// Start is called before the first frame update void Start() { if (instance == null) { instance = this; } }
void Awake() { if (I == null) { I = this; } else { Destroy(gameObject); return; } camCtrl = GetComponent <CameraController>(); waveCtrl = GetComponent <WaveController>(); uiCtrl = GetComponent <UIController>(); buildingCtrl = GetComponent <BuildingController>(); partCtrl = GetComponent <ParticleController>(); audioCtrl = GetComponent <AudioController>(); foreach (ProjectileType typ in System.Enum.GetValues(typeof(ProjectileType))) { turretAmmo[typ] = -1; turretReloadTimers[typ] = 0; } }
private void Awake() { if (instance != null && instance != this) { Destroy(this); return; } instance = this; // Set up the dictionary. // TODO make this efficient. dictionary = new Dictionary <string, GameObject>(); ObstacleDamage = obstacleDamagePrefab.name; ObstacleDestroy = obstacleDestroyEffectPrefab.name; ObstacleNegate = obstacleNegateEffectPrefab.name; ProjectileBounce = projectileBounceEffectPrefab.name; PlayerDeath = playerDeathEffectPrefab.name; Explosion = explosionEffectPrefab.name; PlayerLaserCollision = playerLaserCollisionEffectPrefab.name; dictionary.Add(ObstacleDamage, obstacleDamagePrefab); dictionary.Add(ObstacleDestroy, obstacleDestroyEffectPrefab); dictionary.Add(ObstacleNegate, obstacleNegateEffectPrefab); dictionary.Add(ProjectileBounce, projectileBounceEffectPrefab); dictionary.Add(PlayerDeath, playerDeathEffectPrefab); dictionary.Add(Explosion, explosionEffectPrefab); dictionary.Add(PlayerLaserCollision, playerLaserCollisionEffectPrefab); }
public void GenerateTechnique(Agent agent, TechniqueOptions options) { if (options == null) { return; } RuntimeAnimatorController animController = options.animatorController; if (animController == null) { return; } ParticleController particleController = options.particleController; Technique.TechTrigger techTrigger = GenerateTechTrigger(options); TriggerTechStrategyOptions[] triggerStrategyOptions = options.triggerStrategies == null ? new TriggerTechStrategyOptions[] { ScriptableObject.CreateInstance <NoTriggerOptions>() } : options.triggerStrategies; ActivateTechStrategyOptions[] activateStrategyOptions = options.activateStrategies == null ? new ActivateTechStrategyOptions[] { ScriptableObject.CreateInstance <NoActivateOptions>() } : options.activateStrategies; StateChangeStrategyOptions[] stateStrategyOptions = options.stateStrategies == null ? new StateChangeStrategyOptions[] { ScriptableObject.CreateInstance <EndTechStateChangeOptions>() } : options.stateStrategies; ActionValidateTechStrategyOptions[] actionValidateStrategyOptions = options.actionValidateStrategies == null ? new ActionValidateTechStrategyOptions[] { ScriptableObject.CreateInstance <NoValidateOptions>() } : options.actionValidateStrategies; UpdateTechStrategyOptions[] updateStrategyOptions = options.updateStrategies == null ? new UpdateTechStrategyOptions[] { ScriptableObject.CreateInstance <NoUpdateOptions>() } : options.updateStrategies; ExitTechStrategyOptions[] exitStrategyOptions = options.exitStrategies == null ? new ExitTechStrategyOptions[] { ScriptableObject.CreateInstance <NoExitOptions>() } : options.exitStrategies; TriggerTechStrategy[] triggerStrategies = new TriggerTechStrategy[triggerStrategyOptions.Length]; for (int i = 0; i < triggerStrategyOptions.Length; i++) { triggerStrategies[i] = triggerStrategyOptions[i].GenerateStrategy(); } ActivateTechStrategy[] activateStrategies = new ActivateTechStrategy[activateStrategyOptions.Length]; for (int i = 0; i < activateStrategyOptions.Length; i++) { activateStrategies[i] = activateStrategyOptions[i].GenerateStrategy(); } StateChangeStrategy[] stateStrategies = new StateChangeStrategy[stateStrategyOptions.Length]; for (int i = 0; i < stateStrategyOptions.Length; i++) { stateStrategies[i] = stateStrategyOptions[i].GenerateStrategy(); } ActionValidateTechStrategy[] actionValidateStrategies = new ActionValidateTechStrategy[actionValidateStrategyOptions.Length]; for (int i = 0; i < actionValidateStrategyOptions.Length; i++) { actionValidateStrategies[i] = actionValidateStrategyOptions[i].GenerateStrategy(); } UpdateTechStrategy[] updateStrategies = new UpdateTechStrategy[updateStrategyOptions.Length]; for (int i = 0; i < updateStrategyOptions.Length; i++) { updateStrategies[i] = updateStrategyOptions[i].GenerateStrategy(); } ExitTechStrategy[] exitStrategies = new ExitTechStrategy[exitStrategyOptions.Length]; for (int i = 0; i < exitStrategyOptions.Length; i++) { exitStrategies[i] = exitStrategyOptions[i].GenerateStrategy(); } Technique tech = new Technique(agent, options.techniqueName, animController, particleController, techTrigger, triggerStrategies, activateStrategies, stateStrategies, actionValidateStrategies, updateStrategies, exitStrategies); agent.AddTechnique(tech); }
// Start is called before the first frame update void Start() { particles = GameObject.FindGameObjectWithTag("ParticleController").GetComponent <ParticleController>(); endLevel = false; //ObjMarkerSingle = ObjMarker.GetComponent<ObjectiveMarker>(); _phoneUI = GameObject.Find("PopUpPhone").GetComponent <PhoneUI>(); dataPost = GameObject.FindGameObjectWithTag("Data").GetComponent <DrivePost>(); Objectives[0].objectiveObject.SetActive(true); for (int i = 1; i < Objectives.Length; i++) { if (Objectives[i].objectiveObject != null) { //Debug.Log("Turning off " + Objectives[i].objectiveObject.name); if (Objectives[0].objectiveObject != Objectives[i].objectiveObject) { Objectives[i].objectiveObject.SetActive(false); } } } StartCoroutine(GameStartDelay(3)); foreach (Message m in Objectives[0].messages) { _phoneUI.SetNotifyMessage(m); } objectiveCount++; }
public static ParticleController InstantiateParticle(GameObject prefab, float lifetime, Vector2 position, Vector2 velocity, EasingFunction easing) { ParticleController particle = InstantiateParticle(prefab, lifetime, position, velocity); particle.easing = easing; return(particle); }
void Awake() { if (this.gameObject) { instance = this; } }
//private GameObject explosionEffect; protected override void OnTrigger() { ParticleController.GetInstance().InstantiateParticle(ParticleController.Explosion, transform.position); //Collider[] colliders = Physics.OverlapSphere(transform.position, explosionRadius, ~(1 << LayerMask.NameToLayer("Environment"))); //foreach (Collider collider in colliders) //{ // Rigidbody rb = collider.gameObject.GetComponent<Rigidbody>(); // // If this RB has a destructible, it receives damage. // IDestructable destructable = rb.gameObject.GetComponent<IDestructable>(); // if (destructable != null) // { // //destructable.ReceiveDamage(CalculateDamage(rb.gameObject)); // //continue; // } // // If this is a bullet, the bullet gets destroyed. // Bullet bullet = rb.gameObject.GetComponent<Bullet>(); // if (bullet != null) // { // Destroy(bullet.gameObject); // } // //rb.AddExplosionForce(explosionForce, transform.position, explosionRadius); //} Destroy(gameObject); }
public Technique(Agent owner, string name, RuntimeAnimatorController animCtrl, ParticleController particleController, TechTrigger techTrgr, TriggerTechStrategy[] triggerStrategy, ActivateTechStrategy[] activateStrategy, StateChangeStrategy[] stateStrategy, ActionValidateTechStrategy[] validateStrategy, UpdateTechStrategy[] updateStrategy, ExitTechStrategy[] exitStrategy) { if (owner == null || animCtrl == null) { Debug.LogError("Technique generated with empty arguments"); return; } this.name = name; this._owner = owner; _techTrigger = techTrgr; _animatorController = animCtrl; _particleController = particleController; this.triggerStrategies = triggerStrategy; this.activateStrategies = activateStrategy; this.stateStrategies = stateStrategy; this.validateStrategies = validateStrategy; this.updateStrategies = updateStrategy; this.exitStrategies = exitStrategy; owner.SubscribeToActionEvent(techTrigger.sequence[techTrigger.sequence.Length - 1], OnTrigger); }
float MinimumDistanceAtTime(ParticleController firstParticle, ParticleController secondParticle, float time) { Vector3 firstEndPos = firstParticle.getCenter() + firstParticle.getVelocity() * time; Vector3 secondEndPos = secondParticle.getCenter() + secondParticle.getVelocity() * time; return(Vector3.Distance(firstEndPos, secondEndPos) - firstParticle.getRadius() - secondParticle.getRadius()); }
public void AddParticles(ParticleController c) { c.transform.position = transform.position; c.transform.parent = transform; c.gameObject.SetActive(false); particles.Add(c); }
IEnumerator Pattern_7() { GameObject ins; if (!fightFlag) { FightInitialize(); fightFlag = true; } else { ParticleController Par = GameObject.Find("ParticleController").GetComponent <ParticleController>(); ins = Instantiate(Par.ParticleRecovery, GameObject.Find("ParticlePanel").transform); ins.transform.localPosition = GetPlayer().transform.localPosition; GetPlayer().GetComponent <Player>().health += 1; GameObject.Find("CurrentHealth").GetComponent <Text>().text = GetPlayer().GetComponent <Player>().health.ToString(); } ins = Instantiate(laodiceaAction, trigTr); if (ins != null) { ins.GetComponent <LaodiceaAction>().SetIdentity(gameObject, 7, Random.Range(1, 5), 1f / (30f - GameController.rank * 1.3f)); ins.transform.localPosition = new Vector3(-350f, 150f); } yield return(new WaitForSeconds((30f - GameController.rank * 1.3f) / 3f)); StartCoroutine("Launch"); }
void OnCollisionExit(Collision collision) { if (collision.gameObject.CompareTag("Player")) { player = false; if (wallUp != null) { wallUp.kill(); wallUp = null; } if (wallDown != null) { wallDown.kill(); wallDown = null; } if (wallLeft != null) { wallLeft.kill(); wallLeft = null; } if (wallRight != null) { wallRight.kill(); wallRight = null; } } }
void OnEnable() { _flySpeed = 5; _audioSource = GetComponentInChildren <AudioSource>(); _particleController = GetComponentInChildren <ParticleController>(); _lifeTime = Time.time + _maxLifeTime; }
public void OnCollisionEnter(Collision collision) { if (!Deadly) { if (collision.collider.gameObject.layer == LayerMask.NameToLayer("Floor")) { ParticleController.SpawnBreaking(this.transform.position); Destroy(this.gameObject); } } else { if (rBody.velocity.magnitude > 0.75f && collision.collider.gameObject.layer == LayerMask.NameToLayer("Dummies")) { Dummy tmpDummy = collision.collider.transform.GetComponent <Dummy>(); if (tmpDummy != null) { tmpDummy.Die(); } else { Debug.LogWarningFormat("Dummy not found in: {0}", collision.collider.gameObject.name); } } } }
public void InitPool(Dictionary <int, XmlFigure> dic) { int length = dic.Count; figuresPrefab = new Figure[length]; pool = new List <Figure> [length]; for (int i = 0; i < length; i++) { string path = PREFAB_FOLDER + dic[i].prefab; GameObject go = Resources.Load(path) as GameObject; figuresPrefab[i] = go.GetComponent <Figure>(); List <Figure> fList = new List <Figure>(); for (int j = 0; j < ITEMS_FOR_SPAWN; j++) { Figure temp = Instantiate(figuresPrefab[i], transform.position, Quaternion.identity, transform); temp.InitComponent(i); temp.gameObject.SetActive(false); fList.Add(temp); } pool[i] = fList; } for (int i = 0; i < ITEMS_FOR_SPAWN; i++) { ParticleController temp = Instantiate(particleObj, transform.position, Quaternion.identity, transform); temp.InitParticles(); temp.gameObject.SetActive(false); particles.Add(temp); } }
public override void OnAdvantage(GameObject collider, GameObject other) { Debug.Log("LASER ADVANTAGE"); isReflecting = false; // If this is a weapon spawn, destroy it. if (other.GetComponent <IWeaponSpawn>() != null) { Destroy(other); } // If this is a destructible, attempt to inflict damage. IDestructable destructable = other.GetComponent <IDestructable>(); if (destructable != null) { destructable.ReceiveDamage(DamageCalculator.CalculateByDistance(collider.transform.position, other.transform.position, damageMultiplier)); ParticleController.GetInstance().InstantiateParticle(ParticleController.PlayerLaserCollision, other.transform.position, transform.position); return; } // Finally, jam the laser if applicable. if (charge != null) { charge.Jam(); Debug.Log("LASER JAMMED"); } }
protected override void BodyGUI() { base.BodyGUI(); ParticleController user = (ParticleController)target; serializedObject.Update(); SerializedProperty _particleSystem = serializedObject.FindProperty("_particleSystem"); SerializedProperty emitPoint = serializedObject.FindProperty("emitPoint"); SerializedProperty volumetric = serializedObject.FindProperty("volumetric"); SerializedProperty emitFromShell = serializedObject.FindProperty("emitFromShell"); SerializedProperty scale = serializedObject.FindProperty("scale"); SerializedProperty motionType = serializedObject.FindProperty("motionType"); SerializedProperty wrapMode = serializedObject.FindProperty("wrapMode"); SerializedProperty minCycles = serializedObject.FindProperty("minCycles"); SerializedProperty maxCycles = serializedObject.FindProperty("maxCycles"); EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(_particleSystem, new GUIContent("Particle System")); if (_particleSystem.objectReferenceValue == null) { EditorGUILayout.HelpBox("No particle system is assigned", MessageType.Error); return; } EditorGUILayout.PropertyField(emitPoint); EditorGUILayout.PropertyField(volumetric); if (volumetric.boolValue) { EditorGUILayout.PropertyField(emitFromShell); EditorGUILayout.PropertyField(scale); } EditorGUILayout.PropertyField(motionType); if (motionType.intValue == (int)ParticleController.MotionType.FollowForward || motionType.intValue == (int)ParticleController.MotionType.FollowBackward) { EditorGUILayout.PropertyField(wrapMode); EditorGUILayout.Space(); EditorGUILayout.LabelField("Path cycles (over " + user._particleSystem.main.startLifetime.constantMax + "s.)", EditorStyles.boldLabel); EditorGUILayout.PropertyField(minCycles, new GUIContent("Min. Cycles")); if (minCycles.floatValue < 0f) { minCycles.floatValue = 0f; } EditorGUILayout.PropertyField(maxCycles, new GUIContent("Max. Cycles")); if (maxCycles.floatValue < minCycles.floatValue) { maxCycles.floatValue = minCycles.floatValue; } } if (EditorGUI.EndChangeCheck()) { serializedObject.ApplyModifiedProperties(); } if (!Application.isPlaying) { EditorGUILayout.HelpBox("Particles may not work in the editor preview. Play the game to see the in-game result.", MessageType.Info); } }
public void explode(Vector3 origin, Color color) { GameObject explosion = Instantiate(explosionParticles, origin, explosionParticles.transform.rotation); ParticleController explosionController = explosion.GetComponent <ParticleController>(); explosionController.setColor(color); explosionController.play(); }
void Update() { if (readyToShow && !ParticleController.isShowing()) { StartCoroutine(StartCooldown()); } _isShowing = pointerObject.activeSelf; }
public override void ExecuteAction() { Simulation sim = Simulation.Instance; SimulationController controller = sim.Controller; ParticleController particleController = controller.GetSimulationComponent <ParticleController>(); particleController.CreateParticles(_particleActions); }
// Use this for initialization void Start() { OriginPosition = transform.position; OriginScale = transform.localScale; OriginRotation = transform.rotation; particleController = GetComponent <ParticleController> (); moveMode = MoveMode.None; }
public virtual void Init(RuntimeAnimatorController baseController, ParticleController particleController, int team) { this.baseController = baseController; this.particleController = particleController; this._team = team; Init(); }
private void Awake() { collider = GetComponent <Collider>(); // we could optionally also make this a singleton particleController = FindObjectOfType <ParticleController>(); camera = Camera.main; }
// Use this for initialization void Start() { this.gameObject.SetActive(true); anim = GetComponent <Animator>(); health = maxHealth; partCont = GameObject.FindGameObjectWithTag("ParticleController").GetComponent <ParticleController>(); }
public Vector3 getPointClosestToPlane(ParticleController ctrl, Vector3 planeNorm, Vector3 pointOnPlane) { Plane plane = new Plane(planeNorm, pointOnPlane); Vector3 closestPointOnPlane = plane.ClosestPointOnPlane(ctrl.getCenter()); Vector3 directionToPoint = closestPointOnPlane - ctrl.getCenter(); //Debug.Log("Closes point on plane " + closestPointOnPlane); return(ctrl.getCenter() + (directionToPoint.normalized * ctrl.getRadius())); }
public override void Execute() { gameObject = (GameObject)GameObject.Instantiate(Particle); gameObject.transform.position = CoordinateTransitionToWorld(_Skill.unitController.transform, Position); particleController = gameObject.GetComponent<ParticleController>(); particleController.ExistTime = ExistTime; particleController.StartTimer(); }
public Particle(ParticleController controller, ParticleRenderer renderer) { Controller = controller; Renderer = renderer; Angle = Lens.util.math.Rnd.AnglePI(); Rnd = Lens.util.math.Rnd.Int(1024); T = Lens.util.math.Rnd.Float(1f); }
public override void Execute() { gameObject = (GameObject)GameObject.Instantiate(Particle); gameObject.transform.position = CoordinateTransitionToWorld(_Skill.unitController.transform, Position); particleController = gameObject.GetComponent <ParticleController>(); particleController.ExistTime = ExistTime; particleController.StartTimer(); }
private void Awake() { _scoreController = FindObjectOfType<ScoreController>(); _uiController = FindObjectOfType<UIController>(); _particleController = FindObjectOfType<ParticleController>(); Enemy.OnEnemyDeath += OnEnemyDeath; Player.PlayerDeath += OnPlayerDeath; }
public void UnbecomeJuggernaut() { isJuggernaut = false; GetComponent <WeaponManager> ().SetAllDamageMults(1f); GetComponent <WeaponManager> ().SetAllAttackSpeedReds(1f); ParticleController partCont = GetComponentInChildren <ParticleController> (); partCont.Stop(4); }
void Awake() { if (I == null){ I = this; }else{ Destroy(gameObject); return; } camCtrl = GetComponent<CameraController>(); waveCtrl = GetComponent<WaveController>(); uiCtrl = GetComponent<UIController>(); buildingCtrl = GetComponent<BuildingController>(); partCtrl = GetComponent<ParticleController>(); audioCtrl = GetComponent<AudioController>(); foreach (ProjectileType typ in System.Enum.GetValues(typeof(ProjectileType))) { turretAmmo[typ] = -1; turretReloadTimers[typ] = 0; } }
void Start() { _PC = FindObjectOfType(typeof(ParticleController)) as ParticleController; audioSource.clip = attackSound; }
void Awake() { instance = this; }
void Awake() { Instance = this; }
void Awake() { c = GetComponentInChildren<ParticleController>(); }