void Start() { center = GameObject.Find("Center"); canShoot = true; canEnd = true; rotationSpeed = 1.5f; inputManager = GameObject.FindObjectOfType <InputManager>(); starSpawnerScript = GameObject.FindObjectOfType <StarSpawner>(); circleScoreTransform = GetComponentsInChildren <Transform>()[2]; Vector3 difference = center.transform.position - transform.position; float rotZ = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.Euler(0.0f, 0.0f, rotZ); transform.rotation *= Quaternion.Euler(0, 0, -180); startRotation = transform.rotation; timeBetweenRotation = 2f; timerRotation = timeBetweenRotation * 0.33f; constellatedStarsNeededToWin = 25.00f; constellatedStars = 0.00f; circleScoreTranformSize = 0.00f; }
private void Awake() { if (instance == null) { instance = this; } }
void Awake() { //make static or destroy if (starSpawner == null) { DontDestroyOnLoad(gameObject); starSpawner = this; } else { Destroy(gameObject); } //set rating method starSpawning = new GameObject[rate.size]; for (int i = 0; i < starSpawning.Length; i++) { if (i <= rate.yellowRate) //load up rate of yellow { starSpawning[i] = Resources.Load <GameObject>("Prefab/TruePrefab/Star/StarYellow_Prefab"); } else if (i <= rate.yellowRate + rate.blueRate) //load up rate of blue { starSpawning[i] = Resources.Load <GameObject>("Prefab/TruePrefab/Star/StarBlue_Prefab"); } else if (i > rate.yellowRate + rate.blueRate) //load up rate of purple { starSpawning[i] = Resources.Load <GameObject>("Prefab/TruePrefab/Star/StarPurple_Prefab"); } } }
// Use this for initialization void Start() { valueHolder = GameObject.FindWithTag("ValueHolder").GetComponent <ValueHolder> (); endPoint = GameObject.FindGameObjectWithTag("EndPoint"); spawner = GameObject.FindWithTag("StarSpawner").GetComponent <StarSpawner> (); spawner.starList.Add(this.gameObject); target = endPoint.transform.position; }
void Start() { scaleRand = Random.Range(0.08f, 0.20f); alphaRand = Random.Range(0.5f, 1f); angleRand = Random.Range(0.007f, 0.025f); transform.localScale = new Vector2(scaleRand, scaleRand); GetComponent <SpriteRenderer>().color = new Color(1, 1, 1, alphaRand); center = GameObject.Find("Center"); starSpawnerScript = GameObject.FindObjectOfType <StarSpawner>(); }
void Start() { camRB = GetComponent <Rigidbody> (); starSpawner = GameObject.Find("StarSpawner").GetComponent <StarSpawner> (); if (StaticVars.currentDifficulty == StaticVars.Difficulty.Easy) { cameraSpeed -= 0.05f; starSpawner.spawnSeconds -= .5f; } else if (StaticVars.currentDifficulty == StaticVars.Difficulty.Unfair) { cameraSpeed += 0.1f; starSpawner.spawnSeconds += .5f; } }
void Awake() { starSpawner = GameObject.Find("StarSpawnerObj").GetComponent <StarSpawner>() as StarSpawner; terrainSpawner = GameObject.Find("TerrainSpawnerObj").GetComponent <TerrainSpawner>() as TerrainSpawner; }
void HandleInteraction(Tuple <Movement, Spell> ms) { Entity actor = _world.GetActorEntity(); int dx = 0, dy = 0; switch (ms.Item1.type) { case Movement.L: dx = -1; break; case Movement.R: dx = 1; break; case Movement.B: dy = -1; break; case Movement.F: dy = 1; break; default: break; } switch (ms.Item2.type) { case Spell.I: { Entity e = _world.FindEntity(actor.x + dx, actor.y + dy); if (e != null) { switch (e.type) { case Entity.SPIKE: dead = true; deadAfter = 0.75f; break; case Entity.BARRIER: dead = true; deadAfter = 0.4f; break; case Entity.TREASURE: won = true; wonAfter = 0.55f; StarSpawner spawner = e.obj.GetComponent <StarSpawner>(); spawner.shouldSpawn = true; break; } } actor.x += dx; actor.y += dy; break; } case Spell.SLASH: { Entity e = _world.FindEntity(actor.x + dx, actor.y + dy); if (e != null) { switch (e.type) { case Entity.BARRIER: e.obj.AddComponent <ScaleDestroyer>(); _world.RemoveEntity(e); break; } } break; } case Spell.JUMP: { for (int i = 1; i <= jumpStride; i++) { Entity e = _world.FindEntity(actor.x + dx * i, actor.y + dy * i); if (e != null) { switch (e.type) { case Entity.BARRIER: dead = true; deadAfter = i - 1 + 0.4f; goto Done; break; case Entity.SPIKE: if (i == jumpStride) { dead = true; deadAfter = i; goto Done; } break; } } } Done: actor.x += jumpStride * dx; actor.y += jumpStride * dy; break; } } }