private void Awake() { if (flash == null) { flash = this; } }
//OnCollisionEnter will only be called when the other collider has a rigidbody, like our ball has private void OnCollisionEnter(Collision c) { //We know there is only one ScreenFlash script in the scene so its safe to assume the one we get is the one we want ScreenFlash flasher = FindObjectOfType(typeof(ScreenFlash)) as ScreenFlash; //Start the flash flasher.Flash(); }
// Start is called before the first frame update void Start() { HealthBar.HealthMax = health; HealthBar.HealthCurrent = health; myRender = GetComponent <Renderer>(); sf = GetComponent <ScreenFlash>(); rb2d = GetComponent <Rigidbody2D>(); }
// Start is called before the first frame update void Start() { HealthBar.HealthMax = health; HealthBar.HealthCurrent = health; myRender = GetComponent <Renderer>(); anim = GetComponent <Animator>(); sf = GetComponent <ScreenFlash>(); rb2d = GetComponent <Rigidbody2D>(); polygonCollider2D = GetComponent <PolygonCollider2D>(); }
// Start is called before the first frame update void Start() { Fox_Health.HealthMax = health; Fox_Health.HealthCurrent = health; animator = GameObject.FindGameObjectWithTag("Player").GetComponent <Animator>(); flash = GameObject.FindGameObjectWithTag("ScreenFlash").GetComponent <ScreenFlash>(); capsule = GetComponent <CapsuleCollider2D>(); box = GetComponent <BoxCollider2D>(); renderer = GetComponent <Renderer>(); }
void Awake() { if (instance == null) { instance = this; } DontDestroyOnLoad(gameObject); previousRealtimeSinceStartup = Time.realtimeSinceStartup; }
private void Start() { sound = FindObjectOfType <SoundEffects>(); deck = FindObjectOfType <Deck>(); deck.ResetDecks(); healthBar.maxValue = health; healthBar.value = health; maxHealth = health; spellCards = FindObjectOfType <GenerateSpellCards>(); healhText.text = "<b>Health </b>" + health + " / " + maxHealth; screenShake = FindObjectOfType <ScreenShake>(); screenFlash = FindObjectOfType <ScreenFlash>(); }
public override void Die() { base.Die(); Player.playerHealth.SetInvulnerable(8); ScreenFlash.Flash(0.5f); CameraShake.Shake(3f, 1f); LevelHandler.ClearEnemiesAndProjectiles(); spikeContainer.SetActive(false); foreach (GameObject g in turrets) { g.GetComponent <Tile>().isTileEnabled = false; } turretContainer.SetActive(false); }
public void GroundRemoved() { if (--groundsNeeded <= 0) { GetComponent <LevelManager>().LevelComplete(); } groundsLeftText.text = "" + groundsNeeded; float percentComplete = 1 - 1.0f * groundsNeeded / Mathf.FloorToInt(totalGrounds * percentGroundsNeeded); // Camera.main.backgroundColor = percentComplete * levelCompleteColor + (1 - percentComplete) * allDesertSkyColor; planetAtmosphereMat.SetColor("_AtmoColor", atmosphereGradient.Evaluate(percentComplete)); planetAtmosphereMat.SetFloat("_Size", atmosphereSizeCurve.Evaluate(percentComplete)); ScreenFlash sFlash = Object.FindObjectOfType <ScreenFlash>(); if (sFlash) { sFlash.ForestComplete(); } }
private void SetPhase(int phase) { curPhase = phase; switch (curPhase) { case 0: curEnemySpawn = slime0Prefab; break; case 1: health = phase1Cutoff; SetShieldStatus(true); ScreenFlash.Flash(0.5f); curEnemySpawn = slime1Prefab; spikeContainer.SetActive(true); break; case 2: health = phase2Cutoff; SetShieldStatus(true); ScreenFlash.Flash(0.5f); curEnemySpawn = slime2Prefab; turretContainer.SetActive(true); foreach (GameObject g in turrets) { g.GetComponent <Tile>().isTileEnabled = true; } break; } }
void Awake() { _instance = this; myCanvasGroup = GetComponent <CanvasGroup>(); }
void Awake() { playerManager = FindObjectOfType <PlayerManager>(); screenFlash = GetComponent <ScreenFlash>(); }
void Awake() { instance = this; canvasGroup = GetComponent <CanvasGroup>(); img = GetComponent <Image>(); }
public override void Process() { if (TimeCircuitsBroken && !Main.PlayerPed.IsInVehicle()) { var dist = Main.PlayerPed.Position.DistanceToSquared(Vehicle.Bones["bonnet"].Position); if (!(dist <= 2f * 2f)) { return; } Utils.DisplayHelpText(Game.GetLocalizedString("BTTFV_Repair_TimeCircuits")); if (Game.IsControlJustPressed(GTA.Control.Context)) { Mods.Hoodbox = ModState.On; } } if (_hasBeenStruckByLightning && _flashes <= 3) { if (Game.GameTime > _nextFlash) { // Flash the screen ScreenFlash.FlashScreen(0.25f); // Update _flashes count _flashes++; // Update next flash _nextFlash = Game.GameTime + 650; // Dont do it anymore if flashed enough times if (_flashes > 3) { _flashes = 0; _hasBeenStruckByLightning = false; } } if (IsFlying && Game.GameTime > _nextForce) { Vehicle.ApplyForce(Vector3.RandomXYZ() * 3f, Vector3.RandomXYZ()); _nextForce = Game.GameTime + 100; } return; } if (!ModSettings.LightningStrikeEvent || World.Weather != Weather.ThunderStorm || TimeCircuits.IsTimeTraveling || TimeCircuits.IsReentering || Game.GameTime < _nextCheck) { return; } if ((Mods.Hook == HookState.On && Vehicle.GetMPHSpeed() >= 88 && !IsFlying) | (Vehicle.HeightAboveGround >= 20 && IsFlying)) { if (Utils.Random.NextDouble() < 0.2) { Strike(); } else { _nextCheck = Game.GameTime + 10000; } } }
public override void Process() { _reentryTimer += Game.LastFrameTime; if (_reentryTimer > 2) { if (Vehicle.Driver == null) { Vehicle.IsHandbrakeForcedOn = false; Vehicle.SteeringAngle = 0; } } if (!IsTimeTravelling) { return; } if (!Vehicle.IsVisible) { Vehicle.IsEngineRunning = false; } if (Vehicle == null) { return; } if (Game.GameTime < gameTimer) { return; } switch (_currentStep) { case 0: TimeCircuits.Delorean.LastVelocity = Vehicle.Velocity; TimeCircuits.WasOnTracks = TimeCircuits.IsOnTracks; if (IsOnTracks) { TimeCircuits.GetHandler <RailroadHandler>().StopTrain(); } // Set previous time PreviousTime = Utils.GetWorldTime(); // Invoke delegate TimeCircuits.OnTimeTravel?.Invoke(); if (!IsRemoteControlled && Vehicle.GetPedOnSeat(VehicleSeat.Driver) == Main.PlayerPed && (!CutsceneMode || Utils.IsPlayerUseFirstPerson())) { // Create a copy of the current status of the Delorean TimeCircuits.Delorean.LastDisplacementCopy = TimeCircuits.Delorean.Copy; timeTravelAudioInstant.Play(); if (Utils.IsPlayerUseFirstPerson()) { _whiteSphere.SpawnProp(); } else { ScreenFlash.FlashScreen(0.25f); } // Have to call SetupJump manually here. TimeHandler.TimeTravelTo(TimeCircuits, DestinationTime); Stop(); TimeCircuits.GetHandler <SparksHandler>().StartTimeTravelCooldown(); if (TimeCircuits.WasOnTracks) { TimeCircuits.GetHandler <RailroadHandler>().StartDriving(true); } if (!is99) { IsFueled = false; } TimeCircuits.GetHandler <FreezeHandler>().StartFreezeHandling(!is99); if (Mods.Hoodbox == ModState.On && !TimeCircuits.IsWarmedUp) { TimeCircuits.GetHandler <HoodboxHandler>().SetInstant(); } if (Mods.Hook == HookState.On) { Mods.Hook = HookState.Removed; } if (Mods.Plate == PlateType.Outatime) { Mods.Plate = PlateType.Empty; } // Invoke delegate TimeCircuits.OnTimeTravelComplete?.Invoke(); // Stop handling Stop(); //Add LastDisplacementCopy to remote Deloreans list RemoteDeloreansHandler.AddDelorean(TimeCircuits.Delorean.LastDisplacementCopy); return; } timeTravelAudioCutscene.Play(); // Play the effects _timeTravelEffect.Play(); // Play the light explosion _lightExplosion.Play(); trails = FireTrailsHandler.SpawnForDelorean( TimeCircuits, is99, (is99 || (Mods.HoverUnderbody == ModState.On && IsFlying)) ? 1f : 45, is99 ? -1 : 15, DeloreanType == DeloreanType.BTTF1, Mods.Wheel == WheelType.RailroadInvisible ? 75 : 50); // If the Vehicle is remote controlled or the player is not the one in the driver seat if (IsRemoteControlled || Vehicle.GetPedOnSeat(VehicleSeat.Driver) != Main.PlayerPed) { MPHSpeed = 0; // Stop remote controlling TimeCircuits.GetHandler <RcHandler>()?.StopRC(); // Add to time travelled list RemoteDeloreansHandler.AddDelorean(TimeCircuits.Delorean.Copy); Utils.HideVehicle(Vehicle, true); gameTimer = Game.GameTime + 300; _currentStep++; return; } // Create a copy of the current status of the Delorean TimeCircuits.Delorean.LastDisplacementCopy = TimeCircuits.Delorean.Copy; if (Mods.HoverUnderbody == ModState.On) { CanConvert = false; } Game.Player.IgnoredByPolice = true; Main.HideGui = true; Main.DisablePlayerSwitching = true; Utils.HideVehicle(Vehicle, true); TimeCircuits.Delorean.IsInTime = true; gameTimer = Game.GameTime + 300; _currentStep++; break; case 1: _timeTravelEffect.Stop(); if (Vehicle.GetPedOnSeat(VehicleSeat.Driver) != Main.PlayerPed) { DeloreanHandler.RemoveDelorean(TimeCircuits.Delorean, true, true); return; } gameTimer = Game.GameTime + 3700; _currentStep++; break; case 2: Screen.FadeOut(1000); gameTimer = Game.GameTime + 1500; _currentStep++; break; case 3: TimeHandler.TimeTravelTo(TimeCircuits, DestinationTime); FireTrailsHandler.RemoveTrail(trails); gameTimer = Game.GameTime + 1000; _currentStep++; break; case 4: TimeCircuits.OnTimeTravelComplete?.Invoke(); gameTimer = Game.GameTime + 2000; Screen.FadeIn(1000); _currentStep++; break; case 5: //Add LastDisplacementCopy to remote Deloreans list RemoteDeloreansHandler.AddDelorean(TimeCircuits.Delorean.LastDisplacementCopy); Reenter(); ResetFields(); break; } }
public static void SetScreenFlasher(GameObject s) { screenFlasher = s.GetComponent <ScreenFlash>(); }
void Start() { instance = this; solidColor = new Texture2D(1, 1); SetTextureColor(color, 1); }