//Merging two RoomScripts public void Merge(RoomScript secondRoom) { for (int i = 0; i < secondRoom.gameObjectElements.Count; i++) { gameObjectElements.Add(secondRoom.gameObjectElements[i]); } }
private void Start() { Room = GetComponentInParent <RoomScript>(); coll = GetComponent <BoxCollider2D>(); rend = GetComponent <SpriteRenderer>(); c = rend.material.color; }
void setTextForCamera() { //if (display.cameraName.text != "Cam " + cameraSelect.value) { display.cameraName.text = "Cam " + cameraSelect.value; RoomScript r = LevelController.me.getRoomObjectIsIn(selectedCamera); if (r == null) { display.cameraRoom.text = "Outdoors"; } else { display.cameraRoom.text = r.roomName; } if (drawImage == false) { display.cameraActive.text = "Deactivated"; } else { display.cameraActive.text = "Active"; } //} }
public void MakeManLeave(Guid manId) { ManScript ManScript = _ManList[manId].ManScript; // Disable the raycast option ManScript.SetGhostState(); // Give path to entrance (if assigned to any room. Otherwise, it is the one waiting at the entrance) if (ManScript.IsAssignedToAnyRoom()) { RoomScript RoomScript = RoomManager.Ref.GetRoomData(ManScript.ManData.AssignedRoom).RoomScript; GridIndex[] Pathindizes = GridManager.Ref.GetIndexPath(RoomScript.RoomData.CoveredIndizes[ManScript.ManData.AssignedRoomSlot], Constants.EntranceRoomIndex); if (Pathindizes.Length > 1) { AddIndexPathToManScript(Pathindizes, ManScript); } } else { StateManager.Ref.SetWaitingMan(Guid.Empty); } // Give path to outside AddOutgoingPath(ManScript); // Submit self-destruction of object ManScript.Add_SelfDestruction_ToList(); }
public void LoadManList(string fileName) { RemoveAllAvatars(); XmlSerializer Serializer = new XmlSerializer(typeof(ManInstanceData[])); using (FileStream FileStream = new FileStream(fileName, FileMode.Open)) { ManInstanceData[] tmpInput = (ManInstanceData[])Serializer.Deserialize(FileStream); foreach (ManInstanceData ManData in tmpInput) { CreateMan(ManData); // Gets walking path to entrance automatically if (ManData.AssignedRoom == Guid.Empty) { StateManager.Ref.SetWaitingMan(ManData.ManId); } else { RoomScript RoomScript = RoomManager.Ref.GetRoomData(ManData.AssignedRoom).RoomScript; RoomScript.AssignManToRoomSlot(ManData.ManId, ManData.AssignedRoomSlot); SetManPathFromEntrance(ManData.ManId, ManData.AssignedRoom, ManData.AssignedRoomSlot); } } } }
private void UseDoor() { if (!_linkedDoor) { return; } if (_autoLinkBack) { _linkedDoor._linkedDoor = this; } RoomScript otherRoom = _linkedDoor.GetComponentInParent <RoomScript>(); foreach (Renderer renderer in otherRoom.GetComponentsInChildren <Renderer>()) { renderer.enabled = true; } player.transform.SetParent(otherRoom.transform); player.transform.localPosition = _linkedDoor.transform.localPosition; player.GetComponent <PlayerMovement>().Update(); if (_frontDoor) { StartCoroutine(Tweening(this, _linkedDoor)); } else { StartCoroutine(Tweening(_linkedDoor, this)); } }
public override void radioMessageOnFinish() { radioHackBand h = radioHackBand.buisness; if (myController.npcB.myType == AIType.civilian) { } else { if (myController.npcB.myType == AIType.cop) { h = radioHackBand.cop; } else if (myController.npcB.myType == AIType.swat) { h = radioHackBand.swat; } RoomScript rs = LevelController.me.getRoomObjectIsIn(person); if (rs == null) { PhoneTab_RadioHack.me.setNewText("This is " + this.gameObject.name + ", I've found a body.", h); } else { PhoneTab_RadioHack.me.setNewText("This is " + this.gameObject.name + ", I've found a body in " + rs.roomName, h); } } }
public static Transform getRandomSpaceOfRoom(RoomScript room) { List <float> areas = new List <float>(); float sumOfAreas = 0.0f; foreach (Transform space in room.MySpaces) { float area = space.localScale.x * space.localScale.y; sumOfAreas += area; areas.Add(area); } float rand = Random.Range(0f, sumOfAreas); float curSum = 0.0f; for (int i = 0; i < areas.Count; i++) { curSum += areas[i]; if (rand <= curSum) { return(room.MySpaces[i]); } } return(room.MySpaces[room.MySpaces.Count - 1]); }
public void setCible(GameObject target) { RoomScript tmp = null; int costTmp = -1; if (roomptr != null) { //Debug.Log (roomptr.Length); foreach (RoomScript room in roomptr) { if (costTmp == -1 || room.LocalCost < costTmp && room.LocalCost != -1) { costTmp = room.LocalCost; tmp = room; } } if (costTmp != 0) { isCheckpoint = true; this.cible = tmp.gameObject; } else { cible = playerPtr; } } else if (target != null) { this.cible = target; } }
void Update() { RoomScript room = movement.GetComponentInParent <RoomScript>(); float width = rectTransform.rect.width * rectTransform.localScale.x; float z = 0; if (movement.transform.localPosition.z < 0.5) { z = 0.5f - movement.transform.localPosition.z; } if (movement.transform.localPosition.x < width / 2f) { rectTransform.localPosition = new Vector3(width / 2f - movement.transform.localPosition.x, rectTransform.localPosition.y, z); } else if (room.width - movement.transform.localPosition.x < width / 2f) { rectTransform.localPosition = new Vector3(-width / 2f + room.width - movement.transform.localPosition.x, rectTransform.localPosition.y, z); } else { rectTransform.localPosition = new Vector3(0, rectTransform.localPosition.y, z); } }
RoomScript GetNeighbourRoomScript(int m_x, int m_y, DIRECTION dir) { int checkX = m_x; int checkY = m_y; switch (dir) { case DIRECTION.LEFT: checkX -= 1; break; case DIRECTION.RIGHT: checkX += 1; break; case DIRECTION.UP: ++checkY; break; case DIRECTION.DOWN: --checkY; break; } if (!roomMap.ContainsKey(checkY)) { return(null); } if (!roomMap[checkY].ContainsKey(checkX)) { return(null); } RoomScript rs = roomMap[checkY][checkX].GetComponent <RoomScript>(); return(rs); }
private void GenerateDungeon() { m_dungeon = new DungeonGraph(); for (int i = 0; i < numberOfRooms; i++) { m_dungeon.AddRoom(); } foreach (RoomDTO room in m_dungeon.m_rooms) { GameObject newRoom = GameObject.Instantiate(m_roomPrefab, this.transform); RoomScript roomScript = newRoom.GetComponent <RoomScript>(); if (roomScript == null) { Debug.LogWarning("Invalid room prefab missing the Roomscript component"); return; } // NavMeshSurface navMeshSurface = newRoom.GetComponent<NavMeshSurface>(); // if(navMeshSurface == null) // { // Debug.LogWarning( "Invalid room prefab missing the NavMeshSurface component" ); // return; // } roomScript.InitializeRoom(room); // navMeshSurface.BuildNavMesh(); } }
void Start() { room = this.gameObject.transform.parent.gameObject.GetComponent <RoomScript>(); enemiesGen = this.gameObject.transform.parent.gameObject.GetComponent <EnemiesGenerator>(); doorSensors = GetComponents <Collider>(); doorsClosed = false; }
public bool IsEntranceRoom(Guid roomId) { RoomScript RoomScript = _RoomList[roomId].RoomScript; return(RoomScript.RoomData.GetLeftMostIndex() == Constants.EntranceRoomIndex || RoomScript.RoomData.GetLeftMostIndex() == Constants.UWEntranceRoomIndex); }
void setText() { currentBuilding = LevelController.me.getBuildingPosIsIn(CommonObjectsStore.player.transform.position); currentRoom = LevelController.me.roomPlayerIsIn; string st = ""; st = SceneManager.GetActiveScene().name + "\n"; if (currentBuilding == null) { st += "Outdoors" + "\n"; } else { st += currentBuilding.buildingName + "\n"; } if (currentRoom == null) { st += "Outdoors"; } else { st += currentRoom.roomName; } myText.text = st; }
private void Setup() { sysScr = GetComponent <SystemScript>(); gridPos = sysScr.GridPos; playerID = gridPos.Z; ship = LevelManager.Instance.Ships[playerID].GetComponent <ShipScript>(); pwrMngr = ship.GetComponent <ShipPowerMngr>(); hScr = sysScr.GetOriginObj().GetComponent <HealthScript>(); //ship.IncreaseEvasionChance (componentCapacity); pwrMngr.PowerSetup(systemType, powerReq); originTeleporterScr = GetOriginTelScr(); if (this == originTeleporterScr) { isOrigin = true; } originTeleporterScr.fullPwrReq += powerReq; if (isOrigin) { pwrMngr.AddToSysScrList(systemType, sysScr); } RoomScript _room = transform.parent.parent.GetChild(0).GetChild(0).GetComponent <RoomScript>(); room = _room.GetOriginObj().GetComponent <RoomScript>(); }
private int CountExternalRoomLinks(Guid roomId) { RoomScript RoomScript = _RoomList[roomId].RoomScript; int Count = 0; // Count all links, external and internal foreach (GridIndex Index in RoomScript.RoomData.CoveredIndizes) { Count += GridManager.Ref.CountLinksFromGridTile(Index); } // Subtract internal links switch (RoomScript.RoomData.RoomSize) { case Enums.RoomSizes.Size1: Count -= 2; break; case Enums.RoomSizes.Size2: Count -= 2; break; case Enums.RoomSizes.Size4: Count -= 6; break; case Enums.RoomSizes.Size6: Count -= 8; break; } return(Count); }
// Use this for initialization void Start () { LevelComplete = false; room = FindObjectOfType<RoomScript>(); dialog = FindObjectOfType<DialogSystem>(); Invoke("TimesUp", LevelTime); }
private void OnInternetMatchList(ListMatchResponse matchListResponse) { ClearMatchList(); if (matchListResponse.success) { state.text = ""; if (matchListResponse.matches.Count != 0) { foreach (MatchDesc match in matchListResponse.matches) { GameObject obj = Instantiate(Prefab); RoomScript room = obj.GetComponent <RoomScript>(); if (room != null) { room.match = match; room.RoomUI = GameObject.Find("RoomsUI"); room.Setup(); } obj.transform.parent = Content.transform; matchList.Add(obj); } } else { state.text = "Sorry, No Rooms :("; } } else { state.text = "Not Connect :("; } }
public override void radioMessageOnStart() { radioHackBand h = radioHackBand.buisness; if (myController.npcB.myType == AIType.civilian) { } else { if (myController.npcB.myType == AIType.cop) { h = radioHackBand.cop; } else if (myController.npcB.myType == AIType.swat) { h = radioHackBand.swat; } RoomScript rs = LevelController.me.getRoomObjectIsIn(myController.memory.objectThatMadeMeSuspisious); if (rs == null) { PhoneTab_RadioHack.me.setNewText("This is " + this.gameObject.name + ", I've found something odd, checking it out.", h); } else { PhoneTab_RadioHack.me.setNewText("This is " + this.gameObject.name + ", I'm moving to " + rs.roomName, h); } } }
public virtual void OnTriggerEnter2D(Collider2D i_Collider) { CharacterScript charScript = i_Collider.GetComponent <CharacterScript>(); //When a player enters a visible room, make the player visible and otherwise. if (m_HasBeenVisited) { i_Collider.GetComponent <Renderer>().enabled = true; } else { if (charScript.isLocalPlayer) { m_Renderer.enabled = true; } else { i_Collider.GetComponent <Renderer>().enabled = false; } } RoomScript room = GetComponent <RoomScript>(); if (room && charScript.isLocalPlayer) { room.ShowRoomObjacts(true); } if (charScript.isLocalPlayer) { m_HasBeenVisited = true; } }
public async Task DeleteAsync(RoomScript roomScript) { using (var database = new Database("ConnectionString")) { await database.DeleteAsync(roomScript); } }
void setSwatToNewRoom() { /*RoomScript newRoom = LevelController.me.roomsInLevel [Random.Range (0, LevelController.me.roomsInLevel.Length)]; * NPCBehaviour_SWATSearchMap.roomToGoTo = newRoom; * NPCBehaviour_SWATSearchMap[] allSwat = FindObjectsOfType<NPCBehaviour_SWATSearchMap> (); * foreach (NPCBehaviour_SWATSearchMap nb in allSwat) { * nb.midPoint = roomToGoTo.bottomLeft.position + (( roomToGoTo.topRight.position - roomToGoTo.bottomLeft.position )/2); * nb.Initialise (); * //nb.myController.pf.getPath (this.gameObject.transform.position, midPoint); * }*/ RoomScript newRoom = LevelController.me.roomsInLevel [Random.Range(0, LevelController.me.roomsInLevel.Length)]; midPoint = newRoom.rectsInRoom[0].bottomLeft.position + ((newRoom.rectsInRoom[0].topRight.position - newRoom.rectsInRoom[0].bottomLeft.position) / 2); marker.transform.position = midPoint; //NPCController[] allNPC = FindObjectsOfType<NPCController> (); foreach (NPCController npc in NPCManager.me.npcControllers) { if (npc.npcB.myType == AIType.swat) { Destroy(npc.currentBehaviour); NPCBehaviour_SWATSearchMap nb = npc.gameObject.AddComponent <NPCBehaviour_SWATSearchMap> (); NPCBehaviour_SWATSearchMap.roomToGoTo = newRoom; npc.currentBehaviour = nb; } } NPCBehaviour_SWATSearchMap.gotNewLocation = true; radioMessageOnStart(); }
void Start() { roomScript = gameObject.transform.parent.gameObject.GetComponent <RoomScript>(); templates = GameObject.FindGameObjectWithTag("Rooms").GetComponent <RoomTemplates>(); Invoke("Spawn", templates.waitTime % 0.25f); //Destroy(gameObject, templates.waitTime * 2.0f); }
public void SetupRoom(RoomScript room) { if (m_sourcePortal) { //PortalScript destPortal = room.m_Portals[0]; /* * This is going to find the portal in the new room that matches * the portals tag of the old room */ PortalScript destPortal = FindObjectByTag(room.m_Portals, m_sourcePortal.tag); Debug.Log(destPortal); if (destPortal) { destPortal.m_LinkedPortal = m_sourcePortal; m_sourcePortal.m_LinkedPortal = destPortal; room.transform.rotation = Quaternion.LookRotation( destPortal.transform.InverseTransformDirection(-m_sourcePortal.transform.forward), destPortal.transform.InverseTransformDirection(m_sourcePortal.transform.up)); room.transform.position = m_sourcePortal.transform.position + (room.transform.position - destPortal.transform.position); m_sourcePortal = null; } } m_loadingLevel = false; }
// Use this for initialization void Start () { dialog = FindObjectOfType<DialogSystem> (); renderer = GetComponent<MeshRenderer> (); puzzle = FindObjectOfType<KitchenScript> (); room = FindObjectOfType<RoomScript> (); GameState.Fumes = (GameState.FumesColor) Random.Range (0, get_fumes_count()); switch (GameState.Fumes) { case GameState.FumesColor.Red: dialog.ShowText ("Red fumes wildly dancing on top of the cauldron"); renderer.material = red_cauldron; break; case GameState.FumesColor.Green: dialog.ShowText ("Cauldron spits some green stuff"); renderer.material = green_cauldron; break; case GameState.FumesColor.Yellow: dialog.ShowText ("Cauldron spits some yellow stuff"); renderer.material = yellow_cauldron; break; case GameState.FumesColor.Pink: dialog.ShowText ("Something pinky is cooking"); renderer.material = pink_cauldron; break; default: dialog.ShowText ("You're cannot understand the color of the fumes"); break; } }
public bool CanRemoveRoom(Guid roomId) { RoomScript RoomScript = _RoomList[roomId].RoomScript; if (IsEntranceRoom(roomId)) { return(false); } if (RoomScript.AllManSlotsAreEmpty() == false) { return(false); } // Check if it is linked to only one other room. Then, we can always safely remove if (CountExternalRoomLinks(roomId) == 1) { return(true); } // The room can be removed if any linked tiles still have access to entrance if (GridManager.Ref.CanTilesBeRemovedSafely(RoomScript.RoomData.CoveredIndizes) == false) { return(false); } return(true); }
// Update is called once per frame public void Update() { Vector3 input = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); animator.SetBool("Moving", input.sqrMagnitude > 0); input.Normalize(); input *= speed * Time.deltaTime; RoomScript room = GetComponentInParent <RoomScript>(); if (input.x != 0) { spriterRenderer.flipX = input.x < 0; } Vector3 new_pos = transform.localPosition + input; new_pos.z = Mathf.Max(collisionBoundsZ, Mathf.Min(new_pos.z, room.depth - collisionBoundsZ)); new_pos.x = Mathf.Max(collisionBoundsX, Mathf.Min(new_pos.x, room.width - collisionBoundsX)); if (room.heights != null) { new_pos.y = room.heights.Evaluate(new_pos.x); } transform.localPosition = new_pos; // if (Input.GetKeyDown("space")) // { // GetComponent<DreamTransition>() // .Transition(GameObject.Find("Library").GetComponent<RoomScript>(), new Vector3(2.5f, 0, 1f)); // } }
void initialStart() { fullSize = transform.localScale; line = GetComponent <LineRenderer>(); selectedCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); leRoom = FindObjectOfType <RoomScript>(); SetMaterials(false); distCalc = 1f / (maxDist - distanceFromCircle); for (int i = 0; i < transform.childCount; i++) { portalCovers.Add(transform.GetChild(i)); portalMats.Add(portalCovers[i].GetComponent <Renderer>().material); } glowEffect = FindObjectsOfType <Image>(); for (int i = 0; i < 2; i++) { GameObject newRay = Instantiate(rayPrefab); rays.Add(newRay.GetComponent <RayScript>()); newRay.SetActive(false); } }
public void GenerateStartRoom() { //Instantiate room prefab GameObject room = Instantiate(roomPrefab, transform.position, transform.rotation, transform); roomScript = room.GetComponent <RoomScript>(); StartCoroutine(roomScript.RemoveRoomMask()); }
public RoomScript getMyRoom() { if (roomIAmIn == null) { roomIAmIn = LevelController.me.getRoomObjectIsIn(this.gameObject); } return(roomIAmIn); }
// Use this for initialization void Start() { theButton = gameObject.GetComponent <Button>(); theButton.onClick.AddListener(delegate { SkinUnlockOrEquip(catNumber, skinNumber); }); gameDataObject = GameObject.FindGameObjectWithTag("GameData"); roomSpawner = GameObject.FindGameObjectWithTag("RoomSpawner"); roomSpawn = roomSpawner.GetComponent <RoomScript>(); }
// Use this for initialization void Start() { dialog = FindObjectOfType<DialogSystem>(); room = FindObjectOfType<RoomScript>(); Invoke("Death", PuzzleTime); StartCoroutine(Story()); }
public void FindTheDoorBetwin2RoomsAndActivate(RoomScript room) { Vector2 v3 = new Vector2( (transform.position.x + room.transform.position.x)/2 ,(transform.position.y + room.transform.position.y)/2 ); Vector2 s2 = new Vector2(transform.localScale.x, transform.localScale.y); RaycastHit2D hit = Physics2D.BoxCast(v3, s2, 0, Vector2.up, s2.x / 30, 1 << LayerMask.NameToLayer("Door")) ; if (hit) { hit.collider.gameObject.GetComponent<Renderer>().enabled = true; RpcDoorRenderSwitcher(hit, true); } }
void Start() { _roomScript = GameObject.FindGameObjectsWithTag(tag).First(n => n.name.Contains("Detector")).GetComponent<RoomScript>(); foreach (var comp in GetComponentsInChildren<BoxCollider>()) { if (comp.gameObject.name == "Hotter" && _hotter == null) _hotter = comp.gameObject; if (comp.gameObject.name == "Colder" && _colder == null) _colder = comp.gameObject; } _temperature = GetComponentInChildren<TextMesh>(); _temperature.text = _roomScript.TargetTemperature.ToString(); }
// Use this for initialization void Start () { dialog = FindObjectOfType<DialogSystem> (); room = FindObjectOfType<RoomScript> (); Intro (); int ingridient1_hide = -1; int ingridient2_hide = -1; while (ingridient1_hide == ingridient2_hide) { ingridient1_hide = Random.Range (0, get_total_ingridients_count()); ingridient2_hide = Random.Range (0, get_total_ingridients_count()); } hide_ingridient (ingridient1_hide); hide_ingridient (ingridient2_hide); LevelComplete = false; }
public void SelectRoom(RoomScript room) { selectedRoom = room; if(room.roomType == RoomScript.RoomType.DEFAULT) { defaultButton.interactable = false; } else if(room.roomType == RoomScript.RoomType.WORSHIP) { worshipButton.interactable = false; } else if(room.roomType == RoomScript.RoomType.HOUSING) { housingButton.interactable = false; } }
void OnTriggerStay(Collider collision) { Debug.Log(name + " " + collision.name); GameObject roomObject = null; if (collision.attachedRigidbody != null) //Composed room { roomObject = collision.attachedRigidbody.gameObject; } else//Simple Room { roomObject = collision.gameObject; } CurrentRoom = roomObject.GetComponent<RoomScript>(); }
public void ChangeRoom( RoomScript newRoom ) { RemoveFromRoom(); m_assignedRoom = newRoom; if( m_assignedRoom.Type == RoomScript.RoomType.CELL ) { m_cellTime = Random.Range( 30.0f, 120.0f ); m_spriteRenderer.sprite = prisonerSprite; } else if( m_assignedRoom.Type == RoomScript.RoomType.WORSHIP ) { m_spriteRenderer.sprite = prayerSprite; } else { m_spriteRenderer.sprite = defaultSprite; } //transform.position = newRoom.transform.position; //transform.position += new Vector3 ( 0, 0, -1.0f ); }
void Start() { room = FindObjectOfType<RoomScript>(); dialog = FindObjectOfType<DialogSystem>(); puzzle = FindObjectOfType<CorridorPuzzle>(); }
// Use this for initialization void Start () { room = FindObjectOfType<RoomScript>(); puzzle = FindObjectOfType<KitchenScript> (); dialog = FindObjectOfType<DialogSystem> (); }
private void PlayerOnPropertyChanged(object sender, PropertyChangedEventArgs propertyChangedEventArgs) { PlayerCurrentRoom = ((PlayerScript)sender).CurrentRoom; CurrentRoomOnPropertyChanged(sender, propertyChangedEventArgs); }
public void GoToTown() { RemoveFromRoom(); m_assignedRoom = null; m_collider.enabled = false; m_spriteRenderer.enabled = false; StartCoroutine( StollThroughTown() ); }
public void ConactRoomScripToRoomNode(Vector2 v2 ,RoomScript roomS) { m_rooms[(int)v2.y,(int)v2.x].refRoom = roomS; roomS.roomGraphNode = m_rooms[(int)v2.y, (int)v2.x]; }
void Start() { m_sacrificeRoom = GetComponent<RoomScript>(); }
void Start () { room = FindObjectOfType<RoomScript>(); }
// Use this for initialization void Start () { dialog = FindObjectOfType<DialogSystem>(); room = FindObjectOfType<RoomScript>(); }
private void AssignSelectedMember( RoomScript room ) { if( room.CanAssignMember() ) { room.AssignMember( m_selectedMember ); m_selectedMember.ChangeRoom( room ); DeselectMember(); } else { m_selectedMember.ResetPosition(); DeselectMember(); } }