent<Movement>();
        animator = GetComponent<Animator>();
        health = GetComponent<Health>();
        follow = GetComponent<FollowPlayer>();

        animator.SetBool(GameConstants.RunState, true);

        float startPosition = transform.position.x;
        float endPosition = startFacingRight ? startPosition + unitsToMove : startPosition - unitsToMove;

        // The rightmost limit gets to be the right wall
        rightWall = Mathf.Max(startPosition, endPosition);
        leftWall = Mathf.Min(startPosition, endPosition);

        if (!startFacingRight)
            movement.Flip(); // Get the sprite facing the correct way initially
    }
    private void Awake()
    {
        if (Instance == null)
            Instance = this;
        else
            Destroy (this);

        player = GameObject.FindGameObjectWithTag("Player");

        if (GameObject.FindGameObjectWithTag("Follow") != null)
            follow = GameObject.FindGameObjectWithTag("Follow");

        playerCollider = player.GetComponent<SphereCollider>();

        if (follow != null)
        {
            followCollider = follow.GetComponent<SphereCollider>();
            followPlayer = follow.GetComponent<FollowPlayer>();
        }
    }
示例#39
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 protected override bool ShouldTrigger(FollowPlayer follow)
 {
     // Only jump if the enemy is following the player
     return follow.isFollowing;
 }
示例#40
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 protected override bool ShouldTrigger(FollowPlayer follow)
 {
     // Only jump if the enemy is following the player and if the player is actually above the enemy
     bool playerAboveEnemy = follow.playerPosition.y > (follow.enemyPosition.y + heightOfPlatformAbove);
     return follow.isFollowing && playerAboveEnemy;
 }
示例#41
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    // Use this for initialization
    void Start()
    {
        int maxParticles = GlobalVariables.Instance.SPAWN_COLLISON_MAX_PARTICLES;
        Transform parent = InGame.Instance.transform.Find("ParticlesGoesHere").transform;
        mPickupTextManager.Load(maxParticles, parent);
        mBoltParticleManager.Load(maxParticles, parent);

        mAS = WorldGen.Instance.BaseSpawner();
        mfp = InGameCamera.Instance.GetComponent<FollowPlayer>();
        mAS = WorldGen.Instance.BaseSpawner();

        Reset();
    }
    // Use this for initialization
    private void Start()
    {
        state = CamState.Reset;

        if (follow == null)
            follow = GameObject.FindGameObjectWithTag("Follow").transform;

        followScript = follow.GetComponent<FollowPlayer>();

        if (player == null)
            player = GameObject.FindGameObjectWithTag("Player").transform;

        initialAngle = follow.forward;
    }
示例#43
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 // Check conditions for triggering here. Should be overridden in subclasses.
 protected virtual bool ShouldTrigger(FollowPlayer follow)
 {
     return true;
 }
示例#44
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 protected override bool ShouldTrigger(FollowPlayer follow)
 {
     // Turn off these walls when the enemy is following the player
     return !follow.enabled || !follow.isFollowing;
 }
示例#45
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 void Awake()
 {
     followPlayer = GameObject.Find("Main Camera").GetComponent<FollowPlayer>();
 }