void Awake() { collisionData = new List <CollisionData>(); groundController = new GroundController(Walkable, this); currentlyClampedTo = null; }
public void ReplayOnClicked() { Debug.Log("REPLAY ON CLICKED : " + instance.gameState); ResetGame(); GroundController.StartGame(); Destroy(rb3d); }
private void OnShowing(int ratio, GroundController gc, int number) { switch (number) { case 1: gc.onShowingFst = null; break; case 2: gc.onShowingSec = null; break; case 3: gc.onShowingThr = null; break; } if (ratio == 25) { plusSpeed = ratio * 2; } else { plusSpeed = ratio * 4; } plusDamage += ratio; }
// Update is called once per frame void Update() { while (runner != null && blockpointer < runner.transform.position.x + safeDistance) { int planeIndex = Random.Range(0, groundPlanePrefabs.Length); GameObject planeObject = GameObject.Instantiate <GameObject>(groundPlanePrefabs[planeIndex]); planeObject.transform.SetParent(this.transform); GroundController plane = planeObject.GetComponent <GroundController>(); planeObject.transform.position = new Vector3(blockpointer + plane.groundPlaneSize / 2, 0, 0); blockpointer += plane.groundPlaneSize; } if (runner != null) { mainCamera.transform.position = new Vector3(runner.transform.position.x, mainCamera.transform.position.y, mainCamera.transform.position.z); text.text = "Score : " + Mathf.Floor(runner.transform.position.x); } else if (!isGameOver) { isGameOver = true; text.text += "\nPress P to Play Again"; } if (Input.GetKeyDown("p")) { SceneManager.LoadScene(SceneManager.GetActiveScene().name); } }
private void TouchDown(GroundController gc, bool isCover) { startGc = gc; if (charaIdx != null) { if (fightController.GetJob("P", (int)charaIdx) == 2) { startGc.onProtection = OnProtection; } charaGc.AddLast(startGc); if (isCover) { startCover = true; startGc.OnCover(); } startGc.ChangeChara(fightController.GetJob("P", (int)charaIdx)); startCharaImage = SetChess(startGc); endCharaImage = SetChess(startGc); if ((int)gc.GetComponent <GroundController> ()._groundType == 99) { isResetGround = true; } } }
// Use this for initialization void Start() { Scene currentScene = SceneManager.GetActiveScene(); sceneName = currentScene.name; theGround = FindObjectOfType <GroundController>(); }
public PlayerController(PlayerCharacter player, PlayerData playerData, PlayerControls controls, ControlSettings settings, AbstractController[] controllers) { this.player = player; this.playerData = playerData; this.controls = controls; this.settings = settings; aerialController = (AerialController)controllers[PlayerCharacter.ControllerIndexes.Air]; groundController = (GroundController)controllers[PlayerCharacter.ControllerIndexes.Ground]; platformController = (PlatformController)controllers[PlayerCharacter.ControllerIndexes.Platform]; wallController = (WallController)controllers[PlayerCharacter.ControllerIndexes.Wall]; ladderController = (LadderController)controllers[PlayerCharacter.ControllerIndexes.Ladder]; // TODO: Make this class reloadable. // Create buffers. var accessor = Properties.Access(); var grab = accessor.GetFloat("player.grab.buffer"); var ascend = accessor.GetFloat("player.ascend.buffer"); // Actual values for requiresHold on each buffer are set when control settings are applied. attackBuffer = new InputBuffer(false, controls.Attack); grabBuffer = new InputBuffer(grab, false, controls.Grab); ascendBuffer = new InputBuffer(ascend, false, controls.Jump); ascendBuffer.RequiredChords = controls.Ascend; settings.ApplyEvent += OnApply; MessageSystem.Subscribe(this, CoreMessageTypes.Input, (messageType, data, dt) => { ProcessInput((FullInputData)data, dt); }); }
private void ResetStatus() { startCharaImage = null; endCharaImage = null; startGc = null; endGc = null; }
void Awake() { collisionData = new List<CollisionData>(); groundController = new GroundController( Walkable, this ); currentlyClampedTo = null; }
private void OnShowed(GroundController gc, int number) { switch (number) { case 1: gc.onShowedFst = null; break; case 2: gc.onShowedSec = null; break; case 3: gc.onShowedThr = null; break; } if (gc == seGrounds [seGrounds.Count - 1]) { if (number == showNumber [showedCount - 1]) { if (onRecycle != null) { onRecycle.Invoke(this); } else { Debug.Log("Null : " + seGrounds [0].name); } } } }
public override void OnInspectorGUI() { DrawDefaultInspector(); GroundController groundController = (GroundController)target; if (GUILayout.Button("Randomize Terrain")) { groundController.Randomize(); groundController.GenerateMap(); } if (GUILayout.Button("Erode Terrain")) { foreach (int i in Enumerable.Range(0, 3)) { groundController.ErodeMap(); } } if (GUILayout.Button("Generate Resources")) { groundController.GenerateResourcesAndDoodads(); } }
private void TouchDrap(GroundController gc, bool isCover) { GroundController checkGc = gc; Vector2 dir = ConvertDirNormalized(startGc.transform.localPosition, checkGc.transform.localPosition); if (IsCorrectDir(dir)) { endGc = gc; if (isCover) { endCover = true; endGc.OnCover(); } endGc.ChangeChara(fightController.GetJob("P", (int)charaIdx)); if (fightController.GetJob("P", (int)charaIdx) == 2) { endGc.onProtection = OnProtection; } charaGc.AddLast(endGc); CheckGround(false); spaceCorrect = true; } else { TouchError(); } }
private void RoundEnd(bool hasDamage) { spCount++; completeSe = new List <GroundSEController> (); canAttack = new List <int> (); ChangeStatus(FightStatus.FightStart); OnCloseButton(TargetType.All.ToString()); ResetDamage(false); for (int i = 0; i < jobRatios.Length; i++) { if (jobRatios [i] != recJobRatios [i]) { for (int j = 0; j < fightController.players.Length; j++) { if (fightController.GetJob("P", j) == i) { AddCanAttack(j); playerButton [j].SetRatioTxt(jobRatios [i], true); playerButton[j].onComplete = RecycleShowUp; unCompleteCount++; } } } } recJobRatios = jobRatios; MonsterCdDown(); if (hasDamage) { StartCoroutine(CheckRatio()); } else { fightController.EnemyFight(); } groundPool.RoundEnd(); hasDamage = false; spaceCount = 0; charaIdx = null; startCharaImage = null; endCharaImage = null; startGc = null; endGc = null; ratioCount = new int[5] { 0, 0, 0, 0, 0 }; recAllRatioData = allRatioData; }
public void SetExtraData(GroundController start, GroundController end, ExtraType extraType) { Dictionary <GroundController, GroundController> link = new Dictionary <GroundController, GroundController>(); link.Add(start, end); //Debug.Log (this.name + " : " + extraType); linkData.Add(extraType, link); }
public MovementController(string joystickName, int joystickID) { this.joystickID = joystickID; this.joystickName = joystickName; airController = new AirController(joystickID); groundController = new GroundController(joystickID); waterController = new WaterController(joystickID); }
// Use this for initialization void Start() { GameObject ground = GameObject.Find("ground"); if (ground) { groundController = ground.GetComponent <GroundController>(); } }
///<summary> /// Get all components ///</summary> protected void GetComponents(Animator animator) { this.animator = animator; body = animator.gameObject.GetComponent <Rigidbody2D>(); playerController = animator.gameObject.GetComponent <PlayerController2D>(); groundController = animator.gameObject.GetComponent <GroundController>(); ceilingController = animator.gameObject.GetComponent <CeilingController>(); climbableController = animator.gameObject.GetComponent <ClimbableController>(); }
void Init() { init = false; GroundController groundController = ground.GetComponent <GroundController>(); groundController.Init(); groundController.StartGeneration(); }
void Start() { groundController = GetComponentInChildren <GroundController>(); ceilingController = GetComponentInChildren <CeilingController>(); leftWallController = GetComponentInChildren <LeftWallController>(); rightWallController = GetComponentInChildren <RightWallController>(); frontWallController = GetComponentInChildren <FrontWallController>(); backWallController = GetComponentInChildren <BackWallController>(); }
protected void AddCommonClasses() { freezeController = new FreezeController(freezePoints, freezeTime); playerHitTester = new PlayerHitTester(playerHitTesterRadius); groundController = new GroundController(transform, rayCheckingGroundLength, downRayCheckGroundMulti, standUpRaysMulti); healthController = new HealthController(healthPoints); attackClipEventHandler = GetComponentInChildren <Animator>().gameObject.AddComponent <AttackClipEventHandler>(); attackClipEventHandler.OnAttack += AttackHandler; }
// Use this for initialization void Start() { gameState = GameState.PreGame; // Make the GroundController GameObject tmp = (GameObject)Instantiate(p_groundController, new Vector3(0, 0, 0), transform.rotation); groundController = tmp.GetComponent <GroundController>(); groundController.Init(this); }
// Start is called before the first frame update void Start() { _gasController = GasController.Instance; _remController = RemController.Instance; _carController = CarController.Instance; _carBody = CarBodyScript.Instance; _groundController = GroundController.Instance; GameOverPanel.SetActive(false); FinishPanel.SetActive(false); }
public void DoPlant(SeedData seed, GroundController ground) { int cost = seed.Cost; if (IsEnoughMoney(cost)) { MoneyChange(-cost); ground.seedData = seed; } }
private void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } }
void Start() { _player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>(); _ground = GetComponent <GroundController>(); _soundPlayer = GetComponent <SoundPlayer>(); _ground.BuildGround(); _walkableBlocks = _ground.GetWalkableBlocks(); SpawnEnemies(); }
public void BuyGround(GroundController ground, int cost) { if (ground.status == 0) { if (IsEnoughMoney(cost)) { MoneyChange(-cost); ground.GetBought(); } } }
void Start() { if (instance != null) { Debug.LogError("There cannot be more than one instance of GroundController in the scene"); Destroy(gameObject); return; } instance = this; startGroundSpeed = groundSpeed; StartGame(); }
public void TriggerGc(GroundController gc, GameObject go) { if (go.CompareTag("CollisionStart")) { gc.OpenLight(GroundType.Copper, false); } else if (go.CompareTag("CollisionEnd")) { gc.CloseLight(); collisionCount++; } }
void Awake() { lp_WorldContainer = GameObject.FindGameObjectWithTag("WorldContainer"); if (this.gameObject != lp_WorldContainer) //First make sure this isn't the WorldContainerObject { _levelName = lp_CurLevelSection.name.Remove(0, 8); //remove unnesccary characters in the name lp_NextLevel = GameObject.Find("Level" + _levelName); //use the shortened name to find the next level lp_CurLevel = this.transform.parent.gameObject; //find the current level the player is in this.transform.localScale = new Vector3(this.transform.localScale.x, 1f, this.transform.localScale.z); //Set the proper scale in order to override prefabs this.GetComponent <BoxCollider2D>().size = new Vector2(this.GetComponent <BoxCollider2D>().size.x, 0.8f); //Set the proper size in order to ovveride prefabs this.gameObject.layer = LayerMask.NameToLayer("GroundPlus"); //Since we don't want the player flying through ground that should be solid we change the layer of these platforms this.GetComponent <BoxCollider2D>().enabled = false; //Disable the box collider of these platforms by default so the next level won't //spawn unless the player actually touches the top after the raycast turns the collider back on if (this.GetComponent <GroundController>() == null) //Check to see if the script is already attached { GroundController grndControl = this.gameObject.AddComponent <GroundController>(); //If the script is not attached then Attach it } GameObject RayStartPrefab = (GameObject)Resources.Load("PrefabsToLoad/RayLineStart", typeof(GameObject)); GameObject RayEndPrefab = (GameObject)Resources.Load("PrefabsToLoad/RayLineEnd", typeof(GameObject)); //create RayStart and End GameObject rayStart = Instantiate(RayStartPrefab, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; rayStart.transform.parent = this.gameObject.transform; GameObject rayEnd = Instantiate(RayEndPrefab, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; rayEnd.transform.parent = this.gameObject.transform; lp_RayStartPrefab = rayStart.gameObject.transform; lp_RayEndPrefab = rayEnd.gameObject.transform; this.GetComponent <GroundController>().grnd_BeginningOfRay = lp_RayStartPrefab; this.GetComponent <GroundController>().grnd_EndOfRay = lp_RayEndPrefab; this.GetComponent <GroundController>().DelayedStart(); //Now that we're sure ALL the right variables are in all the right places //we use the Groundcontroller's start function } else //This is the world container object { //lp_WorldContainer.GetComponent<SpawnControllerScript>().ActivateSpawners(); //this.gameObject.GetComponent<SpawnControllerScript>().sc_CurLevel = lp_CurLevel; foreach (Transform child in transform) { lp_InactiveLevels.Add(child.gameObject); //Add ALL Levels to the inactive list } lp_InactiveLevels.Remove(this.transform.FindChild("Level-Karat").gameObject); //take the first level out of the inactive lp_ActiveLevels.Add(this.transform.FindChild("Level-Karat").gameObject); //and put it in the active } }
/// <summary> /// Check if a tile should be highlighted and highlight it if so /// Only use on moveable tiles, uses a bfs search to get around corners and obstacles. /// </summary> /// <param name="tileCoords">coordinates of tile</param> private void CheckAndHighlightMoveableTile(Coords tileCoords) { BFS bfs = new BFS(); if (HasPath(tileCoords, ref bfs, moveRange)) { GroundController tile = _mapGenerator.GetTile(tileCoords); tile.SetHighlight(GroundController.HighlightType.Moveable); //add to highlighted tiles list _highlightedTiles.Add(tile); } }
private void OnCollisionEnter(Collision collision) { Debug.Log("Collided with:" + collision.collider.name); GroundController.Die(); isAlive = false; SoundController.PlayDieSound(); replayButton.SetActive(true); instance.gameState = GameState.death; if (points > highScore) { highScore = points; highSoreText.GetComponent <Text>().text = "Highscore: " + highScore; } }
private void SetSingleton() { if (Instance == null) Instance = this; else if (Instance != this) Destroy(gameObject); }