private void Start() { plms = GameObject.Find("Wizard").GetComponent <PlayerMoveSystem>(); size = this.GetComponent <BoxCollider>().size.y / 2; objName = this.name; //plms.autoRunVec = this.name; onCamraBuf = (int)CameraType.FRONT; //以下カメラ操作 MainCamera[(int)CameraType.FRONT] = GameObject.Find("FollowCamera"); // メインカメラの情報 MainCamera[(int)CameraType.BACK] = GameObject.Find("FollowCameraB"); // メインカメラBの情報 MainCamera[(int)CameraType.LEFT] = GameObject.Find("FollowCameraL"); // メインカメラLの情報 MainCamera[(int)CameraType.RIGHT] = GameObject.Find("FollowCameraR"); // メインカメラRの情報 cam[(int)CameraType.FRONT] = MainCamera[(int)CameraType.FRONT].GetComponent <Camera>(); // メインカメラの情報 cam[(int)CameraType.BACK] = MainCamera[(int)CameraType.BACK].GetComponent <Camera>(); // メインカメラBの情報 cam[(int)CameraType.LEFT] = MainCamera[(int)CameraType.LEFT].GetComponent <Camera>(); // メインカメラLの情報 cam[(int)CameraType.RIGHT] = MainCamera[(int)CameraType.RIGHT].GetComponent <Camera>(); // メインカメラRの情報 mainCameraRotatebuf_Y[(int)CameraType.FRONT] = 0.0f; // カメラのトランスフォームをバックアップ mainCameraRotatebuf_Y[(int)CameraType.BACK] = 180.0f; // カメラのトランスフォームをバックアップ mainCameraRotatebuf_Y[(int)CameraType.LEFT] = -90.0f; // カメラのトランスフォームをバックアップ mainCameraRotatebuf_Y[(int)CameraType.RIGHT] = 90.0f; // カメラのトランスフォームをバックアップ //mainCameraRotatebuf[(int)CameraType.FRONT] = MainCamera[(int)CameraType.FRONT].GetComponent<Transform>(); // カメラのトランスフォームをバックアップ //mainCameraRotatebuf[(int)CameraType.BACK] = MainCamera[(int)CameraType.BACK].GetComponent<Transform>(); // カメラのトランスフォームをバックアップ //mainCameraRotatebuf[(int)CameraType.LEFT] = MainCamera[(int)CameraType.LEFT].GetComponent<Transform>(); // カメラのトランスフォームをバックアップ //mainCameraRotatebuf[(int)CameraType.RIGHT] = MainCamera[(int)CameraType.RIGHT].GetComponent<Transform>(); // カメラのトランスフォームをバックアップ cm1 = GameObject.Find("CM vcam1"); cm2 = GameObject.Find("CM vcam2"); cm3 = GameObject.Find("CM vcam3"); }
private void Start() { _inputModel = new InputModel(); _systemInput = new SystemInput(_inputModel); _playerMove = new PlayerMoveSystem(_inputModel, player); _mazeManager = new Maze.MazeManager(Tessellation, Maze.GenerationAlgorithmEnum.RecursiveBacktracker); switch (Tessellation) { case TessellationType.Orthigonal: _mazeManager.CreateMaze(new Vector3(0, 0), CellSize, MazeWidth, MazeHeight); break; case TessellationType.Theta: _mazeManager.CreateMaze(new Vector3(0, 0), CellSize, OuterDiameter, InnerDiameter, AmountCellInFirstLayer, 0); break; } player.transform.position = new Vector3() { x = 0, y = 0 }; }
private void StartGame() { _cameraObject = Instantiate(_cameraPrefab); var camera = _cameraObject.GetComponent <Camera>(); float widthCam = camera.orthographicSize * camera.aspect; fieldBoundary = new Vector2(widthCam, 1f); _inputModel = new InputModel(); _systemInput = new SystemInput(_inputModel); _playerManager = new PlayerManager(_playerPrefab, _playerUIPrefab, _playerData); _playerMoveSystem = new PlayerMoveSystem(_inputModel, _playerManager.PlayerModel, fieldBoundary); _playerShootSystem = new PlayerShootSystem(_inputModel, _playerManager.PlayerModel); _enemyManager = new EnemyManager(_enemyDatas, _enemyPrefabs, fieldBoundary.x); _enemyMoveSystem = new EnemyMoveSystem(_enemyManager, _playerManager.PlayerModel, fieldBoundary); _scoringSystem = new ScoringSystem(_playerManager.PlayerModel, _enemyManager); _spawnEnemySystem = new SpawnEnemySystem(_enemyManager); _playerManager.Destroy += EndGame; _playerManager.SpawnPlayer(Vector3.zero, Quaternion.identity); inGame = true; }
// Start is called before the first frame update void Start() { plms = GameObject.Find("Wizard").GetComponent <PlayerMoveSystem>(); //カメラの初期化 CameraInit(); }
private void Awake() { plms = GameObject.Find("Wizard").GetComponent <PlayerMoveSystem>(); eccr = GameObject.Find("CameraSet").GetComponent <EndCurveCameraReset>(); curveMid_pos = curveMid.transform.position; curveEnd_pos = curveEnd.transform.position; CameraInit(); }
private void Start() { plms = this.GetComponent <PlayerMoveSystem>(); gm = GameObject.Find("GameSystem").GetComponent <GameManager>(); cm1 = GameObject.Find("CM vcam1"); // バーチャルカメラ1の情報 cm2 = GameObject.Find("CM vcam2"); // バーチャルカメラ2の情報 cm3 = GameObject.Find("CM vcam3"); // バーチャルカメラ3の情報 cmBuf[(int)VirCamType.CM1] = cm1.GetComponent <CinemachineVirtualCamera>().Priority; // バーチャルカメラの情報を記憶 cmBuf[(int)VirCamType.CM2] = cm2.GetComponent <CinemachineVirtualCamera>().Priority; // バーチャルカメラの情報を記憶 cmBuf[(int)VirCamType.CM3] = cm3.GetComponent <CinemachineVirtualCamera>().Priority; // バーチャルカメラの情報を記憶 }
private void Start() { gm = GameObject.Find("GameSystem").GetComponent <GameManager>(); GameObject player = GameObject.Find("Wizard"); pl = player.transform; plms = player.GetComponent <PlayerMoveSystem>(); if (GetComponent <MeshCollider>() == false) { this.gameObject.AddComponent <MeshCollider>(); this.GetComponent <MeshCollider>().convex = true; this.GetComponent <MeshCollider>().isTrigger = true; } }
private void Start() { Application.targetFrameRate = framerate; GameOverText = GameObject.Find("GameOverText").GetComponent <Text>(); GameOverText.enabled = false; GameClearText = GameObject.Find("GameClearText").GetComponent <Text>(); GameClearText.enabled = false; blackOut = GameObject.Find("BlackoutImage").GetComponent <Animator>(); blackOutImage = GameObject.Find("BlackoutImage").GetComponent <Image>(); pl = GameObject.Find("Wizard"); plms = pl.GetComponent <PlayerMoveSystem>(); plho = pl.GetComponent <PlayerHitObject>(); eccr = GameObject.Find("CameraSet").GetComponent <EndCurveCameraReset>(); ts = GameObject.Find("TimeBox").GetComponent <TimerScript>(); //以下ステージUI CoinBar = GameObject.Find("CoinChainGage").GetComponent <Slider>(); ScoreText = GameObject.Find("ScoreText").GetComponent <Text>(); Score = GameObject.Find("Score").GetComponent <Text>(); CoinText = GameObject.Find("CoinText").GetComponent <Text>(); //ステージ中のUIを標準非表示に CoinBar.gameObject.SetActive(false); ScoreText.enabled = false; Score.enabled = false; CoinText.enabled = false; if (isShowUi) { CoinBar.gameObject.SetActive(true); ScoreText.enabled = true; Score.enabled = true; CoinText.enabled = true; } ////以下カメラ用 camf = GameObject.Find("FollowCamera").GetComponent <Camera>(); camr = GameObject.Find("FollowCameraR").GetComponent <Camera>(); caml = GameObject.Find("FollowCameraL").GetComponent <Camera>(); camb = GameObject.Find("FollowCameraB").GetComponent <Camera>(); }
public void SetUp() { var settings = Resources.Load("GameSettings") as GameSettings; _context = new Contexts(); _context.game.SetDeltaTime(0f); _context.game.SetGameSettings(settings); _playerMoveSystem = new PlayerMoveSystem(10, _context.game, _context.input); _gameEventSystems = new GameEventSystems(_context); _addPlayerViewReactiveSystem = new AddPlayerViewReactiveSystem(1, _context.game); _systems = new Feature("Game") .Add(_addPlayerViewReactiveSystem) .Add(_playerMoveSystem) .Add(_gameEventSystems); _player = EntitiesFactory.CreatePlayer(_context.game, Vector3.zero, Quaternion.identity); _systems.Execute(); }
private void Start() { plms = GameObject.Find("Wizard").GetComponent <PlayerMoveSystem>(); Destroy(this.gameObject, 3.0f); animator = GameObject.Find("Player02").GetComponent <Animator>(); }
protected override bool Filter(PlayerEntity playerEntity) { return(PlayerMoveSystem.CanPlayerMove(playerEntity) && playerEntity.hasPlayerSkyMove && playerEntity.hasOrientation && playerEntity.hasCharacterContoller && !playerEntity.playerSkyMove.IsMoveEnabled); }
public float currentFov; //現在のfov private void Start() { plms = GameObject.Find("Wizard").GetComponent <PlayerMoveSystem>(); fov = this.GetComponent <Camera>(); }
private void Start() { pl = GameObject.Find("Wizard").GetComponent <Transform>(); plms = GameObject.Find("Wizard").GetComponent <PlayerMoveSystem>(); }