void Initialize() { if (!Tornado) { Tornado = FindObjectOfType <Tornado>().transform.root; } if (!tornadoController) { tornadoController = FindObjectOfType <TornadoController>(); } if (!Car) { Car = FindObjectOfType <Car>().transform; } if (!Camera) { Camera = Camera.main; } if (!Road) { Road = FindObjectOfType <Road>(); } startPoint = Road.Platforms[0].StartPoint.transform; Car.position = startPoint.position; Car.rotation = startPoint.rotation; // Camera.transform.LookAt(Car.transform); Tornado.rotation = startPoint.rotation; Tornado.position = startPoint.position + Tornado.forward * 10; }
void Select(GameObject go) { switch (go.name) { case "TornadoShell": TornadoController tc = go.GetComponentInParent <TornadoController> (); tc.isSelected = true; break; case "CarShell": EmptyCarController ecc = go.GetComponentInParent <EmptyCarController> (); ecc.isSelected = true; break; case "SharkShell": EmptySharkController esc = go.GetComponentInParent <EmptySharkController> (); esc.isSelected = true; break; case "CowShell": CowController cc = go.GetComponentInParent <CowController> (); cc.isSelected = true; break; case "Barn": EmptyBarnController ebc = go.GetComponentInParent <EmptyBarnController> (); ebc.isSelected = true; break; } }
public static bool OnEnterCollapseTrigger(TornadoController __instance, GameObject hitObject) { if (QSBCore.IsHost && hitObject.GetComponentInParent <OWRigidbody>().GetMass() > 50f) { __instance.StartCollapse(); var qsbTornado = __instance.GetWorldObject <QSBTornado>(); qsbTornado.SendMessage(new TornadoFormStateMessage(qsbTornado.FormState)); } return(false); }
public void CreateTornado(Vector3 tornadoPos, Vector3 tornadoScale /*, TornadoType newType*/) { //TornadoType newType = GetRandomTornado(); //For Test TornadoType newType = TornadoType.Lightning; //For Test //config.tornadoType = newType; GameObject newTornado = Instantiate(GetTornadoPrefab(newType)); newTornado.transform.localScale = tornadoScale; TornadoController newTornadoC = newTornado.GetComponent <TornadoController>(); newTornadoC.Init(this, uiController, tornadoScale.x); }
// Use this for initialization void Start() { transform.position = Vector3.zero; tc = GetComponentInChildren <TornadoController> (); ecc = GetComponentInChildren <EmptyCarController> (); esc = GetComponentInChildren <EmptySharkController> (); sc = GetComponentInChildren <SharkController> (); cc = GetComponentInChildren <CowController> (); ebc = GetComponentInChildren <EmptyBarnController> (); sbc = GetComponentInChildren <SpinBarnController> (); tornado = GameObject.Find("Tornado"); car = GameObject.Find("Car"); emptyCar = GameObject.Find("EmptyCar"); shark = GameObject.Find("Shark"); emptyShark = GameObject.Find("EmptyShark"); emptySpin = GameObject.Find("EmptySpin"); emptyBarn = GameObject.Find("EmptyBarn"); tornadoOldSpeed = 0; carOldSpeed = 0; sharkOldSpeed = 0; sharkOldOsciSpeed = 0; barnOldSpeed = 0; barnOldSpinSpeed = 0; cowOldSpeed = 0; allPaused = false; barnPaused = false; sharkPaused = false; carPaused = false; windowRect = new Rect(0, 0, 600, 200); tornadoScale = 1.0F; barnRotateSpeed = 40.0f; barnSpinSpeed = 100.0F; sharkRotateSpeed = 60.0f; sharkOsciSpeed = 30.0f; sharkOsciRange = 8.0F; carRotateSpeed = 30.0F; carDirection = 180.0F; }
public static bool FixedUpdate(TornadoController __instance) { if (QSBCore.IsHost && __instance._secondsUntilFormation > 0f) { __instance._secondsUntilFormation -= Time.fixedDeltaTime; if (__instance._secondsUntilFormation < 0f) { __instance.StartFormation(); var qsbTornado = __instance.GetWorldObject <QSBTornado>(); qsbTornado.SendMessage(new TornadoFormStateMessage(qsbTornado.FormState)); return(false); } } else { if (__instance._tornadoCollapsing) { __instance.UpdateCollapse(); } else if (__instance._tornadoForming) { __instance.UpdateFormation(); } if (__instance._isSectorOccupied) { __instance.UpdateAnimation(); if (__instance._wander) { var num = Mathf.PerlinNoise(Time.time * __instance._wanderRate, 0f) * 2f - 1f; var num2 = Mathf.PerlinNoise(Time.time * __instance._wanderRate, 5f) * 2f - 1f; var localEulerAngles = new Vector3(num * __instance._wanderDegreesX, 0f, num2 * __instance._wanderDegreesZ); __instance.transform.localEulerAngles = localEulerAngles; } } } return(false); }