void Start() { PLAYER = GameObject.Find("Hero"); ARMY = GameObject.Find("FellowHeroes"); oc = GetComponentInChildren<ObstacleCreator>(); ec = GetComponentInChildren<EnemyCreator>(); bc = GetComponentInChildren<BoulderCreator>(); timer = DifficultyIncreaseTimer; LEVEL_LENGTH_Z = LevelCreator.LengthConverter(LevelCreator.LEVEL_LENGTH) * 64 - 32; if (LevelCreator.INF_MODE) { SOLDIER_RATIO = 1; ec.RecalcTimer(); CATAPULT_RATIO = 1; bc.RecalcTimer(); OBSTACLE_RATIO = 1; oc.RecalcTimer(); GUIScript.DIFFICULTY_INCREASE = 1; GUIScript.MAX_TIMER = DifficultyIncreaseTimer; GUIScript.INF_TIMER = 0; } }
void Start() { levelData = GetComponent <LevelData>(); obstacleCreator = GetComponent <ObstacleCreator>(); roadPositionDistance = road.transform.localScale.x * 4; isRotated = false; isRotateRight = Random.value >= 0.5; initialRoadPos = new Vector3(0, 0, 0); StartGame(); }
//Constructor public GameEngine(WriteableBitmap screen) { //set values for objects. Screen = screen; GameState = GameStates.MainMenu; distance = 0; level = Levels.one; speed = 30; LoadHighScores(); //Initialize objects User = new Player(); ItemSpawner = new ItemCreator(User, speed); ObstacleSpawner = new ObstacleCreator(User, speed); backgroundAnimator = new BackgroundAnimator(screen); }
public override SteeringOutput.SteeringOutput getSteering() { /* Calcular direccion y magnitud del cono */ float angle = Character.orientation; Vector3 orientation = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0f); GameObject obstacle = GameObject.Find("Obstacle_1"); ObstacleCreator oc = obstacle.GetComponent <ObstacleCreator> (); Vector3 startPos = Character.transform.position; startPos.z = -1; Vector3 endPos = startPos + orientation.normalized * Character.viewRadius; endPos.z = -1; bool choca = oc.bbx.rayCollides(startPos, endPos); foreach (Vector2 v in oc.bbx.vertex) { if ((startPos - new Vector3(v.x, v.y)).magnitude < Character.viewRadius && Vector3.Angle(startPos, v) <= Character.viewAngle) { choca = true; break; } } Debug.Log("BOOL: " + choca.ToString() + "positions" + startPos + endPos); /* Pintar perolito*/ SteeringOutput.SteeringOutput steering = new SteeringOutput.SteeringOutput(new Vector2(0.0f, 0.0f), 0.0f); if (choca) { steering.linear = new Vector2(orientation.y, -orientation.x).normalized *Character.maxAcceleration; Character.lineRender.material.color = Color.red; Character.lineRender.startColor = Color.red; Character.lineRender.endColor = Color.red; } else { Character.lineRender.material.color = Color.green; Character.lineRender.startColor = Color.green; Character.lineRender.endColor = Color.green; } Vector3[] linePositions = { startPos, endPos }; Character.lineRender.SetPositions(linePositions); return(steering); }
private void Start() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } Time.timeScale = 0f; UIMenu.SetActive(true); BonusActivator.spawned = 0; Bonus.Effects = BonusEffect.None; Bonus.ShuffleBonusOrder(); obstacleCreator = new ObstacleCreator(); }