void OnGUI() { if (beginning) { if (Screen.width <= 640 && Screen.height <= 960) { if (GUI.Button(new Rect(Screen.width / 2 - Screen.width / 4, Screen.height / 2, Screen.width / 2, Screen.width / 5), buttonTexture)) { beginning = false; BirdBehavior.life = 1; BirdBehavior.instructions = true; BirdBehavior.inGame = true; ScoreBehavior.Setup(); } } else { if (GUI.Button(new Rect(Screen.width / 2 - buttonTexture.width / 2, Screen.height / 2 + buttonTexture.height / 4, buttonTexture.width, buttonTexture.height), buttonTexture)) { beginning = false; BirdBehavior.life = 1; BirdBehavior.instructions = true; BirdBehavior.inGame = true; ScoreBehavior.Setup(); } } } }
// Start is called before the first frame update void Awake() { if (instance) { Destroy(gameObject); } else { instance = this; } }
// Start is called before the first frame update void Start() { Cursor.visible = false; //Hide the mouse cursor Instantiate(crosshairo); //Instance a crosshair at origin image = GetComponent <SpriteRenderer>(); //image is set equal to the attached SpriteRenderer component rb = GetComponent <Rigidbody2D>(); //rb is set equal to the attached RigidBody2D component crosshair = GameObject.FindGameObjectWithTag("Crosshair"); //crosshair is set equal to the GameObject with the tag "Crosshair" col = GetComponent <Collider2D>(); //col is set equal to the attached Collider2D component score = GameObject.FindGameObjectWithTag("Score").GetComponent <ScoreBehavior>(); //score is set equal to the ScoreBehavior component attached to the score UI element ramsound = GetComponents <AudioSource>()[0]; //ramsound is set equal to the attached Audiosource component of index 0 explode = GetComponents <AudioSource>()[1]; //explode is set equal to the attached Audiosource component of index 1 }
// Use this for initialization void Start() { plane = GameObject.Find("plane"); livesHandler = GameObject.Find("heartContainer").gameObject.GetComponent <HeartsBehavior>(); scoreHandler = GameObject.Find("scoreContainer").gameObject.GetComponent <ScoreBehavior>(); buttonHandler = Resources.FindObjectsOfTypeAll <ButtonBehavior>().First(); buttonHandler.buttonClicked += () => { SceneManager.LoadScene("Level1"); }; GenerateSpawnTime(); }
/** * Gets the position of the mouse and sets the transform forward of the bullet to face the mouse.**/ public void SetForward() { Vector3 mousePosition = Input.mousePosition; Ray mouseRay = Camera.main.ScreenPointToRay(mousePosition); Plane playerPlane = new Plane(Vector3.up, transform.position); float rayDistance = 0; playerPlane.Raycast(mouseRay, out rayDistance); Vector3 target = mouseRay.GetPoint(rayDistance); Vector3 fireDirection = target - transform.position; transform.forward = fireDirection; score = GameObject.Find("Score").GetComponent <ScoreBehavior>(); }
private void launchScore(int nb, int idFinished) { Debug.Log("AFFICHAGE"); //create prefab Score ScoreBehavior pfScore = Instantiate(prefabScore); pfScore.transform.SetParent(ListeScore.transform); pfScore.GetComponent <TextMesh>().text = "+" + nb; pfScore.GetComponent <TextMesh>().color = GetColorFromId(idFinished); //get call from idFinished Call c = getCallFromId(idFinished); //Vector2 sizeDelta = pfScore.GetComponent<RectTransform>().sizeDelta; //place score in the position of the reciever Debug.Log("POSITION SCORE"); pfScore.transform.position = (c.reciever.transform.position) - new Vector3(0, 0, 1);// +new Vector3(sizeDelta.x, -sizeDelta.y,0)/2.0f; }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.name.Contains("SquareTarget")) { ScoreBehavior.UpdateScore(1); } else if (collision.gameObject.name == "right") { UISelection.OnRightSelected(); } else if (collision.gameObject.name == "left") { UISelection.OnLeftSelected(); } else { HealthBehavior.UpdateHealth(); } }
void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.name == "Ground") { GetComponent <SpriteRenderer>().sprite = spriteDead; if (audioMusic.isPlaying) { audioMusic.Stop(); } if (AudioButtonBehavior.audioSetting == 0) { audioAmbience.Play(); audioSound.Play(); } ending = true; life = 0; } else if (collision.gameObject.name == "YellowCar") { if (life == 0) { slideYellow = true; } } else if (collision.gameObject.name == "RedCar") { if (life == 1) { bouncing = true; GetComponent <SpriteRenderer>().sprite = spriteFloat; if (AudioButtonBehavior.audioSetting == 0) { audioImpact.Play(); } ScoreBehavior.addPoint(); } else if (life == 0) { slideRed = true; } } }
protected override void CreateScene() { this.VirtualScreenManager.Activate(App.PreferredWidth, App.PreferredHeight, StretchMode.Uniform); var camera = new FixedCamera2D("defaultCamera2D"); this.EntityManager.Add(camera); this.AddBackground(); var harry = new Harry(); this.EntityManager.Add(harry); var scoreBehavior = new ScoreBehavior(); var mapGenerationBehavior = new MapGenerationBehavior(scoreBehavior); this.AddSceneBehavior(mapGenerationBehavior, SceneBehavior.Order.PreUpdate); this.AddSceneBehavior(new CollisionDetectionBehavior(harry, mapGenerationBehavior, scoreBehavior), SceneBehavior.Order.PostUpdate); this.AddSceneBehavior(scoreBehavior, SceneBehavior.Order.PostUpdate); #if DEBUG this.AddSceneBehavior(new DebugSceneBehavior(), SceneBehavior.Order.PostUpdate); #endif }
// Start is called before the first frame update void Start() { scoreBehavior = FindObjectOfType <ScoreBehavior>(); isDead = false; }
private ScoreBehavior score; //The score UI element's ScoreBehavior component // Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); //set rb equal to the attached Rigidbody2D component score = GameObject.FindGameObjectWithTag("Score").GetComponent <ScoreBehavior>(); //score is set equal to the ScoreBehavior component attached to the score UI element rb.AddForce(transform.up * force); //AddForce to rb in the updirection multiplied by force }
void Start() { ScoreBehavior.SaveScore(); end = false; }
private void Awake() { _instance = this; }
private ScoreBehavior score; //The score UI element's ScoreBehavior component // Start is called before the first frame update private void Start() { score = GameObject.FindGameObjectWithTag("Score").GetComponent <ScoreBehavior>(); //score is set equal to the ScoreBehavior component attached to the score UI element }
// Do physics engine updates here void FixedUpdate() { if (instructions == false) { if (inGame == true) { if (audioAmbience.isPlaying == true && AudioButtonBehavior.audioSetting == 0) { audioAmbience.Stop(); } if (MusicButtonBehavior.musicSetting == 0) { audioMusic.Play(); } inGame = false; } if (life == 1) { slideRed = false; slideYellow = false; if (bouncing == false) { if (diving == false) { transform.position += down * gravitySpeed * Time.deltaTime; } else { transform.position += down * diveSpeed * Time.deltaTime; } } else { if (diving == true) { diving = false; bounceIndex = 20; } transform.position += up * bounceIndex * Time.deltaTime; bounceIndex -= 1; if (bounceIndex == 0) { bouncing = false; bounceIndex = bounceSpeed; } } } else if (life == 0) { if (audioMusic.isPlaying) { audioMusic.Stop(); } if (slideRed == true && transform.position.x > -4) { slideYellow = false; transform.position += RedCarBehavior.speed * Time.deltaTime; } if (slideYellow == true && transform.position.x > -4) { slideRed = false; transform.position += YellowCarBehavior.speed * Time.deltaTime; } if (transform.position.x < -3 && ending == true) { RetryButtonBehavior.end = true; ScoreBehavior.show = 0; ScoreBehavior.SaveScore(); ending = false; } } else if (life == 3 && instructions == false) { if (audioAmbience.isPlaying == true) { audioAmbience.Stop(); } ending = true; inGame = true; bouncing = false; diving = false; slideRed = false; slideYellow = false; bounceIndex = bounceSpeed; transform.position = startingPosition; GetComponent <SpriteRenderer>().sprite = spriteFloat; life = 1; } } }