// ------------------------------------------------------------------------------ // Function Name: UpdateTarget // Return types: NA // Argument types: NA // Author: Joseph Aranda // Date: 10/5/17 // ------------------------------------------------------------------------------ // Purpose: Checks if there is a player within range, if there is it will update the players array // ------------------------------------------------------------------------------ void UpdateTarget() { GameObject[] players = GameObject.FindGameObjectsWithTag(playerTag); float shortestDistance = Mathf.Infinity; GameObject nearestPlayer = null; foreach (GameObject player in players) { float distanceToPlayer = Vector3.Distance(transform.position, player.transform.position); if (distanceToPlayer < shortestDistance) { shortestDistance = distanceToPlayer; nearestPlayer = player; } } if (nearestPlayer != null && shortestDistance < range) { target = nearestPlayer.transform; targetPlayer = nearestPlayer.GetComponent<PLR_CharacterMovement>(); useLaser = true; } else { target = null; shooting = false; } }
void Start() { wld_HealthDmg = this.GetComponent <WLD_HealthDmg>(); plr_CharacterMovement = GetComponent <PLR_CharacterMovement>(); plr_Points = GetComponent <PLR_Points>(); rb = plr_CharacterMovement.RB; startingMoveSpeed = plr_CharacterMovement.MovingSpeed; currentTime = 0; if (WLD_GameController.activeLevel == WLD_GameController.levels[Scenes.Hub]) { msg = GameObject.Find("LevelSpecificUI/EndPieceLoreSystem").GetComponent <UI_EndPieceMsgSystem>(); } else { msg = GameObject.FindObjectOfType <UI_EndPieceMsgSystem>(); } hashIDs = FindObjectOfType <UNA_HashIDs>(); anim = transform.GetChild(1).GetChild(0).GetComponent <Animator>(); Debug.Log(anim.gameObject.name); }//End Start
}//End Start /* ------------------------------------------------------------------------------ * Function Name: Update * Return types: N/A * Argument types: N/A * Author: * Date Created: * Last Updated: * ------------------------------------------------------------------------------ * Purpose: Runs each frame. Used to perform frame based checks and actions. * ------------------------------------------------------------------------------ * */ private void OnStart() { optionEventSystem = GameObject.Find("OptionEventSystem").GetComponent <EventSystem>(); gameControllerEventSystems = GameObject.Find("GameControllerEventSystem").GetComponent <EventSystem>(); lL = FindObjectOfType <WLD_LevelLoader>(); player = WLD_GameController.player; plr_shoot = FindObjectOfType <PLR_Shoot>(); plr_CharacterMovement = player.GetComponent <PLR_CharacterMovement>(); isInLanding = true; if (player.transform.position.x <= 1 && player.transform.position.x >= -1) { player.GetComponent <Rigidbody>().velocity = new Vector3(0, 0, 0); plr_CharacterMovement.enabled = false; plr_shoot.enabled = false; onStartRan = true; } else { landingSequence.SetActive(false); onStartRan = true; } }
// ------------------------------------------------------------------------------ // Function Name: // Return types: // Argument types: // Author: // Date: // ------------------------------------------------------------------------------ // Purpose: // ------------------------------------------------------------------------------ private void RunOnStart() { player = WLD_GameController.player; plr_CharacterMovement = FindObjectOfType<PLR_CharacterMovement>(); plr_Shoot = FindObjectOfType<PLR_Shoot>(); //plr_Jump = FindObjectOfType<PLR_Jump>(); lL = FindObjectOfType<WLD_LevelLoader>(); }
private void Start() { charMove = GetComponent <PLR_CharacterMovement>(); originalSpeed = charMove.MovingSpeed; anim = charMove.anim; hashIDs = FindObjectOfType <UNA_HashIDs>(); animatorSpeed = anim.speed; audioSource = GetComponent <AudioSource>(); }
}//End Start private void OnStart() { lL = FindObjectOfType <WLD_LevelLoader>(); player = WLD_GameController.player; plr_shoot = FindObjectOfType <PLR_Shoot>(); plr_CharacterMovement = player.GetComponent <PLR_CharacterMovement>(); isInLanding = true; player.GetComponent <Rigidbody>().velocity = new Vector3(0, 0, 0); plr_CharacterMovement.enabled = false; plr_shoot.enabled = false; onStartRan = true; }
// ------------------------------------------------------------------------------ // FUNCTIONS // ------------------------------------------------------------------------------ /* ------------------------------------------------------------------------------ * Function Name: Start * Return types: N/A * Argument types: N/A * Author: * Date Created: * Last Updated: * ------------------------------------------------------------------------------ * Purpose: Used to initialize variables or perform startup processes * ------------------------------------------------------------------------------ */ void Start() { levelTeleporters = new Vector3[WLD_GameController.activeLevel.LevelSegments.Length]; for (int i = 0; i < WLD_GameController.activeLevel.LevelSegments.Length; i++) { levelTeleporters[i] = new Vector3(WLD_GameController.activeLevel.LevelSegments[i].TeleporterX, WLD_GameController.activeLevel.LevelSegments[i].TeleporterY, WLD_GameController.activeLevel.LevelSegments[i].TeleporterZ); } currentLevel = WLD_GameController.activeLevel; lL = FindObjectOfType <WLD_LevelLoader>(); //Ref to levelLoader script - will need to update to ref specific Teleporter's Segement selection later player = WLD_GameController.player; playerMove = FindObjectOfType <PLR_CharacterMovement>(); }//End Start
// ------------------------------------------------------------------------------ // Function Name: // Return types: // Argument types: // Author: // Date: // ------------------------------------------------------------------------------ // Purpose: // ------------------------------------------------------------------------------ private void Update() { //if (saveGameNotification.IsActive()) //{ // if (timer >= saveGameTimer) // { // saveGameNotification.enabled = false; // } //} if (plr_CharacterMovement == null) { plr_CharacterMovement = FindObjectOfType<PLR_CharacterMovement>(); } }
void OnStart() { if (WLD_GameController.activeLevel == WLD_GameController.levels[Scenes.Hub]) { msg = GameObject.Find("LevelSpecificUI/MessageSystem").GetComponent <WLD_MessageSystem>(); GetComponent <Collider>().enabled = true; player = WLD_GameController.player; plr_shoot = FindObjectOfType <PLR_Shoot>(); plr_Jump = FindObjectOfType <PLR_Jump>(); plr_CharacterMovement = player.GetComponent <PLR_CharacterMovement>(); } else { //store the message system msg = FindObjectOfType <WLD_MessageSystem>(); GetComponent <Collider>().enabled = true; player = WLD_GameController.player; plr_shoot = FindObjectOfType <PLR_Shoot>(); plr_CharacterMovement = player.GetComponent <PLR_CharacterMovement>(); } }
// ------------------------------------------------------------------------------ // FUNCTIONS // ------------------------------------------------------------------------------ // ------------------------------------------------------------------------------ // Function Name: KeyBoardMenuScroll() // Return types: NA // Argument types: NA // Author: Joseph Aranda // Date: 9/27/17 // ------------------------------------------------------------------------------ // Purpose: Calls the functions every frame // ------------------------------------------------------------------------------ private void OnLevelWasLoaded(int level) { if (saveButton != null) { if (WLD_GameController.activeLevel == WLD_GameController.levels[Scenes.Tutorial]) { saveButton.interactable = false; } else { saveButton.interactable = true; } } lL = FindObjectOfType <WLD_LevelLoader>(); if (WLD_GameController.activeLevel != WLD_GameController.levels[Scenes.MainMenu]) { if (WLD_GameController.activeLevel != WLD_GameController.levels[Scenes.LoadGame]) { if (WLD_GameController.activeLevel != WLD_GameController.levels[Scenes.Controls]) { if (WLD_GameController.activeLevel != WLD_GameController.levels[Scenes.Credits]) { plr_Shoot = FindObjectOfType <PLR_Shoot>(); plr_CharacterMovement = FindObjectOfType <PLR_CharacterMovement>(); UI_Pause.isPaused = false; Time.timeScale = 1; if (WLD_GameController.ui_Texts[UI_Txt.SaveGameNotificationText] != null) { WLD_GameController.ui_Texts[UI_Txt.SaveGameNotificationText].enabled = false; } if (plr_CharacterMovement != null) { plr_CharacterMovement.enabled = true; } if (plr_Shoot != null) { plr_Shoot.enabled = true; } } } } } if (WLD_GameController.activeLevel == WLD_GameController.levels[Scenes.Hub]) { WLD_GameController.ui_GameObjects[UI_GO_Panels.GravityPanelSmallGo].SetActive(false); WLD_GameController.ui_GameObjects[UI_GO_Panels.GravityPanelShrink].SetActive(false); UI_SkipTutorial skipTut = FindObjectOfType <UI_SkipTutorial>(); skipTut.enabled = false; } else { WLD_GameController.ui_GameObjects[UI_GO_Panels.GravityPanelSmallGo].SetActive(true); } HeatZoneReset(); HealthOverlayReset(); ResetShrinkButtonFillIn(); }
// ------------------------------------------------------------------------------ // Function Name: // Return types: // Argument types: // Author: // Date: // ------------------------------------------------------------------------------ // Purpose: This function calls pause or unpause in all the other levels // ------------------------------------------------------------------------------ void CorePause() { if (!FindObjectOfType<WLD_LevelLoader>().loadingScreen.activeSelf) { currentLevel = WLD_GameController.activeLevel; if (currentLevel != WLD_GameController.levels[Scenes.MainMenu] || currentLevel != WLD_GameController.levels[Scenes.Hub] || currentLevel != WLD_GameController.levels[Scenes.Controls] || currentLevel != WLD_GameController.levels[Scenes.Credits]) { if (!isPaused) { if (Input.GetAxisRaw("Pause") > 0 && pauseButtonEnabled && currentLevel != WLD_GameController.levels[Scenes.Hub]) { plr_CharacterMovement = FindObjectOfType<PLR_CharacterMovement>(); plr_Shoot = FindObjectOfType<PLR_Shoot>(); WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].SetActive(!WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].activeSelf); isPaused = true; Time.timeScale = 0; plr_Shoot.enabled = false; plr_CharacterMovement.enabled = false; WLD_GameController.ui_GameObjects[UI_GO_Panels.GravityPanelSmallGo].SetActive(false); Debug.Log("Paused"); } } else if (isPaused) { if (Input.GetAxisRaw("Pause") > 0 && pauseButtonEnabled && currentLevel != WLD_GameController.levels[Scenes.Hub]) { plr_CharacterMovement = FindObjectOfType<PLR_CharacterMovement>(); plr_Shoot = FindObjectOfType<PLR_Shoot>(); //gGunEnlargeButton.enabled = true; WLD_GameController.ui_Texts[UI_Txt.SaveGameNotificationText].enabled = false; WLD_GameController.ui_GameObjects[UI_GO_Panels.GravityPanelSmallGo].SetActive(true); if (UNA_StaticVariables.isShrunk == false) { gameObject.GetComponent<UI_UIButtonManager>().GgunShrink(); } //if (topTimesScoresOverlay.activeSelf) //{ // return; //} //else if (!topTimesScoresOverlay.activeSelf) //{ // WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].SetActive(!WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].activeSelf); // isPaused = false; // Time.timeScale = 1; // gGunEnlargeButton.enabled = true; // WLD_GameController.ui_Texts[UI_Txt.SaveGameNotificationText].enabled = false; // if (!msgSystem.show) // { // plr_Shoot.enabled = true; // plr_CharacterMovement.enabled = true; // } // Debug.Log("UN-paused"); //} WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].SetActive(!WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].activeSelf); isPaused = false; Time.timeScale = 1; WLD_GameController.ui_Texts[UI_Txt.SaveGameNotificationText].enabled = false; if (!msgSystem.show) { plr_Shoot.enabled = true; plr_CharacterMovement.enabled = true; } Debug.Log("UN-paused"); if (helpMenu.activeSelf) { helpMenu.SetActive(false); WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].SetActive(true); isPaused = true; Time.timeScale = 0; plr_Shoot.enabled = false; plr_CharacterMovement.enabled = false; } if (!helpMenu.activeSelf) { UI_MenuManager.isHelpCkicked = false; helpEventSystem.enabled = false; gameControllerEventSystem.enabled = true; } if (saveMenu.activeSelf) { saveMenu.SetActive(false); WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].SetActive(true); isPaused = true; Time.timeScale = 0; plr_Shoot.enabled = false; plr_CharacterMovement.enabled = false; } if (!saveMenu.activeSelf) { UI_MenuManager.isSavedClicked = false; saveEventSystem.enabled = false; gameControllerEventSystem.enabled = true; } } } if (currentLevel != WLD_GameController.levels[Scenes.Tutorial]) { SetPauseButtonEnabled(); } } } }