Inheritance: MonoBehaviour, IEventSubscriber
    // Use this for initialization
    void Start()
    {
        movementVelocity = new Vector2 (Random.Range (-1f, 1f), -fallSpeed);
        GetComponent<Rigidbody2D>().velocity = movementVelocity;

        enemySounds = GameObject.FindObjectOfType<SoundController>();
        scoreKeeper = GameObject.FindObjectOfType<ScoreKeeper>();
    }
示例#2
0
 void Awake () {
     if(_instance == null) {
         _instance = this;
         DontDestroyOnLoad (this);
     } else {
         if(this != _instance)
             Destroy (this.gameObject);
     }
 }
示例#3
0
 public GraphicComponent()
 {
     sc = new SoundController();
     this.Tap += GraphicPart_Tap;
     AI.Instance.CurrentNumber.ValueChanged += Update;
     this.Loaded += GraphicComponent_Loaded;
     dt = new DispatcherTimer();
     dt.Tick += dt_Tick;
 }
示例#4
0
    //public AudioSource scoreCount,bgSound ;

    void Awake () {
        Static = this;
        isSound = PlayerPrefs.GetInt ("Sound", 1);

        audio.clip = bgMusics[Random.Range (0, bgMusics.Length - 1)];
        audio.Play ();
        if(isSound != 1) {
            pauseAudio ();
        }
    }
示例#5
0
	void Start()
	{
		this.ball = GameObject.FindWithTag("Ball");
		this.player = GetComponent<PlayerController>();
		this.cylinderController = GameObject.Find("Cylinders").GetComponent<CylinderController>();
		this.soundController = GetComponent<SoundController>();

		GameObject charSprite = transform.GetChild(0).FindChild("Character Sprite").gameObject;
		anim = charSprite.GetComponent<Animator>();
	}
	void Awake () {
		if (Instance != null && Instance != this) 
		{
			DestroyImmediate(gameObject);
			return;
		}

		Instance = this;
		DontDestroyOnLoad(gameObject);
	}
示例#7
0
 void Awake ()
 {
     if (instance != null)
     {
         Destroy(this.gameObject);
         return;
     }
     instance = this;
     DontDestroyOnLoad(this.gameObject);
 }
 void Awake()
 {
     if(Instance)
              DestroyImmediate(gameObject);
          else
          {
         DontDestroyOnLoad(gameObject);
         Instance = this;
     }
 }
示例#9
0
	void Start()
	{
		this.player = GetComponent<PlayerController>();
		this.soundController = GetComponent<SoundController>();
		this.ballTransform = GameObject.FindWithTag("Ball").transform;
		this.ballInteraction = GetComponent<BallInteraction>();
		this.cameraController = Camera.main.GetComponent<CameraController>();

		GameObject charSprite = transform.GetChild(0).FindChild("Character Sprite").gameObject;
		anim = charSprite.GetComponent<Animator>();
	}
示例#10
0
 void Start()
 {
     if (Instance == null)
     {
         Instance = this;
     }
     else
     {
         Destroy(gameObject);
     }
 }
 void Start()
 {
     cultistController = FindObjectOfType<CultistController>();
     levelAndClockController = FindObjectOfType<LevelAndClockController>();
     soundController = FindObjectOfType<SoundController>();
     pentaMonsta = GameObject.Find("PentaMonsta");
     if (pentaMonsta != null)
     {
         pentaMonsta.GetComponent<SpriteRenderer>().sortingOrder = -10;
     }
 }
示例#12
0
	// Use this for initialization
	void Start () {
        _morreu = false;
		facada = 0;
        voodoo = GameObject.FindGameObjectWithTag("voodoo");
        _sound = GameObject.FindGameObjectWithTag("SoundController").GetComponent<SoundController>();
        for (int i=0; i< faca.Length; i++)
		{
			faca[i].SetActive(false);
		}
       
	
	}
示例#13
0
 public AudioSource audiosource;     // audio source
 void Awake()
 {
     if (Sound == null)
     {
         DontDestroyOnLoad(gameObject);
         Sound = this;
     }
     else if (Sound != this)
     {
         Destroy(gameObject);
     }
 }
	///////////////////////////////////

	/**
	 * Initialise les attributs.
	 */
	void Start () {

		tData = this.GetComponent<Terrain>().terrainData;
		hMapTmp = null;
		inCreation = false;
		canAddTexture = false;

		player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
		soundController = GameObject.FindGameObjectWithTag("Music").GetComponent<SoundController>();

		InitTerrain();
	}
示例#15
0
    // Use this for initialization
    void Start()
    {
        tacoCounter = GameObject.FindObjectOfType<TacoCounter>();
        upgradeButtonController = GetComponent<UpgradeButtonController>();
        soundController = GameObject.FindObjectOfType<SoundController>();

        tapPowLevel = ProgressController.GetTapPowerLevel();

        CalculateTapPower();
        UpdateLevelUpData();
        UpdateUI();
    }
 void Awake()
 {
     Instance = this;
     Load("Coin",      "Sound/coin");
     Load("Jump",      "Sound/jump");
     Load("Jump2",     "Sound/jump2");
     Load("Die",       "Sound/die");
     Load("Explosion", "Sound/explosion");
     Load("Pipe",      "Sound/pipe");
     Load("Weight",    "Sound/weight");
     Load("Block",     "Sound/block");
     Load("Goal",      "Sound/goal");
 }
示例#17
0
	void Awake() 
	{
		if(soundcontroller != null && soundcontroller != this)
		{
			Destroy(gameObject);
		}

		soundcontroller = this;

		DontDestroyOnLoad(gameObject);

		//since Notemanager is being overtaken in the start sequence
		LoadSounds();
	}
示例#18
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    void Start ()
    {	
        wheels = new Wheel[frontWheels.Length + rearWheels.Length];
        sound = transform.GetComponent<SoundController>();

	    // Measuring 1 - 60
	    accelerationTimer = Time.time;
        topSpeed = Convert_Miles_Per_Hour_To_Meters_Per_Second(topSpeed);

        SetupWheelColliders();
	    SetupCenterOfMass();
	    SetupGears();
	    SetUpSkidmarks();
	    initialDragMultiplierX = dragMultiplier.x;

        Initialise();
    }
示例#19
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    protected void Awake() {
        instance = this;

		// Play baseline music
		baselineMusic = this.music[(int)MusicType.MusicBaseline];
		baselineMusic.volume = 0f;
		baselineMusic.Play();

		// Tween volume
		baselineMusic
			.DOFade(1.0f, 3f)
			.SetEase(Ease.InSine);

		// Start all sfx in the background so they stay on beat
		sounds[(int)SfxType.FxCreeper1].volume = 0;
		sounds[(int)SfxType.FxCreeper2].volume = 0;
		sounds[(int)SfxType.FxTams1].volume = 0;
		sounds[(int)SfxType.FxKickSlow].volume = 0;
		sounds[(int)SfxType.FxDistortedHat].volume = 0;
		sounds[(int)SfxType.FxWeirdDrummish].volume = 0;
		sounds[(int)SfxType.FxKickBassFast].volume = 0;
		sounds[(int)SfxType.FxMetal1].volume = 0;
		sounds[(int)SfxType.FxMelodicDistorted1].volume = 0;
		sounds[(int)SfxType.FxMelodic2].volume = 0;
		sounds[(int)SfxType.FxTams2].volume = 0;
		sounds[(int)SfxType.FxMelodic1].volume = 0;
		sounds[(int)SfxType.FxWubBassSlow].volume = 0;

		sounds[(int)SfxType.FxCreeper1].Play();
		sounds[(int)SfxType.FxCreeper2].Play();
		sounds[(int)SfxType.FxTams1].Play();
		sounds[(int)SfxType.FxKickSlow].Play();
		sounds[(int)SfxType.FxDistortedHat].Play();
		sounds[(int)SfxType.FxWeirdDrummish].Play();
		sounds[(int)SfxType.FxKickBassFast].Play();
		sounds[(int)SfxType.FxMetal1].Play();
		sounds[(int)SfxType.FxMelodicDistorted1].Play();
		sounds[(int)SfxType.FxMelodic2].Play();
		sounds[(int)SfxType.FxTams2].Play();
		sounds[(int)SfxType.FxMelodic1].Play();
		sounds[(int)SfxType.FxWubBassSlow].Play();
    }
示例#20
0
    public void Shoot()
    {
        //The Bullet instantiation happens here.
        GameObject Temporary_Bullet_Handler;
        GameObject Temporary_Particle_Handler;

        Temporary_Bullet_Handler = Instantiate(Bullet_Prefab, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;

        Temporary_Particle_Handler = Instantiate(FireCannon_Particle, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;


        //Sometimes bullets may appear rotated incorrectly due to the way its pivot was set from the original modeling package.
        //This is EASILY corrected here, you might have to rotate it from a different axis and or angle based on your particular mesh.
        Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90);

        //Retrieve the Rigidbody component from the instantiated Bullet and control it.
        Rigidbody Temporary_RigidBody;

        Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent <Rigidbody>();

        //animation
        _animator.SetTrigger("Fire Cannon");

        //sound
        SoundController.RandomizeSfx(.95f, 1.05f, _cannonShootAudioSource, _audioClipsArrayShoot);

        //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force.
        Temporary_RigidBody.AddForce(transform.forward * Bullet_Forward_Force);
        Temporary_RigidBody.AddForce(transform.up * Bullet_Up_Force);

        //Basic Clean Up, set the Bullets to self destruct after 10 Seconds, I am being VERY generous here, normally 3 seconds is plenty.
        Destroy(Temporary_Bullet_Handler, 2.0f);
        Destroy(Temporary_Particle_Handler, 2.0f);

        _animator.SetBool("Reload Cannon", false);
    }
 public void OnMouseUp()
 {
     transform.localScale = new Vector3(0.75f, 0.75f);
     if (bt == BtnPlay.ButtonType.Playbtn)
     {
         SoundController.PlaySound(soundsGame.play);
         SceneManager.LoadScene("PlayMode");
     }
     if (bt == BtnPlay.ButtonType.Optionbtn)
     {
         SoundController.PlaySound(soundsGame.option);
         SceneManager.LoadScene("OptionMode");
     }
     if (bt == BtnPlay.ButtonType.Aboutbtn)
     {
         SoundController.PlaySound(soundsGame.about);
         SceneManager.LoadScene("AboutMode 1");
     }
     if (bt == BtnPlay.ButtonType.Exitbtn)
     {
         SoundController.PlaySound(soundsGame.exit);
         Application.Quit();
     }
 }
        public Map()
        {
            this.InitializeComponent();
            ControllerGame.AdjustFullScreenMode(_Canvas, this);

            Window.Current.CoreWindow.KeyDown += CoreWindow_KeyDown;
            Window.Current.CoreWindow.KeyUp   += CoreWindow_KeyUp;

            this.NavigationCacheMode = NavigationCacheMode.Enabled;

            StartAnimation();     //Startar a animação
            SetCollision();       //Inicialização das colisões pré-definidas
            SetChetsInMap();      //Inicialização dos baús pré-definidos
            AddImageOnList();     //Inicializa as imagens do Inventário do mapa em um List
            SetEnemiesPosition(); //Inicializa os inimigos
            SetKeyOnMap();

            Generator.ChestPopulate(ChestControl); //Método para gerar os itens randomicamente dentro do baú

            WidthRatio  = _Canvas.Width / 800;
            HeightRatio = _Canvas.Height / 600;

            SoundController.PlaySound(VoiceSound, "CaioAbraOBaivis.mp4");
        }
示例#23
0
    public void Drop()
    {
        if (isLanded)
        {
            return;
        }

        bool fall = Move(Vector2Int.down);

        Vector2Int lastPosition = matrixPosition;

        SetPosition(matrixPosition + Vector2Int.down);

        if (!PlayfieldController.ValidPosition(this))
        {
            landed = StartCoroutine(LockDelay());
            if (fall)
            {
                SoundController.PlaySfx(GameData.GetAudioClip("Land"));
            }
        }

        SetPosition(lastPosition);
    }
 void Awake()
 {
     body = rigidbody;
     originalCenterOfMass = body.centerOfMass;
     myTransform          = transform;
     drivetrain           = GetComponent <Drivetrain>();
     axisCarController    = GetComponent <AxisCarController>();
     mouseCarcontroller   = GetComponent <MouseCarController>();
     mobileCarController  = GetComponent <MobileCarController>();
     brakeLights          = GetComponent <BrakeLights>();
     dashBoard            = myTransform.GetComponentInChildren <DashBoard>();
     steeringWheel        = transform.GetComponentInChildren <SteeringWheel>();
     soundController      = GetComponent <SoundController>();
     SetController(controller.ToString());
     axles = GetComponent <Axles>();
     //frontWheels=axles.frontAxle.wheels;
     //rearWheels=axles.rearAxle.wheels;
     //otherWheels=axles.otherWheels;
     //axles.allWheels=axles.axles.allWheels;
     invAllWheelsLength = 1f / axles.allWheels.Length;
     //Debug.LogWarning("inv= " + invAllWheelsLength);
     fixedTimeStepScalar    = 0.02f / Time.fixedDeltaTime;
     invFixedTimeStepScalar = 1 / fixedTimeStepScalar;
 }
示例#25
0
 /// <summary> Initialization </summary>
 private void Setup()
 {
     // Create all managers
     dataManager = this.GetComponent <DataManager>();
     if (dataManager != null)
     {
         dataManager.Initialize();
     }
     screenManager = this.GetComponent <ScreenManager>();
     if (screenManager != null)
     {
         screenManager.Initialize();
     }
     soundManager = this.GetComponent <SoundManager>();
     if (soundManager != null)
     {
         soundManager.Initialize();
     }
     soundController = this.GetComponent <SoundController>();
     if (soundController != null)
     {
         soundController.Initialize();
     }
 }
示例#26
0
    public void InitGame(string level)
    {
        // Find components
        heartsText      = GameObject.Find("HeartsText").GetComponent <Text>();
        coinsText       = GameObject.Find("CoinsText").GetComponent <Text>();
        endLevelPanel   = GameObject.FindObjectOfType <Canvas>().GetComponent <CanvasContainer>().EndLevelPanel;
        gameOverPanel   = GameObject.FindObjectOfType <Canvas>().GetComponent <CanvasContainer>().GameOverPanel;
        player          = GameObject.FindGameObjectWithTag("Player").GetComponent <Dude2D>();
        playerSpawn     = GameObject.Find("Spawn").transform;
        mainCamera      = GameObject.FindObjectOfType <Camera>();
        stateData       = GameObject.FindObjectOfType <GameState>();
        soundController = GameObject.FindObjectOfType <SoundController>();

        // Configure camera
        mainCamera.GetComponent <CameraFollow>().enabled  = true;
        mainCamera.GetComponent <CameraFollow>().m_Player = player.gameObject.transform;
        endLevelPanel.gameObject.SetActive(false);
        gameOverPanel.gameObject.SetActive(false);

        // Set state
        Debug.Log("Initing with level " + level);
        this.currentLevel = level;
        activeState       = States.running;
    }
示例#27
0
    private void PlayMusicOnLoad(string _levelString)
    {
        SoundController _controller = FindObjectOfType <SoundController>();

        switch (_levelString)
        {
        case "MainMenu":
        {
            SoundManager.Instance.PlayMusic(_controller["ecranTitre"]);
        }
        break;

        case "MainScene":
        {
            SoundManager.Instance.PlayMusic(_controller["inGame"]);
        }
        break;

        case "LoseScene":
        {
            SoundManager.Instance.PlayMusic(_controller["loseMenu"]);
        }
        break;

        case "WinScene":
        {
            SoundManager.Instance.PlayMusic(_controller["WinMenu"]);
        }
        break;

        default:
        {
        }
        break;
        }
    }
示例#28
0
        public int Attack(ArenaObj obj)
        {
            int buffAttack = 0;

            foreach (StatEffect effect in Effects)
            {
                buffAttack += effect.AttackBuff;
            }
            int buffDefence = 0;

            foreach (StatEffect effect in obj.Effects)
            {
                buffDefence += effect.DefenceBuff;
            }

            int resDmg = Math.Max(1,
                                  (int)MathHelper.Lerp(
                                      MinAttack + buffAttack,
                                      MaxAttack + 1 + buffAttack,
                                      (float)GameplayController.Random.NextDouble()
                                      ) - (obj.Defence + buffDefence)
                                  );

            obj.Health -= resDmg;
            if (obj.Health <= 0)
            {
                obj.Health = 0;
                SoundController.PlaySound(SoundController.Death);
            }
            else
            {
                SoundController.PlaySound(SoundController.Hit);
            }
            obj.DmgAnim = true;
            return(resDmg);
        }
示例#29
0
    public void Collide()
    {
        animator.SetBool(AC_KEY_IS_DEAD, true);

        //Debug.Log("BOOM " + collision.gameObject.name);
        LeanTween.cancel(gameObject);
        rigidBody2D.bodyType = RigidbodyType2D.Static;

        audioSource.Stop();
        SoundController.PlaySound(ESound.Curie_Truck_Explode, audioSource, false);

        Collider2D[] collisions = Physics2D.OverlapCircleAll(transform.position, radius);

        ICollisionHandler ownerHandler = owner.GetComponent <ICollisionHandler>();

        foreach (var c in collisions)
        {
            ICollisionHandler handler = c.GetComponent <ICollisionHandler>();
            if (handler == null)
            {
                continue;
            }

            if (handler == ownerHandler)
            {
                Debug.Log("SpecialCurieTruck Collision with myself " + handler);
                continue;
            }

            handler.OnCollision(damage, owner, gameObject, GetPush(c.transform));
            Debug.Log("SpecialCurieTruck Collision with " + handler);
        }

        Photon.Send(EPhotonMsg.Special_Curie_Collide);
        canCollide = false;
    }
示例#30
0
    /// <summary>
    /// 核心内容,初始化网络NetWork,游戏配置数据初始化
    /// </summary>
    void InitGame()
    {
        Container = gameObject;
        DontDestroyOnLoad(Container);
        Controller      = Container.GetComponent <GameController>();
        PlayerManager   = Container.GetComponent <PlayerManager>();
        GameMode        = Container.GetComponent <GameMode>();
        SoundManager    = Container.GetComponent <SoundManager>();
        SoundController = Container.GetComponent <SoundController>();
        NonStopTime     = Container.GetComponent <NonStopTime>();
        GameTime        = Container.GetComponent <GameTime>();
        RankManager     = Container.GetComponent <RankManager>();
        IOManager       = Container.GetComponent <IOManager>();
        SettingManager  = Container.GetComponent <SettingManager>();

        //添加调试输出面板
        //Panel = Container.AddComponent<DebugConsole>();
        //Panel.Init();

        //主摄像机
        MainCamera = GameObject.Find("Main Camera");

        // 初始化随机种子
        UnityEngine.Random.seed = System.Environment.TickCount;
        UnityEngine.Random.seed = System.DateTime.Today.Millisecond;

        // 初始化动画插件(需要注意,这是全局的动画系统,全局设置时不会自动消耗
        // 所有需要主要在游戏切换的时候记得统一销毁
        DOTween.Init(true, true, LogBehaviour.Verbose).SetCapacity(1000, 10);

        // 初始化输入设备
        IOManager.Init(GameConfig.GAME_CONFIG_PLAYER_COUNT);
        Controller.Init(GameController.InputType.External);

        PlayerManager.Init();
    }
示例#31
0
    // Start is called before the first frame update
    void Start()
    {
        soundController = this;
        audioSource     = GetComponent <AudioSource>();

        enemyDeathSounds      = Resources.LoadAll <AudioClip>("Audio/EnemyDeathSounds"); // get all clips from a folder and store them in an array of type AudioClip
        enemyDeathSoundsCount = enemyDeathSounds.Length;                                 // get the size of the audio clip array once @load time and use it later for random

        enemyScreamSounds      = Resources.LoadAll <AudioClip>("Audio/EnemyScreamSounds");
        enemyScreamSoundsCount = enemyScreamSounds.Length;

        playerDamageSounds      = Resources.LoadAll <AudioClip>("Audio/PlayerDamageSounds");
        playerDamageSoundsCount = playerDamageSounds.Length;

        playerDashSounds      = Resources.LoadAll <AudioClip>("Audio/PlayerDashSounds");
        playerDashSoundsCount = playerDashSounds.Length;

        playerShootSounds    = Resources.LoadAll <AudioClip>("Audio/PlayerShootSounds");
        playerDashReadySound = Resources.Load <AudioClip>("Audio/sfx_sounds_powerup6");
        menuButtonSound      = Resources.Load <AudioClip>("Audio/sfx_menu_move3");
        gameOverSound        = Resources.Load <AudioClip>("Audio/GameOver");
        menuMusic            = Resources.Load <AudioClip>("Audio/Blipotron");
        nextWaveSound        = Resources.Load <AudioClip>("Audio/sfx_sound_poweron");
    }
示例#32
0
        public void OnClickNumberBtn(int number)
        {
            ShipmentsAnswerCell cell = GetCurrentAnswerCell();

            if (cell.Type == AnswerCellType.Numeric)
            {
                Text uiText = cell.GetComponentInChildren <Text>();
                if (uiText.text.Length > 2)
                {
                    SoundController.GetController().PlayDropSound();
                }
                else
                {
                    if (cell.Value == -1)
                    {
                        uiText.text = "";
                    }
                    SoundController.GetController().PlayTypingSound();
                    uiText.text += number;
                    cell.Value   = int.Parse(uiText.text);
                }
            }
            UpdateTotalKm();
        }
        void Awake()
        {
            // Setting up the references.
            anim             = GetComponent <Animator>();
            playerController = GetComponent <PlayerController>();
            playerShooting   = GetComponentInChildren <PlayerShooting>();
            soundController  = GameObject.FindGameObjectWithTag("SoundController");
            audio            = soundController.GetComponent <SoundController>();

            // Set the initial health of the player.
            numOfHearts   = startingHealth / 2;
            currentHealth = startingHealth;
            for (int i = 0; i < startingHealth / 2; i++)
            {
                if (i < numOfHearts)
                {
                    hearts[i].enabled = true;
                }
                else
                {
                    hearts[i].enabled = false;
                }
            }
        }
示例#34
0
    public override void Ignite()
    {
        SoundController.PlayWhoosh();

        if (curElement == Element.ice)
        {
            curElement         = null;
            sr.sprite          = originalSprite;
            col.sharedMaterial = originalMaterial;
            col.enabled        = false;
            col.enabled        = true;
            rb2d.mass          = 300;
        }
        else if (curElement == null)
        {
            curElement         = Element.fire;
            sr.sprite          = onFire;
            col.sharedMaterial = originalMaterial;
            col.enabled        = false;
            col.enabled        = true;
            burnRoutine        = BurnRoutine(burnTime);
            StartCoroutine(burnRoutine);
        }
    }
示例#35
0
    void Start()
    {
        // Store current window size for restoration after fullscreen
        // will remain at default (640x480) if already fullscreen
        if (!Screen.fullScreen)
        {
            width  = Screen.width;
            height = Screen.height;
        }

        // Set static prefab array references
        hexprefabs    = hexprefabcontainer;
        hexelprefabs  = hexelprefabcontainer;
        sounds        = soundcontainer;
        numbers       = numbercontainer;
        hexelpreviews = hexelpreviewcontainer;

        // Create controllers
        gamecontroller  = (GameController)gameObject.AddComponent <GameController>();
        boardcontroller = (BoardController)gameObject.AddComponent <BoardController>();
        rowcontroller   = (RowController)gameObject.AddComponent <RowController>();
        savecontroller  = (SaveController)gameObject.AddComponent <SaveController>();
        soundcontroller = (SoundController)gameObject.AddComponent <SoundController>();
    }
示例#36
0
    // Use this for initialization.
    public void OnEnable()
    {
        Debug.IsLogEnabled = true;
        if (Instance != null)
        {
            Debug.ULogErrorChannel("WorldController", "There should never be two world controllers.");
        }

        Instance = this;

        new FunctionsManager();
        new PrototypeManager();
        new CharacterNameManager();
        new SpriteManager();
        new AudioManager();

        // FIXME: Do something real here. This is just to show how to register a C# event prototype for the Scheduler.
        PrototypeManager.ScheduledEvent.Add(
            new ScheduledEvent(
                "ping_log",
                (evt) => Debug.ULogChannel("Scheduler", "Event {0} fired", evt.Name)));

        modsManager = new ModsManager();

        if (SceneController.loadWorldFromFileName != null)
        {
            CreateWorldFromSaveFile(SceneController.loadWorldFromFileName);
            SceneController.loadWorldFromFileName = null;
        }
        else
        {
            CreateEmptyWorld();
        }

        soundController = new SoundController(World);
    }
示例#37
0
    public override void Shoot(Transform ship, Transform leftFire, Transform rightFire)
    {
        GameObject leftProjectile;
        GameObject rightProjectile;  // Creating a temp object just to set the isRightSide variable

        // Offset to match the enemy ship sprite
        float rotationAngle = ship.transform.eulerAngles.z - 90.0f;

        if (leftFire != null)
        {
            leftProjectile = Instantiate(this.gameObject, leftFire.position,
                                         leftFire.rotation);
            leftProjectile.GetComponent <Weapon>().launchAngle = rotationAngle;
        }

        if (rightFire != null)
        {
            rightProjectile = Instantiate(this.gameObject, rightFire.position,
                                          rightFire.rotation) as GameObject;
            rightProjectile.GetComponent <Weapon>().launchAngle = rotationAngle;
        }

        SoundController.Play((int)SFX.ShipLaserFire, 0.2f);
    }
示例#38
0
    // Use this for initialization
    void OnEnable()
    {
        string dataPath = System.IO.Path.Combine(Application.streamingAssetsPath, "Data");

        modsManager = new ModsManager(dataPath);

        if (Instance != null)
        {
            Debug.LogError("There should never be two world controllers.");
        }
        Instance = this;

        if (loadWorldFromFile != null)
        {
            CreateWorldFromSaveFile();
            loadWorldFromFile = null;
        }
        else
        {
            CreateEmptyWorld();
        }

        soundController = new SoundController(world);
    }
示例#39
0
 internal void PlaySoundClick()
 {
     SoundController.GetController().PlayClickSound();
 }
 // Use this for initialization
 void Start()
 {
     sc = Camera.main.GetComponent<SoundController> ();
 }
示例#41
0
 public void ShowEndPanel()
 {
     SoundController.GetController().PlayLevelCompleteSound();
     ShowStars();
 }
示例#42
0
	void Start () 
	{
		instance = this;
	
	}
 public void Start()
 {
     collisionController = GetComponent <CollisionController>();
     soundController     = GameObject.FindGameObjectWithTag("GameController").GetComponent <SoundController>();
     UpdateKinematics();
 }
示例#44
0
 public override bool ActivateEffect()
 {
     FindObjectOfType <Player>().AddStatusEffect(Status.ElementalDamage, elemental);
     SoundController.Play((int)SFX.Potion, 0.5f);
     return(true);
 }
示例#45
0
    void Update()
    {
        Enemy closestEnemy = GetClosestEnemy();

        if (closestEnemy != null && barrel != null)
        {
            barrel.AimAt(closestEnemy.transform.position);
        }

        if (shootCooldownCounter > 0)
        {
            shootCooldownCounter -= Time.deltaTime;
            if (shootCooldownCounter < 0)
            {
                shootCooldownCounter = 0;
            }
        }
        else
        {
            if (autoAim)
            {
                if (closestEnemy != null && Vector2.Distance(transform.position, closestEnemy.transform.position) < 18)
                {
                    RequestAutoFire(closestEnemy.transform.position);
                }
            }
        }

        if (shotQueued && shootCooldownCounter <= 0)
        {
            shotQueued           = false;
            shootCooldownCounter = fireRate[upgradeTier];



            if (!Physics2D.Raycast(projectileSpawn.position, queuedShotCrosshair - new Vector2(projectileSpawn.position.x, projectileSpawn.position.y), 40, friendlyLayers))
            {
                switch (projectileType)
                {
                case ProjectileType.BULLET:
                    Bullet bullet = Instantiate(bulletPrefab, projectileSpawn.position, Quaternion.identity);
                    bullet.Initiate(queuedShotCrosshair - new Vector2(projectileSpawn.position.x, projectileSpawn.position.y), damage[upgradeTier], bulletSpeed[upgradeTier]);
                    SoundController.PlayShoot();
                    break;

                case ProjectileType.LASER:
                    RaycastHit2D hit = Physics2D.Raycast(projectileSpawn.position, queuedShotCrosshair - new Vector2(projectileSpawn.position.x, projectileSpawn.position.y), 40, enemyLayers);
                    Vector2      end = Vector2.zero;
                    SoundController.PlayLaser();
                    if (hit)
                    {
                        Enemy enemy = hit.collider.gameObject.GetComponent <Enemy>();
                        if (enemy != null)
                        {
                            enemy.Damage(damage[upgradeTier]);
                        }
                        end = hit.point;
                        Laser laser = Instantiate(laserPrefab, projectileSpawn.position, Quaternion.identity);
                        laser.Initiate(new Vector2(projectileSpawn.position.x, projectileSpawn.position.y), end);
                    }
                    else
                    {
                        end = queuedShotCrosshair - new Vector2(projectileSpawn.position.x, projectileSpawn.position.y);
                        end.Normalize();

                        //max laser distance
                        end *= 40;
                        Laser laser = Instantiate(laserPrefab, projectileSpawn.position, Quaternion.identity);
                        laser.Initiate(new Vector2(projectileSpawn.position.x, projectileSpawn.position.y), new Vector2(projectileSpawn.position.x, projectileSpawn.position.y) + end);
                    }
                    break;

                case ProjectileType.MISSLE:
                    Missle missle = Instantiate(misslePrefab, projectileSpawn.position, Quaternion.identity);
                    missle.Initiate(queuedShotCrosshair - new Vector2(projectileSpawn.position.x, projectileSpawn.position.y), new Vector2(projectileSpawn.position.x, projectileSpawn.position.y), queuedShotCrosshair, damage[upgradeTier], bulletSpeed[upgradeTier], explosionRadius[upgradeTier]);
                    SoundController.PlayShoot();
                    break;
                }
            }
        }
    }
示例#46
0
 void OnApplicationQuit()
 {
     // Ensure that the instance is destroyed when the game is stopped in the editor.
     instance = null;
 }
示例#47
0
	// Use this for initialization
	void Start () {
		playerController =player.GetComponent<PacmanController>();
		soundCtrl = gameObject.transform.FindChild("SoundController").GetComponent<SoundController>();
	}
示例#48
0
 void Start()
 {
     _sound = GameObject.FindGameObjectWithTag("SoundController").GetComponent<SoundController>();
 }
示例#49
0
    void Start()
    {
        if (instance){
            Destroy (gameObject);
        }else{
            instance = this;
            DontDestroyOnLoad (gameObject);
        }

        AddChannels();

        DontDestroyOnLoad (transform.gameObject);

        LoadClips();
    }
    private void Awake()
    {
        if (Instance != null)
        {
            DestroyImmediate(gameObject);
            return;
        }
        Instance = this;
        DontDestroyOnLoad(gameObject);

        aud = GetComponent<AudioSource>();
        soundDB = GetComponent<Sound_Music_Holder>();

        aud.pitch = 1f;
    }
示例#51
0
 // Use this for initialization
 void Start()
 {
     Audio = GetComponent<AudioSource>();
     instance = this;
 }
示例#52
0
 void Awake()
 {
     Instance = this;
 }
示例#53
0
 internal void ExitGame()
 {
     ViewController.GetController().LoadMainMenu();
     SoundController.GetController().PlayMusic();
 }
示例#54
0
 private void Play_Click(object sender, RoutedEventArgs e)
 {
     _controller = new SoundController();
     //controller.TestSoundPlayer();
     _controller.LoadAndPlay();
 }
示例#55
0
 void Start()
 {
     sc = GameObject.FindObjectOfType <SoundController>();
     sc.RunGeneralSound();
     rb = GetComponent <Rigidbody>();
 }
示例#56
0
    //for audio sources



    void OnEnable()
    {
        Time.timeScale = 1;

        Static = this;
    }
示例#57
0
    void Awake()
    {
        if (instance){
            Destroy (gameObject);
        }else{
            instance = this;
            DontDestroyOnLoad (gameObject);
        }

        DontDestroyOnLoad (transform.gameObject);

        _SOUND = GetComponent<SoundController>();
        _GUI = GetComponent<GUIController>();
    }
示例#58
0
 private void Start()
 {
     gameController  = FindObjectOfType <GameController>();
     soundController = SoundController.FindSoundController();
 }
示例#59
0
 // Use this for initialization
 void Start()
 {
     instance = this;
 }
示例#60
0
文件: CarB.cs 项目: BBJV/camachi
    void Awake()
    {
        // Measuring 1 - 60
        //	accelerationTimer = Time.time;
        EngineForceFactor = 1.0f;
        SetupRigidBody();
        backgroundSoundController = FindObjectOfType(typeof(BackgroundSoundController)) as BackgroundSoundController;

        dragMultiplier = MyCarSettings.dragMultiplier;
        centerOfMass = MyCarSettings.centerOfMass;
        frontWheels = MyCarSettings.frontWheels;
        rearWheels = MyCarSettings.rearWheels;

        gearSpeeds = MyCarSettings.gearSpeeds;
        gearTime = MyCarSettings.gearTime;
        gearAcc = MyCarSettings.gearAcc;
        ForceFactor = MyCarSettings.ForceFactor;
        BrakeForceFactor = MyCarSettings.BrakeForceFactor;
        DriftXDrag = MyCarSettings.DriftXDrag;

        wheels = new Wheel[frontWheels.Length + rearWheels.Length];
        MassMultiForceFactor = rigidbody.mass * ForceFactor;
        sound = transform.GetComponent<SoundController>();

        timer = transform.GetComponent<Timer>();

        SetupWheelColliders();

        SetupCenterOfMass();

        topSpeed = Convert_Miles_Per_Hour_To_Meters_Per_Second(topSpeed);

        SetupGears();

        SetUpSkidmarks();

        initialDragMultiplierX = dragMultiplier.x;
        dragMultiplier.x = initialDragMultiplierX * handbrakeXDragFactor;
        IsEngineStart = false;

        //		if(HoldTest){
        //			Wait(true);
        //		}else{
        //			Wait(false);
        //		}

        //StartEngine();
        //SetBackgroundMusic(true);
    }