private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.layer == LayerMask.NameToLayer("Player")) { ObjectMovement otherMovement = other.GetComponent <ObjectMovement>(); if (launchType == LaunchType.OnDescend) { if (otherMovement.Velocity.y < 0) { Launch(otherMovement); } } else if (launchType == LaunchType.OnAscend) { if (otherMovement.Velocity.y > 0) { Launch(otherMovement); } } else if (launchType == LaunchType.Any) { Launch(otherMovement); } } }
private void instanciateTransactionScenery(ObjectMovement objectMovement) { LayerSceneryListener _object; if (SceneryController.CurrentScenery == SceneryType.Field) { if (SceneryController.LastScenery == SceneryType.Bleacher) { _object = outTransactionBleacherPrefab; } else { _object = outTransactionCloakroomPrefab; } } else if (SceneryController.CurrentScenery == SceneryType.Bleacher) { _object = inTransactionBleacherPrefab; } else { _object = inTransactionCloakroomPrefab; } if (_object != null) { _object = InstanceController.createObject(_object, position) as LayerSceneryListener; _object.sceneryManager = this; _object.objectMovement.movement(objectMovement.direction, objectMovement.speed); _object.objectMovement.LastSpeed = objectMovement.LastSpeed; } }
public override void instanciateScenery(ObjectMovement objectMovement) { if (!locked) { LayerSceneryListener _prefab = null; if (ownSceneryType == SceneryType.Field) { _prefab = prefabField; } else if (ownSceneryType == SceneryType.Bleacher) { if (!canChange()) { _prefab = prefabesBleacher[0]; } else { _prefab = prefabesBleacher[1]; } } if (_prefab != null) { LayerSceneryListener _object = InstanceController.createObject(_prefab, position) as LayerSceneryListener; _object.sceneryManager = this; _object.objectMovement.movement(objectMovement.direction, objectMovement.speed); _object.objectMovement.LastSpeed = objectMovement.LastSpeed; } } }
private void Start() { // O objeto lançado recebe as informações de movimento através do script configurado em seu Prefab movement = fruit.GetComponent <ObjectMovement>(); // Inscrição do método FacingRight no evento Fire em CharacterController2D CharacterController2D.Fire += FacingRight; }
private void Awake() { _rigidbody2D = GetComponent <Rigidbody2D>(); _capsuleCollider2D = GetComponent <CapsuleCollider2D>(); _objectMovement = GetComponent <ObjectMovement>(); _movemntX = Mathf.Cos(transform.rotation.z); _movemntY = Mathf.Sin(transform.rotation.z); }
private void OnTriggerExit2D(Collider2D other) { ObjectMovement otherObjectMovement = other.GetComponent <ObjectMovement>(); if (otherObjectMovement) { objectsOnPlatform.Remove(otherObjectMovement); } }
private void OnTriggerExit2D(Collider2D other) { ObjectMovement otherObjectMovement = other.GetComponent <ObjectMovement>(); if (otherObjectMovement) { objectsInPropulsionArea.Remove(otherObjectMovement); } }
private void Awake() { ButtonMapping(); controllerCustomization.gameObject.SetActive(false); _objectMovement = GetComponent <ObjectMovement>(); _objectRotation = GetComponent <ObjectRotation>(); _useWeapon = GetComponent <UseWeapon>(); _shield = GetComponent <Shield>(); _options = FindObjectOfType <Options>(); }
// Update is called once per frame void Update() { if (currentBuilding != null) { Vector3 m = Input.mousePosition; Vector3 p = camera.ScreenToWorldPoint(m); currentBuilding.position = new Vector3(p.x, 0, p.z); } if (Input.GetKeyDown(KeyCode.E)) { placeOn ^= true;//Switches from true to false. print("PLACE IS ON" + placeOn); } if (Input.GetKeyDown(KeyCode.B)) { moveOn ^= true; print("MOVE IS ON" + moveOn); } if (Input.GetKeyDown(KeyCode.R)) { selectOn ^= true; print("SELECT IS ON" + selectOn); } if (Input.GetButtonDown("Fire1") && placeOn == true) { currentBuildingNode = mapmaker.NodefromWorldPosition(currentBuilding.position); currentBuildingNode.walkable = false; Instantiate(building, currentBuildingNode.nodeVector, Quaternion.identity); } else if (Input.GetButtonDown("Fire1") && moveOn == true) { currentBuildingNode = mapmaker.NodefromWorldPosition(currentBuilding.position); mapmaker.targetNode = currentBuildingNode; unitmovement.MoveTo(); } else if (Input.GetButtonDown("Fire1") && selectOn == true) { Vector3 m = Input.mousePosition; Vector3 p = camera.ScreenToWorldPoint(m); currentBuilding.position = new Vector3(p.x, 0, p.z); currentBuildingNode = mapmaker.NodefromWorldPosition(currentBuilding.position); unitmovement = currentBuildingNode.currentObj.GetComponent <ObjectMovement>(); //currentBuildingNode.currentObj = ; } if (Input.GetKeyDown(KeyCode.Q)) { if (attackScript != null) { attackScript.Attack(); } } }
private void SetNewForm(ObjectMovement obj) { obj.Activate(true); if (OM != null) { obj.transform.SetPositionAndRotation(OM.transform.position, OM.transform.rotation); } OM = obj; OM.SetCamera(VC); }
void Start() { blackScreen.canvasRenderer.SetAlpha(1f); scriptManager = GameObject.FindWithTag("ScriptManager").GetComponent <ScriptManager>(); deathSpeak = deathOBJ.GetComponent <TalkToObject>(); deathMove = deathOBJ.GetComponent <ObjectMovement>(); StartCoroutine(cutsceneFade()); StartCoroutine(deathSpeaks()); titleText.canvasRenderer.SetAlpha(0f); titleImage.canvasRenderer.SetAlpha(0f); scriptManager.selectObjects.talkToObject = deathSpeak; }
//This enemy were supposed to have different behaviour based on attack. Fire was a must, to then do damage and ice would double the HP (one time) and cannon kills it. private void Start() { _player = GameObject.FindGameObjectWithTag("Player"); _rnaBullet = Resources.Load <GameObject>("Prefabs/RNABullet"); _movement = new Vector2(1f, 1f); _objectMovement = GetComponent <ObjectMovement>(); _objectRotation = GetComponent <ObjectRotation>(); _state = State.MOVING; _playerPosition = new Vector3(_player.transform.position.x, _player.transform.position.y, _player.transform.position.z); _heathDrop = Resources.Load <GameObject>("Prefabs/PickUp"); }
// Start is called before the first frame update void Start() { VC = GetComponentInChildren <CinemachineVirtualCamera>(); SetFormActive(formSelected); OM = GetComponentInChildren <ObjectMovement>(); if (OM != null) { OM.SetCamera(VC); } }
private void onBecameVisibleTransactionScenery(ObjectMovement objectMovement) { locked = false; if (ownSceneryType == SceneryType.Field) { Invoke("instanciateScenery", 2.5f); } else { instanciateScenery(objectMovement); } }
public override void instanciateScenery(ObjectMovement objectMovement) { if (prefab != null) { LayerSceneryListener _object = InstanceController.createObject(prefab, position) as LayerSceneryListener; _object.sceneryManager = this; _object.objectMovement.movement(objectMovement.direction, objectMovement.speed); _object.objectMovement.LastSpeed = objectMovement.LastSpeed; } }
private void Awake() { BlackBoard.Instance.InitMember(); _player = GameObject.FindWithTag("Player").transform; _stat = GetComponent <DragonStat>(); _dragonMovement = GetComponent <ObjectMovement>(); _ani = GetComponentInChildren <Animator>(); _dragonRigidBody = GetComponent <Rigidbody>(); _dragonAiCor = StartDragonAI(); }
private void Start() { _rigidbody2D = GetComponent <Rigidbody2D>(); _objectMovement = GetComponent <ObjectMovement>(); _objectRotation = GetComponent <ObjectRotation>(); _spriteRenderer = GetComponent <SpriteRenderer>(); _sprite = Resources.Load <Sprite>("Sprites/Antibody"); _spriteRenderer.sprite = _sprite; _spriteRenderer.flipY = true; _rigidbody2D.transform.localScale = new Vector3(_spriteSize, _spriteSize); _player = GameObject.FindGameObjectWithTag("Player"); _playerPosition = new Vector3(_player.transform.position.x, _player.transform.position.y, _player.transform.position.z); }
public void CutFruit(ObjectMovement objMovement) { cutParticle.Play(); fruitParticle.Play(); soundManager.PlayKatana(); soundManager.PlayGoodButton(); objMovement.isDestroyed = true; fruitsRemaining--; DisplayScore(); objMovement.gameObject.SetActive(false); //activeObjects.Remove(objMovement); //Destroy(objMovement.gameObject); }
/// <summary> /// Publishes a movement stop event /// </summary> private void PublishStopEvent() { var movementEvent = new ObjectMovement { ObjectId = this.Guid, Speed = 0, State = (byte)MovementState.Idle }; var message = new MmoObjectEventMessage(this, movementEvent, new MessageParameters { ChannelId = PeerSettings.MmoObjectEventChannel }); this.EventChannel.Publish(message); }
/// <summary> /// Sends a movement update to a <see cref="Player"/>. /// </summary> public override sealed void SendMovementUpdateTo(Player player) { var movementEvent = new ObjectMovement { ObjectId = this.Guid, Speed = (byte)this.CurrentSpeed, Orientation = this.Rotation.EularAngles().Y, Direction = (byte)this.CurrentDirection, State = (byte)this.CurrentMovementState }; player.Session.SendEvent(movementEvent, new MessageParameters { ChannelId = PeerSettings.MmoObjectEventChannel }); }
private void Launch(ObjectMovement launchedObjectMovement) { launchpadAnimator.SetTrigger(animationTrigger); if (overwriteXVelocity) { launchedObjectMovement.Velocity = normalizedLaunchDirection * launchSpeed; } else { Vector2 launchVelocity = normalizedLaunchDirection * launchSpeed; Vector2 objectLaunchVelocity = launchedObjectMovement.Velocity; objectLaunchVelocity.x += launchVelocity.x; objectLaunchVelocity.y = launchVelocity.y; launchedObjectMovement.Velocity = objectLaunchVelocity; } }
public void CutBomb(ObjectMovement objMovement) { gameIsFinished = true; gameIsWon = false; objMovement.isDestroyed = true; EndOfGameFeedback(); cutParticle.Play(); explosionParticle.Play(); explosionSprite.SetActive(true); soundManager.PlayKatana(); soundManager.PlayWrongButton(); objMovement.gameObject.SetActive(false); //activeObjects.Remove(objMovement); //Destroy(objMovement.gameObject); }
private void Update() { _deltaTime = Time.deltaTime; _timer += _deltaTime; if (_timer > _lifeTime) { Destroy(gameObject); } if (_objectMovement != null) { _objectMovement.Movement(_deltaTime, bulletSpeed); } else { _objectMovement = GetComponent <ObjectMovement>(); } }
// ******************************************** STARS ******************************************** private void CreateStar(float moveTime) { float randomZ = Random.Range(100f, 200f); Vector3 createPosition = new Vector3(0, 0, randomZ); GameObject newStar = CreateObj(starParent, "Star", createPosition); if (moveTime <= 0) { return; } ObjectMovement compoStar = newStar.GetComponent <ObjectMovement>(); if (compoStar) { compoStar.MoveObject(moveTime); } }
// ******************************************** SHOTS ******************************************** private void FireShots(float deltaTime) { // decrease cooldown: shotCD -= deltaTime; if (!compoMain || !fire || shotCD > 0 || isDead) { return; } shotCD = baseShotCooldown; // apply cooldown GameObject newShot = compoMain.CreateObj(compoMain.ingameParent, shotPrefabName, tform.position); ObjectMovement compoShotMove = newShot.GetComponent <ObjectMovement>(); if (compoShotMove) { compoShotMove.UpdateAngleRadians(angle); } }
public override void instanciateScenery(ObjectMovement objectMovement) { if (!isNextTransaction) { LayerSceneryListener _object = null; if (SceneryController.CurrentScenery == SceneryType.Field) { _object = fieldPrefabes[getIndex()]; } else if (SceneryController.CurrentScenery == SceneryType.Bleacher) { _object = bleacherPrefab; } else { _object = cloakroomPrefab; } if (_object != null) { _object = InstanceController.createObject(_object, position) as LayerSceneryListener; _object.sceneryManager = this; _object.objectMovement.movement(objectMovement.direction, objectMovement.speed); _object.objectMovement.LastSpeed = objectMovement.LastSpeed; } } else { isNextTransaction = false; instanciateTransactionScenery(objectMovement); } }
void Awake() { // find components: compoMove = GetComponent <ObjectMovement>(); }
//constructor public GameTile(int x, int y, string name, GravityOnProximityFrom gravityOnProximityFrom, ObjectMovement objectMovement, GravityAppliedTo gravityDirection, string objectMoveDistance) { if (name.Equals("Wood")) { this.ObjectHeight = 10; // If this is a wooden platform, give it a smaller height } else { this.ObjectHeight = BLOCKHEIGHT; } this.X = x * BLOCKWIDTH; this.Y = y * BLOCKHEIGHT; this.Name = name; this.GravityOnProximityFrom = gravityOnProximityFrom; this.ObjectMovement = objectMovement; this.ObjectMoveDistance = objectMoveDistance; DefineTypeOfObject(); DefineGravityDirection(); }
/// <summary> /// Moves the <see cref="Npc"/>'s position towards the destination /// </summary> private void Move(float deltaTime) { // direction is based on the velocity since the npc can move in any direction based on AI var direction = Vector3.Transform(uVelocity, this.Transform.Rotation).Normalize(); // note: deltaTime is in seconds var newPosition = this.Position + direction * this.CurrentSpeed * deltaTime; // clamping to avoid walking off the terrain newPosition = this.CurrentZone.Bounds.Clamp(newPosition); newPosition.Y = this.CurrentZone.GetHeight(newPosition.X, newPosition.Z); this.Transform.Position = newPosition; var speedChanged = (lastSpeed != this.CurrentSpeed); var directionChanged = (lastDirection != this.CurrentDirection); var stateChanged = (lastMovementState != this.CurrentMovementState); if (speedChanged || stateChanged || directionChanged) { var movementEvent = new ObjectMovement { ObjectId = this.Guid, }; if (speedChanged) { movementEvent.Speed = (byte)this.CurrentSpeed; this.lastSpeed = this.CurrentSpeed; } var yRotation = this.Rotation.EularAngles().Y; if (Math.Abs(lastOrientation - yRotation) > 0.1f) { movementEvent.Orientation = yRotation; this.lastOrientation = yRotation; } if (directionChanged) { movementEvent.Direction = (byte)this.CurrentDirection; this.lastDirection = this.CurrentDirection; } if (stateChanged) { movementEvent.State = (byte)this.CurrentMovementState; this.lastMovementState = this.CurrentMovementState; } var message = new MmoObjectEventMessage(this, movementEvent, new MessageParameters { ChannelId = PeerSettings.MmoObjectEventChannel }); this.EventChannel.Publish(message); } if (nextMovementPublishTime <= CurrentZone.World.GlobalTime) { this.UpdateInterestManagement(); var positionEvent = new ObjectTransform { ObjectId = this.Guid, Position = this.Position.ToFloatArray(3) }; var message = new MmoObjectEventMessage(this, positionEvent, new MessageParameters { ChannelId = PeerSettings.MmoObjectEventChannel }); // TODO: Consider sending this unreliable and reducing the update interval this.EventChannel.Publish(message); this.nextMovementPublishTime = CurrentZone.World.GlobalTime + ServerGameSettings.OBJECT_MOVEMENT_PUBLISH_INTERVAL; } }
void Awake() { // find components: compoMove = GetComponent<ObjectMovement>(); }
private void Awake() { movement = this.GetComponentInParent <ObjectMovement>(); }