void ClearScripts() { gameObjectSelected = null; platformRotation = null; searchPlatform = null; movePlatform = null; }
private void interactWithObjects() { for (int i = 0; i < gameobjectsToBeInteracted.Length; i++) { if (gameobjectsToBeInteracted[i].gameObject is DoorObject) { //Toggle the door object DoorObject puerta = gameobjectsToBeInteracted[i].gameObject.GetComponent <DoorObject>(); puerta.setState(!puerta.getState()); } else if (gameobjectsToBeInteracted[i].gameObject is MovePlatform) { //Activate the platform MovePlatform plataforma = gameobjectsToBeInteracted[i].gameObject.GetComponent <MovePlatform>(); if (gameobjectsToBeInteracted[i].gameObject.active) { gameobjectsToBeInteracted[i].gameObject.SetActive(false); } else { gameobjectsToBeInteracted[i].gameObject.SetActive(true); } } else if (gameobjectsToBeInteracted[i].gameObject.gameObject is foco) { //Switch off/on the spotlight foco spotlight = gameobjectsToBeInteracted[i].gameObject.GetComponent <foco>(); //Logica a seguir para los focos } } }
// Use this for initialization void Start() { theSpriteRenderer = GetComponent <SpriteRenderer> (); theSpriteRenderer.sprite = leverInactive; myMovingPlatform = GetComponentInParent <MovePlatform> (); }
void SetScripts() { Debug.Log(this + "SetScripts, gameObjectSelected: " + gameObjectSelected.name); searchPlatform = gameObjectSelected.GetComponent <SearchPlatform>(); platformRotation = gameObjectSelected.GetComponent <PlatformRotation>(); movePlatform = gameObjectSelected.GetComponent <MovePlatform>(); movePlatform.SetLastPosition(gameObjectSelected.transform.position); movePlatform.SetCamera(gameplayCamera); }
private IEnumerator MoveWithPlatform(Transform platform) { yield return(new WaitForFixedUpdate()); MovePlatform mp = platform.parent.GetComponent <MovePlatform>(); float speed = mp.GetSpeed / 4; transform.position += (mp.NextPosition - transform.position).normalized * speed * Time.deltaTime; }
void SetScripts() { searchPlatform = gameObjectSelected.GetComponent <SearchPlatform>(); platformRotation = gameObjectSelected.GetComponent <PlatformRotation>(); movePlatform = gameObjectSelected.GetComponent <MovePlatform>(); changeColor = gameObjectSelected.GetComponent <ChangeColor>(); movePlatform.SetLastPosition(gameObjectSelected.transform.position); movePlatform.SetCamera(gameplayCamera); }
// Use this for initialization void Start() { spRenderer = GetComponent <SpriteRenderer> (); if (movePlatform == null) { Debug.Log("moveplatform not found"); movePlatform = FindObjectOfType <MovePlatform> (); } }
void ChangePositions() { searchPlatform.SetFind(false); MovePlatformToPosition(movePlatform, searchPlatform.GetNextPosition(), gameObjectSelected.transform.position); GameObject otherPlatform = searchPlatform.GetOtherPlatform(); MovePlatform otherMovePlatform = otherPlatform.GetComponent <MovePlatform>(); MovePlatformToPosition(otherMovePlatform, movePlatform.GetLastPosition(), otherPlatform.transform.position); }
void CreateNewPlatform(Vector3 newPosition) { score++; GameObject platform = Instantiate(platformPrefab); newPosition.y += platform.transform.localScale.y; MovePlatform mover = platform.GetComponent <MovePlatform>(); mover.platformStops += ChangeLocalScale; mover.platformStops += CreateNewPlatform; int randomStart = Random.Range(0, 4); switch (randomStart) { case 0: mover.end = SpawnPositiontData.leftFather; mover.start = SpawnPositiontData.rightCloser; break; case 1: mover.end = SpawnPositiontData.rightFather; mover.start = SpawnPositiontData.leftCloser; break; case 2: mover.end = SpawnPositiontData.leftCloser; mover.start = SpawnPositiontData.rightFather; break; case 3: mover.end = SpawnPositiontData.rightCloser; mover.start = SpawnPositiontData.leftFather; break; } mover.end.y = newPosition.y; mover.start.y = newPosition.y; platform.transform.position = mover.start; if (currentPlatform != null) { lastPlatform = currentPlatform; } currentPlatform = mover; platform.transform.localScale = new Vector3(lastPlatform.transform.localScale.x, platformPrefab.transform.localScale.y, lastPlatform.transform.localScale.z); }
// Start is called before the first frame update void Start() { platforms = GameObject.FindGameObjectsWithTag("Platform"); mp = FindObjectOfType <MovePlatform>(); for (int i = 0; i < 3; i++) { buttons[i].GetComponent <Button>().interactable = false; } moving_platforms.gameObject.SetActive(false); nextgamebtn.gameObject.SetActive(false); time = 0.1f; src = gameObject.AddComponent <AudioSource>(); //----------------------Data mining------------- OLDrecords = new Records(); records = new Records(); string path = "/PlayerRecords.json"; OLDrecords = JsonUtility.FromJson <Records>(File.ReadAllText(Application.persistentDataPath + path)); Debug.Log("Total OLDfalse = " + OLDrecords.TotalFalse); Debug.Log("Total OLDtrue = " + OLDrecords.TotalTrue); Debug.Log("Total OLDAvgReactTime = " + OLDrecords.AvgReactTime); Debug.Log("Total OLDSumOfAns = " + OLDrecords.SumOfAns); Debug.Log("OLDPlayerType = " + OLDrecords.PlayerType); Debug.Log("OLDRecordScore = " + OLDrecords.RecordScore); OLDrecords.Detect_Type(OLDrecords); if (OLDrecords.result == 1) { temp = 10; timestart = 60f; } if (OLDrecords.result == 2) { temp = 12; timestart = 55f; } if (OLDrecords.result == 3) { temp = 14; timestart = 50f; } //---------------------------- }
/** * When the character gets on top of a platform it should add the platform speed to its own speed. */ private Vector3 AddSpeedFromPlatform(Collider col) { Vector3 platformSpeed = Vector3.zero; MovePlatform mover = col.gameObject.GetComponent <MovePlatform>(); if (mover != null) { platformSpeed = mover.currDir; } else { Rigidbody colRb = col.gameObject.GetComponent <Rigidbody>(); if (colRb != null) { platformSpeed = colRb.velocity; } } return(platformSpeed); }
private MovePlatform movePlatform; // скрипт с реализацией движения и вращения void Start() { movePlatform = GetComponent <MovePlatform>(); }
private void Start() { movePlatform = FindObjectOfType <MovePlatform>(); }
// Start is called before the first frame update void Start() { lastPlatform = starterPlatform; CreateNewPlatform(platformPrefab.transform.position); }
// Use this for initialization void Start() { m_move_script_ = GetComponent <MovePlatform>(); m_move_script_.enabled = false; }
void Awake() { movePlatformScript = GetComponent <MovePlatform>(); tr = GetComponent <Transform>(); rb = GetComponent <Rigidbody2D>(); }
void MovePlatformToPosition(MovePlatform moveTemp, Vector3 nextPosition, Vector3 currentPosition) { moveTemp.SetNextPosition(nextPosition); moveTemp.CalculateLinearTrajectory(currentPosition); moveTemp.StartMove(); }
void Update() { // Check if the player has pressed the fire button and if enough time has elapsed since they last fired if (Input.GetButtonDown("Fire1") && Time.time > nextFire) { // Update the time when our player can fire next nextFire = Time.time + fireRate; // Start our ShotEffect coroutine to turn our laser line on and off StartCoroutine(ShotEffect()); // Create a vector at the center of our camera's viewport Vector3 rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f)); // Declare a raycast hit to store information about what our raycast has hit RaycastHit hit; // Set the start position for our visual effect for our laser to the position of gunEnd laserLine.SetPosition(0, gunEnd.position); // Check if our raycast has hit anything if (Physics.Raycast(rayOrigin, fpsCam.transform.forward, out hit, weaponRange)) { // if (Physics.SphereCast(rayOrigin, 100,fpsCam.transform.forward, out hit, weaponRange)) // Set the end position for our laser line laserLine.SetPosition(1, hit.point); // Get a reference to a health script attached to the collider we hit ShootableBox health = hit.collider.GetComponent <ShootableBox>(); MovePlatform mp = hit.collider.GetComponent <MovePlatform>(); MoveablePlatform mc = hit.collider.GetComponent <MoveablePlatform>(); MultiMove mm = hit.collider.GetComponent <MultiMove>(); if (health != null) { health.Damage(gunDamage); } if (mp != null) { //use if MoveablePlatform is mine not prefab mp.Frozen(); } if (mm != null) { //use if MoveablePlatform is mine not prefab mm.Frize(); } if (mc != null) { //use if MoveablePlatform is mine not prefab mc.Froze(); } // Check if the object we hit has a rigidbody attached if (hit.rigidbody != null) { } } else { // If we did not hit anything, set the end of the line to a position directly in front of the camera at the distance of weaponRange laserLine.SetPosition(1, rayOrigin + (fpsCam.transform.forward * weaponRange)); } } }