void Awake() { fuel = GetComponent <FuelController> (); movement = GetComponent <SpaceShipMovement> (); useOfMinAndMax = GetComponent <Life> (); hud = transform.GetComponentInChildren <Canvas> (); }
void Awake() { fuel = GetComponent <FuelController> (); movement = GetComponent <SpaceShipMovement> (); spaceshipRenderer = GetComponent <Renderer> (); hud = transform.GetComponentInChildren <Canvas> (); }
void Start() { // Turn off scripts we don't want for any players in the scene List <GameObject> players = new List <GameObject> (GameObject.FindGameObjectsWithTag("Player")); foreach (GameObject player in players) { FireShots playerFireShots = player.GetComponent <FireShots> (); Rigidbody2D playerRB = player.GetComponent <Rigidbody2D> (); SpaceShipMovement playerMovement = player.GetComponent <SpaceShipMovement> (); if (playerFireShots) { playerFireShots.enabled = false; } if (playerRB) { playerRB.Sleep(); } if (playerMovement) { playerMovement.enabled = false; } } }
// This is what we call when hit "Play" from the UI public void StartGame() { // Hide the start UI infoPanel.SetActive(false); // Turn on scripts we don't want for any players in the scene List <GameObject> players = new List <GameObject> (GameObject.FindGameObjectsWithTag("Player")); foreach (GameObject player in players) { FireShots playerFireShots = player.GetComponent <FireShots> (); Rigidbody2D playerRB = player.GetComponent <Rigidbody2D> (); SpaceShipMovement playerMovement = player.GetComponent <SpaceShipMovement> (); if (playerFireShots) { playerFireShots.enabled = true; } if (playerRB) { playerRB.WakeUp(); } if (playerMovement) { playerMovement.enabled = true; } } GameState.currentState = GameState.AvailableStates.Playing; }
public void processCloneSpaceShipDeath(SpaceShipMovement inDeadSpaceShipMovement, bool inDeathCausedByPlayer) { if (inDeathCausedByPlayer) { var theReplayController = inDeadSpaceShipMovement.GetComponent <SpaceShipActionsReplayController>(); _replayForClones.Remove(theReplayController.replay); } Destroy(inDeadSpaceShipMovement.gameObject); }
public void processPlayerSpaceShipDeath(SpaceShipMovement inDeadSpaceShipMovement) { SpaceShipActionsReplay theReplayOfDeadPlayer = inDeadSpaceShipMovement.GetComponent <SpaceShipPlayerController>().stopRecordingAndGetReplay(); _replayForClones.Add(theReplayOfDeadPlayer); _gameplayManager.EndIteration(false); // inDeadSpaceShipMovement.gameObject.SetActive(false); }
void GenerateHazzard() { int prefabIndex = Random.Range(0, hazzardsPool.Length); GameObject newHazzard = Instantiate(hazzardsPool[prefabIndex]) as GameObject; SpaceShipMovement spaceShip = playerTransform.GetComponent <SpaceShipMovement>(); newHazzard.transform.position = new Vector3(spaceShip.currentRail.x, playerTransform.position.y, playerTransform.position.z + spawnDistance); newHazzard.SetActive(true); }
void Start() { target = GameManager.instance.player; targetController = target.GetComponent <SpaceShipMovement>(); rb = GetComponent <Rigidbody2D>(); targetRb = target.GetComponent <Rigidbody2D>(); if (hud != null) { hudInstance = GameObject.Instantiate(hud, Camera.main.transform); hudInstance.transform.parent = Camera.main.transform; hudInstance.GetComponent <HUDController>().target = this.transform; } }
void Start() { activated = new Dictionary <ShipMovement, bool>(); foreach (ShipMovement direction in activateOn) { activated.Add(direction, false); } currentSprite = 0; s = this.GetComponent <SpriteRenderer>(); ssm = this.GetComponentInParent <SpaceShipMovement>(); superFlameScale = this.transform.localScale * 2; normalFlameScale = this.transform.localScale; s.sprite = this.sprites[0]; this.enabled = true; }
void Start() { audioSource = GetComponent <AudioSource>(); target = GameObject.FindGameObjectWithTag("Player"); controller = GetComponent <SpaceShipMovement>(); targetRb = target.GetComponent <Rigidbody2D>(); rb = GetComponent <Rigidbody2D>(); SpawnHUD(); state = AIState.Seeking; if (hud != null) { hudInstance = GameObject.Instantiate(hud, Camera.main.transform); hudInstance.transform.parent = Camera.main.transform; hudInstance.GetComponent <HUDController>().target = this.transform; } }
void DisableComponents() { // Disable everything until sound has played PlayerSounds pS = gameObject.GetComponent <PlayerSounds> (); FireShots fS = gameObject.GetComponent <FireShots> (); SpaceShipMovement sS = gameObject.GetComponent <SpaceShipMovement> (); Rigidbody2D rb = gameObject.GetComponent <Rigidbody2D> (); Collider2D coll = gameObject.GetComponent <Collider2D> (); fS.enabled = false; sS.enabled = false; coll.enabled = false; rb.Sleep(); foreach (Transform child in transform) { child.gameObject.SetActive(false); } pS.gunSource.Stop(); pS.thrustersSource.Stop(); }
// Called when the player dies public void End() { // We instantiate lots of players for tiling, we need to turn scripts off List <GameObject> players = new List <GameObject> (GameObject.FindGameObjectsWithTag("Player")); foreach (GameObject player in players) { FireShots playerFireShots = player.GetComponent <FireShots> (); Rigidbody2D playerRB = player.GetComponent <Rigidbody2D> (); SpaceShipMovement playerMovement = player.GetComponent <SpaceShipMovement> (); if (playerFireShots) { playerFireShots.enabled = false; } if (playerRB) { playerRB.Sleep(); } if (playerMovement) { playerMovement.enabled = false; } } // Did we get a new high score? if (scoreCtrl.newHighScore && scoreCtrl.currentScore > 0) { highScoreNotification.SetActive(true); } //Show the end UI endPanel.SetActive(true); // Prevent opening the pause menu, etc GameState.currentState = GameState.AvailableStates.Ended; }
public void spawnRocket(SpaceShipMovement inShooterSpaceShipMovement) { if (inShooterSpaceShipMovement.gameObject.name == "Spaceship") { if (_gameplayManager.CurBulletCount == 0) { return; } _gameplayManager.CurBulletCount--; } var theNewRocket = Instantiate(_rocketPrefab); _audioSource.PlayOneShot(_audioClip); if (isInverted()) { theNewRocket.makeInverted(); } Debug.Log($"Set speed - {inShooterSpaceShipMovement.FrontSpeedUnitsPerSecond}"); theNewRocket.setSpeed(inShooterSpaceShipMovement.FrontSpeedUnitsPerSecond); theNewRocket.transform.position = _spawnPoint.position; theNewRocket.setIsShootedByPlayer(inShooterSpaceShipMovement.GetComponent <SpaceShipPlayerController>()); iterationController.activeBulletsOnScene.Add(theNewRocket.gameObject); }
// Disable OR enable things on pause or unpause void SetComponentStats(bool state = true) { pausePanel.SetActive(!state); // If we're pausing, clear the rigidbody's dictionary so we can store all the latest velocities for un-pausing if (!state) { previousVelocities = new Dictionary <Rigidbody2D, Vector2> (); } objectsToDisable = new List <GameObject> (GameObject.FindGameObjectsWithTag("Asteroid")); objectsToDisable.AddRange(GameObject.FindGameObjectsWithTag("IncomingAsteroid")); foreach (GameObject asteroid in objectsToDisable) { rb = asteroid.GetComponent <Rigidbody2D> (); coll = asteroid.GetComponent <Collider2D> (); asteroidScript = asteroid.GetComponent <Asteroid> (); incomingAsteroid = asteroid.GetComponent <IncomingAsteroid> (); if (rb) { if (state == true) { rb.WakeUp(); if (previousVelocities.ContainsKey(rb)) { rb.velocity = previousVelocities [rb]; } } else { previousVelocities [rb] = rb.velocity; rb.Sleep(); } } if (coll) { coll.enabled = state; } if (asteroidScript) { asteroidScript.enabled = state; } if (incomingAsteroid) { incomingAsteroid.enabled = state; } } // TODO: could be cached as players should always be visible objectsToDisable = new List <GameObject> (GameObject.FindGameObjectsWithTag("Player")); foreach (GameObject player in objectsToDisable) { rb = player.GetComponent <Rigidbody2D> (); coll = player.GetComponent <Collider2D> (); fireShotScript = player.GetComponent <FireShots> (); moveScript = player.GetComponent <SpaceShipMovement> (); if (rb) { if (state == true) { rb.WakeUp(); if (previousVelocities.ContainsKey(rb)) { rb.velocity = previousVelocities [rb]; } } else { previousVelocities [rb] = rb.velocity; rb.Sleep(); } } if (coll) { coll.enabled = state; } if (fireShotScript) { fireShotScript.enabled = state; } if (moveScript) { moveScript.enabled = state; } } objectsToDisable = new List <GameObject> (GameObject.FindGameObjectsWithTag("Laser")); foreach (GameObject laser in objectsToDisable) { rb = laser.GetComponent <Rigidbody2D> (); coll = laser.GetComponent <Collider2D> (); if (rb) { if (state == true) { rb.WakeUp(); if (previousVelocities.ContainsKey(rb)) { rb.velocity = previousVelocities [rb]; } } else { previousVelocities [rb] = rb.velocity; rb.Sleep(); } } if (coll) { coll.enabled = state; } } }