public void StartUp() { //DLog.Log("Dungeon start up"); foreach (Component component in components) { component.StartUp(); } CheckStagesIsConfigProperly(); activeStage = stages[0]; activeStageComponent = new StageComponent(activeStage); AddComponent(activeStageComponent); CheckStageCountMatchGateCount(); if (gates.Count > 0) { activeGateController = gates[0]; } CheckStageCountMatchStageActivatorCount(); if (stageActivators.Count > 0) { activeStageActivator = stageActivators[0]; } activeStage.OnStart(); activeStage.ListenToWaveCycle(OnWaveCycle); DungeonActionComponent actionComponent = new DungeonActionComponent(actions); AddComponent(actionComponent); }
// Update is called once per frame void FixedUpdate() { UpdatePlayerGroundPosition(); if (PlayerTransform.transform.position.z - DoorsCurrent.transform.position.z > PlayerBeyondDoorThreshold) { DoorController[] doors = DoorsCurrent.GetComponentsInChildren <DoorController>(); foreach (DoorController d in doors) { d.CloseInstant(); } Vector3 doorsPos = DoorsCurrent.transform.position; doorsPos.Set(doorsPos.x, doorsPos.y, doorsPos.z + Radius * 2.0f); DoorsCurrent.transform.position = doorsPos; GateController gate = DoorsCurrent.GetComponent <GateController>(); if (gate != null) { gate.DoorChangeFrequency = Random.Range(0.5f, 3.0f); gate.StartFlipping(); } GameObject temp = DoorsCurrent; DoorsCurrent = DoorsNext; DoorsNext = temp; } }
private void WaitForStageActivatorToActiveThenMoveToNextStage() { if (!activeStageActivator.IsActive()) { return; } isGateOpenedLastTimeCheck = false; //close and seal the gate so that it would not be opened again //DLog.Log("Close gate"); activeGateController.Close(); activeGateController.Seal(); int indexOfActiveStageActivator = stageActivators.IndexOf(activeStageActivator); if (indexOfActiveStageActivator < stageActivators.Count - 1) { activeStageActivator = stageActivators[indexOfActiveStageActivator + 1]; components.Remove(activeStageActivatorComponent); } int indexOfActiveGate = gates.IndexOf(activeGateController); if (indexOfActiveGate < gates.Count - 1) { activeGateController = gates[indexOfActiveGate + 1]; // components.Remove(activeGateComponent); } MoveToNextStage(); }
// Start is called before the first frame update void Start() { PillarsRequired = new List <GameObject>(GameObject.FindGameObjectsWithTag("Pillar")); PillarsCompleted = new List <GameObject>(PillarsRequired.Count); myGateController = FindObjectOfType <GateController>(); }
public void ResetGame() { TerrainFront.position = TerrainFrontStartPosition; TerrainBack.position = TerrainBackStartPosition; DoorsCurrent.transform.position = DoorsCurrentStartPosition; DoorsNext.transform.position = DoorsNextStartPosition; PlayerTransform.position = PlayerStartPosition; PlayerTransform.gameObject.GetComponent <PlayerController>().SetMovementEnabled(false); DoorController[] doors = DoorsCurrent.GetComponentsInChildren <DoorController>(); foreach (DoorController d in doors) { d.CloseInstant(); } doors = DoorsNext.GetComponentsInChildren <DoorController>(); foreach (DoorController d in doors) { d.CloseInstant(); } GateController gate = DoorsCurrent.GetComponent <GateController>(); if (gate != null) { gate.DoorChangeFrequency = Random.Range(0.5f, 3.0f); gate.StartFlipping(); } ButtonObject.SetActive(true); Instructions.gameObject.SetActive(true); DestroySpikes(); AkSoundEngine.StopPlayingID(MusicPlayingID); AkSoundEngine.SetRTPCValue("Dare", 0.0f); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); enemySounds = GetComponent <AudioSource>(); gate = GameObject.FindWithTag("Gate"); nwHouse = GameObject.FindWithTag("NW House"); neHouse = GameObject.FindWithTag("NE House"); swHouse = GameObject.FindWithTag("SW House"); seHouse = GameObject.FindWithTag("SE House"); houses = new GameObject[4]; houses[0] = nwHouse; houses[1] = neHouse; houses[2] = swHouse; houses[3] = seHouse; postGateCheckpoint1 = gate.transform.GetChild(0); postGateCheckpoint2 = gate.transform.GetChild(1); gateController = gate.GetComponent <GateController>(); attackAnimation = transform.GetChild(0).GetComponent <Animation>(); nextAttack = 0.0f; checkpoint = (gate.transform.GetChild(numCheckpoints).gameObject.activeSelf) ? 0 : 1; objectID = (int)(Time.time * 100000); }
// Use this for initialization void Start() { healthBar = transform.GetChild(2).gameObject; gateController = gate.GetComponent <GateController>(); initGateHealth = gateController.health; currGateHealth = initGateHealth; }
void DestroyAllInstantiatables() { EnemyController.DestroyAll(); ForeshadowController.DestroyAll(); GateController.DestroyAll(); ExplosionController.DestroyAll(); SelfDestruct.DestroyAll(); }
public IEnumerator GateAndTriggerPairShouldHaveSameOwner() { //The idea is that the trigger sets the o GateController gc = GameObject.Find("RedGate").GetComponent <GateController>(); TriggerController tc = GameObject.Find("RedTrigger").GetComponent <TriggerController>(); Assert.True(gc.Owner == tc.owner); yield break; }
IEnumerator SpawnGateCoroutine() { while (enabled) { Instantiate(gatePrefab, transform.position, Quaternion.identity); GateController g = SpawnGate(); g.transform.position = transform.position + (Vector3)Random.insideUnitCircle * spawnRadius; yield return(new WaitForSeconds(spawnTime)); } }
private void SpawnGate() { Vector3 pos = Vector3.zero; pos.x = Random.Range(levelBoundsMinX + 5, levelBoundsMaxX - 5); var i = Instantiate(gateTemplate, pos, Quaternion.identity); timeIndicator.transform.position = pos + timeIndicatorOffset; _gateController = i.GetComponent <GateController>(); }
private void OnControllerColliderHit(ControllerColliderHit hit) { GateController gate = hit.gameObject.GetComponentInParent <GateController>(); if (gate != null) { gate.StopFlipping(); } //DoorController door = hit.gameObject.GetComponentInParent<DoorController>(); //if (door != null) // door.Open(); }
//This script unlocks a door when called by an NPC... void OnEnable() { if(!alreadyEnabledOnce){ alreadyEnabledOnce = true; gateController = GetComponent<GateController> (); gateController.ActivateGate (); //if there is a chained action... if(targetGO){ (targetGO.GetComponent(scriptNameToEnable) as MonoBehaviour).enabled = true; } } }
private void OnTriggerEnter2D(Collider2D collision) { PlayerController player = collision.GetComponentInParent <PlayerController>(); if (player) { GateController gate = transform.parent.GetComponentInChildren <GateController>(); if (gate) { gate.keyFound = true; } Destroy(gameObject); } }
private void Awake() { audioSource = GetComponent <AudioSource>(); if (audioSource && activatedAudioClip) { audioSource.clip = activatedAudioClip; audioSource.volume = audioVolume; } if (!_gateController) { _gateController = FindObjectOfType <GateController>(); } }
public IEnumerator GateShouldOpenUp() { GateController gc = GameObject.Find("RedGate").GetComponent <GateController>(); gc.OpenDirection = Direction.Up; Vector3 startPos = gc.transform.position; Vector3 assumedEndPos = new Vector3(startPos.x, startPos.y, startPos.z + 1); gc.Open(); yield return(new WaitForSeconds(waitTime)); Assert.True(gc.transform.position == assumedEndPos); }
void OnTriggerEnter2D(Collider2D c) { if (c.gameObject.tag == "Key") { c.gameObject.GetComponent <KeyController> ().CollectKey(); UpdateUI(); } else if (c.gameObject.name == "Gate") { if (GateController.IsOpen()) { LoadNextLevel(); } } }
IEnumerator SpawnCoroutine() { while (enabled) { for (int i = 0; i < 1; i++) { GateController g = SpawnGate(); Vector3 worldPosition = Camera.main.ViewportToWorldPoint(new Vector3(Random.value, Random.value, 0)); worldPosition.z = 0; g.transform.position = worldPosition; } Debug.Log("Instantiation"); yield return(new WaitForSeconds(GameManager.instance.spawnInterval)); } }
public IEnumerator GateShouldComeBackToOriginalPositionWhenClosing() { GateController gc = GameObject.Find("RedGate").GetComponent <GateController>(); gc.OpenDirection = Direction.Down; Vector3 startPos = gc.transform.position; gc.Open(); yield return(new WaitForSeconds(waitTime)); gc.Close(); yield return(new WaitForSeconds(waitTime)); Assert.True(gc.transform.position == startPos); }
private void Awake() { _collider = GetComponent <Collider>(); if (goalOpenAudioSource && goalOpenClip) { goalOpenAudioSource.clip = goalOpenClip; } if (goalEnteredAudioSource && goalEnteredClip) { goalEnteredAudioSource.clip = goalEnteredClip; } if (!_gateController) { _gateController = FindObjectOfType <GateController>(); } }
GateController SpawnGate() { GateController gate = null; for (int i = 0; i < gatePool.Count; i++) { GateController g = gatePool[i]; if (!g.gameObject.activeSelf) { gate = g; break; } } if (gate == null) { gate = Instantiate(gatePrefab) as GateController; gatePool.Add(gate); } gate.gameObject.SetActive(true); return(gate); }
void Start() { // запрашиваем у GateController какие кубики нужно уничтожить List <int> destroyedCubes = GateController.GetDestroyedCubesList(); foreach (int cubeIndex in destroyedCubes) { Destroy(cubesArray[cubeIndex]); } // запрашиваем у GateController материал для нашего объекта Gate gateMaterial = MaterialAppointer.GetGateMaterial(); MeshRenderer[] renderers = GetComponentsInChildren <MeshRenderer>(); foreach (MeshRenderer renderer in renderers) { renderer.material = gateMaterial; } }
public IEnumerator GreenWallShouldCloseWhenGreenLeavesTriggerAndGateCloseOnTriggerIsEnabled() { _gameHandler.SpawnNewPlayer(Player.Green); TriggerController tc = GameObject.Find("GreenTrigger").GetComponent <TriggerController>(); tc.closeOnExit = true; PlayerController pc = _gameHandler.GetPlayerController(Player.Green); GateController GreenGate = GameObject.Find("GreenGate").GetComponent <GateController>(); Vector3 GreenGateStartPosition = GreenGate.transform.position; //Setting the easeMethod and animation time to be faster GreenGate.easeMethod = LeanTweenType.linear; GreenGate.animationTime = 0.3f; Vector2 greenTriggerPos = new Vector2(10, 6); pc.MoveToPos(greenTriggerPos.x, greenTriggerPos.y); while (pc.GetPosition() != greenTriggerPos) { yield return(null); } yield return(new WaitForSeconds(waitTime)); //Making sure the wall actually moved Assert.That(GreenGate.transform.position != GreenGateStartPosition); pc.MovePlayer(Direction.Left); yield return(new WaitForSeconds(waitTime)); //testing if it have moved back Assert.That(GreenGate.transform.position == GreenGateStartPosition); }
private void Awake() { instance = this; GateDeck = new List <GameObject>(); GateDeck.Add(AbyssGate); GateDeck.Add(CeleanoGate); GateDeck.Add(DementionGate); GateDeck.Add(DreamLandGate); GateDeck.Add(GreatRaceGate); GateDeck.Add(PlateauOfLengGate); GateDeck.Add(RlyehGate); GateDeck.Add(YuggoyhGate); GateDeck.Add(AbyssGate); GateDeck.Add(CeleanoGate); GateDeck.Add(DementionGate); GateDeck.Add(DreamLandGate); GateDeck.Add(GreatRaceGate); GateDeck.Add(PlateauOfLengGate); GateDeck.Add(RlyehGate); GateDeck.Add(YuggoyhGate); GateDeck = ShuffleList <GameObject>(GateDeck); }
private void Awake() { instance = this; gateDeck = new List <GameObject>(); gateDeck.Add(dreamLandGate); gateDeck.Add(abyssGate); gateDeck.Add(celeanoGate); gateDeck.Add(dementionGate); gateDeck.Add(greatRaceGate); gateDeck.Add(plateauOfLengGate); gateDeck.Add(rlyehGate); gateDeck.Add(yuggoyhGate); gateDeck.Add(abyssGate); gateDeck.Add(celeanoGate); gateDeck.Add(dementionGate); gateDeck.Add(dreamLandGate); gateDeck.Add(greatRaceGate); gateDeck.Add(plateauOfLengGate); gateDeck.Add(rlyehGate); gateDeck.Add(yuggoyhGate); gateDeck = ShuffleList <GameObject>(gateDeck); }
public void CollectKey() { GateController.RemoveKeyFromGate(); Destroy(gameObject); }
void Start() { // make sure that the gate knows that this key is bound to it GateController.AddKeyToGate(); }
void Start() { animator.SetBool("isDown", false); gateController = gate.GetComponent <GateController>(); }
public void AddGate(GateController gateController) { notNullReference.Check(gateController, "gate"); gates.Add(gateController); }
void Awake() { Gate = ControllingGate.GetComponentInChildren <GateController>(); SoundOrigin = GetComponentInChildren <SoundManager>(); Origin = PlateTransform.transform.localPosition; }
public async Task InitializeHardware() { if (LightningProvider.IsLightningEnabled) { LowLevelDevicesController.DefaultProvider = LightningProvider.GetAggregateProvider(); var pmwProvider = LightningPwmProvider.GetPwmProvider(); // var pwmControllers = await Windows.Devices.Pwm.PwmController.GetControllersAsync(pmwProvider); var pwmControllers = Windows.Devices.Pwm.PwmController.GetControllersAsync(pmwProvider).GetAwaiter().GetResult(); var pwmController = pwmControllers[1]; // the on-device controller // This seems to go bad //pwmController.SetDesiredFrequency(100); _gpioController = await GpioController.GetDefaultAsync(); IPin GetInputPin(int pinNr) { return(new GpioPinWrapper(_gpioController.OpenPin(pinNr, GpioSharingMode.Exclusive), GpioPinDriveMode.InputPullUp)); } _gateStates = new GateStates(); _gateStates.Add( // Center switches (on bread board) new GateState( // Yellow button, Closed GetInputPin(27), // Red button, Open GetInputPin(22)), 1); _gateStates.Add( // Top switches (on bread board) new GateState( // Yellow button, Closed GetInputPin(4), // Red button, Open GetInputPin(17)), 2); IPwmPin GetPwmPin(int pinNr) { //var pin = _gpioController.OpenPin(pinNr); //pin.SetDriveMode(GpioPinDriveMode.Output); return(new PwmPinWrapper(pwmController.OpenPin(pinNr))); } GateController = new GateController( // TODO : pins in settings, selector: 6, 13, 19 new Selector(GetOutputPins(6, 13, 19)), new PwmController( // TODO : pins in settings: 20, 21 GetPwmPin(20), GetPwmPin(21), // TODO : steps per change in settings 3), _gateStates); // TODO : pins in settings: 24 _heartBeatPin = GetOutputPins(24).First(); _heartBeatTimer = new Timer(HandleHeartBeat, _heartBeatState, 100, Timeout.Infinite); } }
void Start() { myGateController = GetComponentInParent<GateController>(); }