void Start() { // INFO: Make connection with orb script GameObject orb = GameObject.FindWithTag("Orb"); orbScript = orb.GetComponent <OrbScript>(); }
void Start() { orbScript = orbObj.GetComponent <OrbScript>(); swipeCode = playerObject.GetComponent <SwipeCode>(); CheckTutorialAvailable(); positionOperator = MainframeBody.GetComponent <PositionOperator>(); }
void DropOrbs() { if (canUseWeapon0) { OrbScript orb = Instantiate <OrbScript>(orbPrefab, transform.position + new Vector3(Random.Range(0f, 0.5f), 0.8f, Random.Range(0f, 0.5f)), Quaternion.identity); orb.weaponIndex = 0; orb.GetComponent <MeshRenderer>().material.SetColor("_Color", grid.colors[0]); orb.Drop(); } if (canUseWeapon1) { OrbScript orb = Instantiate <OrbScript>(orbPrefab, transform.position + new Vector3(Random.Range(0f, 0.5f), 0.8f, Random.Range(0f, 0.5f)), Quaternion.identity); orb.weaponIndex = 1; orb.GetComponent <MeshRenderer>().material.SetColor("_Color", grid.colors[1]); orb.Drop(); } if (canUseWeapon2) { OrbScript orb = Instantiate <OrbScript>(orbPrefab, transform.position + new Vector3(Random.Range(0f, 0.5f), 0.8f, Random.Range(0f, 0.5f)), Quaternion.identity); orb.weaponIndex = 2; orb.GetComponent <MeshRenderer>().material.SetColor("_Color", grid.colors[2]); orb.Drop(); } if (canUseWeapon3) { OrbScript orb = Instantiate <OrbScript>(orbPrefab, transform.position + new Vector3(Random.Range(0f, 0.5f), 0.8f, Random.Range(0f, 0.5f)), Quaternion.identity); orb.weaponIndex = 3; orb.GetComponent <MeshRenderer>().material.SetColor("_Color", grid.colors[3]); orb.Drop(); } }
// collision check with orbs private void OnTriggerEnter(Collider other) { OrbScript orb = other.GetComponent <OrbScript>(); if (orb != null) { if (orb.weaponIndex == 0) { canUseWeapon0 = true; exit.UpdateOrb(0, true); ui.UpdateOrb(0, true); } else if (orb.weaponIndex == 1) { canUseWeapon1 = true; exit.UpdateOrb(1, true); ui.UpdateOrb(1, true); } else if (orb.weaponIndex == 2) { canUseWeapon2 = true; exit.UpdateOrb(2, true); ui.UpdateOrb(2, true); } else if (orb.weaponIndex == 3) { canUseWeapon3 = true; exit.UpdateOrb(3, true); ui.UpdateOrb(3, true); } Destroy(other.gameObject); } }
// Update is called once per frame void Update() { Vector3 _screenPos = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height)); int randomIndex = Random.Range(0, 4); currentTimer -= Time.deltaTime; if (currentTimer <= 0) { currentTimer = timer; if (randomIndex == 0) { OrbScript _orbClone = Instantiate(orb, new Vector3(-_screenPos.x - 0.1f, Random.Range(-_screenPos.y, _screenPos.y), 0), Quaternion.identity); } else if (randomIndex == 1) { OrbScript _orbClone = Instantiate(orb, new Vector3(_screenPos.x + 0.1f, Random.Range(-_screenPos.y, _screenPos.y), 0), Quaternion.identity); } else if (randomIndex == 2) { OrbScript _orbClone = Instantiate(orb, new Vector3(Random.Range(-_screenPos.x, _screenPos.x), -_screenPos.y - 0.1f, 0), Quaternion.identity); } else if (randomIndex == 3) { OrbScript _orbClone = Instantiate(orb, new Vector3(Random.Range(-_screenPos.x, _screenPos.x), _screenPos.y + 0.1f, 0), Quaternion.identity); } } }
void Start() { mainframeActionSelection = mainframe.GetComponent <MainframeActionSelection>(); follower = GetComponent <SplineFollower>(); arrayTest = gameManager.GetComponent <ArrayTest>(); orbScript = orb.GetComponent <OrbScript>(); DifficultyScript.elapsedTime = Time.time; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (orbScript == null) { orbScript = animator.gameObject.GetComponent <OrbScript>(); } orbScript.ToggleExplosionTrigger(true); }
public void deathOrb(OrbScript orb) { if (orb.GetOrbColor() != OrbScript.OrbColor.Red) { greenOrbs.Remove(orb); } else { redOrbs.Remove(orb); } Destroy(orb.gameObject); }
IEnumerator ThrowOrb() { while (isPlayerSeen) { trajectory = (playerObj.transform.position - gameObject.transform.position).normalized; isCRStarted = true; orbThrowObj = Instantiate(orbObj, new Vector3(transform.position.x, transform.position.y, transform.position.z), Quaternion.identity) as GameObject; OrbScript orbScript = orbThrowObj.GetComponent <OrbScript>(); orbScript.trajectory = trajectory; yield return(new WaitForSeconds(1.5f)); } isCRStarted = false; }
void Start() { orbScript = particles.GetComponent <OrbScript>(); cameraMovement = mainCameraObject.GetComponent <CameraMovement>(); topScoreScript = TopScoreHolder.GetComponent <TopScore>(); GUIMainframeBody = MainframeBody.GetComponent <SplineFollower>(); GUImainCamera = mainCamera.GetComponent <SplineFollower>(); playMesh = playIcon.GetComponent <MeshRenderer>(); arrayTest = gameManager.GetComponent <ArrayTest>(); guiMainframeScript = MainframeBody.GetComponent <GUImainframeScript>(); score = gameManager.GetComponent <Score>(); adManager = Ads.GetComponent <AdManager>(); positionOperator = MainMainframeBody.GetComponent <PositionOperator>(); tutorialScript = GetComponent <TutorialScript>(); }
//handles laser interactions IEnumerator FireLaser() { laser.enabled = true; bool shot = false; //boolean to ensure that orbsShot in PlayerScript is only incremented once per shot //keeps laser visible while user is holding left click while (Input.GetButton("Fire1")) { Ray ray = new Ray(transform.position, transform.forward); //make 100-ft ray from end of gun RaycastHit hit; //stores information about what laser touches laser.SetPosition(0, ray.origin); //handles laser collision with object if (Physics.Raycast(ray, out hit, 100)) { OrbScript hitOrb = hit.collider.gameObject.GetComponent <OrbScript>(); //orb that laser is touching laser.SetPosition(1, hit.point); //if an orb is shot if (hitOrb != null) { if (!shot && !hitOrb.IsShot()) //increment orbsShot only if orb wasn't shot already { transform.root.GetComponent <PlayerScript>().IncrementOrbs(); //gets PlayerScript as grandparent of gameObject laser comes from } hitOrb.disappear(); //make orb disappear shot = true; } } else { laser.SetPosition(1, ray.GetPoint(100)); } laser.SetPosition(1, ray.GetPoint(100)); yield return(null); } laser.enabled = false; //make laser invisible when left click is released }
// Use this for initialization void Start() { Transform canvas = GameObject.Find("Canvas").transform; for (float i = 0.0f; i < (float)GridSize; i += 1.0f) { for (float j = 0.0f; j < (float)GridSize; j += 1.0f) { GameObject orbClone = (GameObject)Instantiate(orb); orbClone.transform.SetParent(canvas, true); orbClone.transform.localScale = new Vector3(1.0f, 1.0f, 1); orbClone.transform.localPosition = new Vector3((i - 2) * 110, (j - 5.0f) * 110, 0); OrbScript os = orbClone.GetComponent <OrbScript>(); os.orbType = Random.Range(0, 3); os.UpdateColor(); os.row = (int)j; os.col = (int)i; orbArray[(int)j, (int)i] = orbClone; } } }
public void touchOrb(OrbScript orb) { if (!paused) { if (orb.GetOrbColor() == OrbScript.OrbColor.Red) { GetComponent <AudioSource>().clip = balloon; GetComponent <AudioSource>().Play(); KillAllOrbs(); gameover.EndGame(); music.Stop(); } else { if (orb.GetOrbColor() == OrbScript.OrbColor.Gold) { GetComponent <AudioSource>().clip = goldPop; GetComponent <AudioSource>().Play(); } else { int randomSound = Random.Range(0, 2); GetComponent <AudioSource>().clip = pop[randomSound]; GetComponent <AudioSource>().Play(); } if (orb.GetOrbColor() == OrbScript.OrbColor.Gold) { score += 5; } else { score++; } scoreText.text = "" + score; } deathOrb(orb); } }
private void Start() { bar = transform.Find("Bar"); theOrbScript = orbObject.GetComponent <OrbScript>(); }
void Awake() { foreach (Transform t in transform) { Destroy(t.gameObject); } buildingLayerMask = LayerMask.GetMask("Buildings"); // random temple start positions temples[0] = new Vector3(Mathf.Floor(Random.Range(1, 4)), 0, Mathf.Floor(Random.Range(1, 4))); temples[1] = new Vector3(Mathf.Floor(Random.Range(1, 4)), 0, Mathf.Floor(Random.Range(5, 9))); temples[2] = new Vector3(Mathf.Floor(Random.Range(5, 9)), 0, Mathf.Floor(Random.Range(1, 4))); temples[3] = new Vector3(Mathf.Floor(Random.Range(5, 9)), 0, Mathf.Floor(Random.Range(5, 9))); int orbRandomizer = Random.Range(0, templesCount); float noiseOffset = Random.Range(0f, 100f); squares = new Square[gridWidth * gridHeight]; for (int x = 0; x < gridWidth; x++) { for (int z = 0; z < gridHeight; z++) { int i = x * gridWidth + z; float y = Mathf.PerlinNoise((float)x / gridWidth + noiseOffset, (float)z / gridHeight + noiseOffset) * heightScale; squares[i].cube = Instantiate(floorPrefab, new Vector3(x + .5f, y - 1, z + .5f), Quaternion.identity); squares[i].cube.transform.parent = transform; squares[i].color = Color.Lerp(lowColor, highColor, y * (1 - minHeight) + minHeight); squares[i].top = squares[i].cube.transform.position + new Vector3(0, squares[i].cube.transform.localScale.y / 2, 0); SpriteRenderer cubeSprite = squares[i].cube.GetComponentInChildren <SpriteRenderer>(); cubeSprite.sprite = floorSprites[Random.Range(0, floorSprites.Length)]; cubeSprite.color = squares[i].color; Color buildingColor = Color.Lerp(lowColor, highColor, ((y - .5f) * buildingColorDamp + .5f) * (1 - minHeight) + minHeight); // place temples and orbs bool templePlaced = false; for (int j = 0; j < templesCount; j++) { if (x == temples[j].x && z == temples[j].z) { OrbScript orb = Instantiate <OrbScript>(orbPrefab, new Vector3(x + .5f, y + .8f, z + .5f), Quaternion.Euler(0, 0, 0)); orb.weaponIndex = (j + orbRandomizer) % templesCount; orb.GetComponent <MeshRenderer>().material.SetColor("_Color", colors[orb.weaponIndex]); orb.GetComponent <MeshRenderer>().enabled = false; TempleScript temple = Instantiate <TempleScript>(templePrefab, new Vector3(x + .5f, y, z + .5f), Quaternion.Euler(0, 0, 0)); templePlaced = true; temple.transform.Find("Base").GetComponent <SpriteRenderer>().color = buildingColor; temple.transform.Find("Mask").GetComponent <SpriteRenderer>().color = colors[orb.weaponIndex]; temple.orb = orb; } } // place buildings if (!templePlaced && Mathf.Abs(x - z) < Mathf.Min(gridWidth, gridHeight) - 3) { if (Random.value < buildingChance) { GameObject building = Instantiate(buildingPrefab, new Vector3(x + .5f, y, z + .5f), Quaternion.identity); SpriteRenderer buildingSprite = building.GetComponentInChildren <SpriteRenderer>(); buildingSprite.sprite = buildingSprites[Random.Range(0, buildingSprites.Length)]; buildingSprite.color = buildingColor; } else if (Random.value < eggChance) { Instantiate(eggPrefab, new Vector3(x + .5f, y, z + .5f), Quaternion.identity); } } } } }