void Start() { // Random Number randomNumber = Random.Range(0f,3.0f); // Get Path if(randomNumber <= 1f){ pathPoint = GameObject.Find("Path_1"); } if(randomNumber >= 1.0f && randomNumber <= 2.0f){ pathPoint = GameObject.Find("Path_2"); } if(randomNumber > 2.0f){ pathPoint = GameObject.Find("Path_3"); } // Load GameObjects spawner = GameObject.FindGameObjectWithTag("Spawner"); view = GameObject.FindGameObjectWithTag("View"); // Load Scripts viewScript = view.GetComponent<ViewScript>(); wave = spawner.gameObject.GetComponent<WaveSysteem>(); varW = pathPoint.gameObject.GetComponent<WaypointPath>(); }
public void Front(ViewScript view) { if (view.GetLayerIndex() != layerIndex) { AddChild(view); UIPanel.SetDirty(); } }
// Use this for initialization void Start() { model = gameObject.AddComponent <ModelScript>(); view = gameObject.AddComponent <ViewScript>(); soundScr = gameObject.AddComponent <SoundScript>(); Invoke("SetUpGame", 0.1f); }
public void AddChild(ViewScript view) { if (viewList.Contains(view)) { viewList.Remove(view); } viewList.Add(view); view.SetLayerIndex(++layerIndex); }
private ViewScript viewScript; // to get a non-static reference to the ViewScript Object // Use this for initialization void Start() { viewScript = (ViewScript)combatScripts.GetComponent("ViewScript"); // to get a non-static reference to the ViewScript Object PlayerStatus.AmmoCount = 10; // DEBUG CODE REMOVE IN MVP PlayerStatus.ShipHealthMax = 100; // DEBUG CODE REMOVE IN MVP PlayerStatus.ShipHealthCurrent = 100; // DEBUG CODE REMOVE IN MVP EnemyStatus.ShipHealthMax = 50; EnemyStatus.ShipHealthCurrent = 50; EnemyStatus.AmmoCount = 10; }
/// <summary> /// Charger un script /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void listActions_SelectedIndexChanged(object sender, EventArgs e) { VO_ActionOnItemScript actionScript = CurrentItem.Scripts.Find(p => p.Id == ((VO_Base)listActions.SelectedItem).Id); if (actionScript == null) { actionScript = new VO_ActionOnItemScript(((VO_Base)listActions.SelectedItem).Id, ObjectsFactory.CreateScript(Enums.ScriptType.ItemEvents)); CurrentItem.Scripts.Add(actionScript); } ViewScript.LoadScript(actionScript.Script); }
// Use this for initialization void Start() { // to get a non-static reference to the ViewScript Object UI = (ViewScript)UIScripts.GetComponent("ViewScript"); //Find and adds objects with the tag "Enemy" and "Player" enemy.AddRange(GameObject.FindGameObjectsWithTag("Enemy")); player.AddRange(GameObject.FindGameObjectsWithTag("Player")); // establish that combat is NOT over, and that the player has NOT won combatOver = false; playerWon = false; }
public string GenearteViewScripts(ViewScript script) { StringBuilder sb = new StringBuilder(); sb.AppendLine($"CREATE VIEW {script.FullName} AS"); foreach (Statement statement in script.Statements) { sb.AppendLine(this.BuildStatement(statement)); } return(this.FormatScripts(sb.ToString())); }
public override AnalyseResult AnalyseView(string content) { SqlSyntaxError error = null; DdlStatementContext ddlStatement = this.GetDdlStatementContext(content, out error); AnalyseResult result = new AnalyseResult() { Error = error }; if (!result.HasError && ddlStatement != null) { ViewScript script = new ViewScript(); CreateViewContext view = ddlStatement.createView(); if (view != null) { #region Name this.SetScriptName(script, view.fullId()); #endregion #region Statement foreach (var child in view.children) { if (child is SimpleSelectContext select) { script.Statements.Add(this.ParseSelectStatement(select)); } } #endregion } this.ExtractFunctions(script, ddlStatement); result.Script = script; } return(result); }
public void Initialize() { model = this.transform.Find("Model").gameObject.GetComponent <ModelScript>(); // Nice Unity object referencing view = this.transform.Find("View").gameObject.GetComponent <ViewScript>(); controller = this.transform.Find("Controller").gameObject.GetComponent <ControllerScript>(); if (model == null) { throw new KeyNotFoundException("Failed to assign \"ModelScript\""); } if (view == null) { throw new KeyNotFoundException("Failed to assign \"ViewScript\""); } if (controller == null) { throw new KeyNotFoundException("Failed to assign \"ControllerScript\""); } DoBindings(); }
void Start() { functionList["particle"] = false; functionList["facial"] = false; functionList["model"] = true; functionList["animation"] = true; functionList["background"] = true; functionList["lod"] = true; functionList["position_x"] = false; functionList["position_y"] = false; functionList["position_z"] = false; functionList["rotate"] = false; functionList["animation_speed"] = true; viewCam = GameObject.Find("Main Camera").GetComponent <ViewScript>(); planeObj = GameObject.Find("Plane") as GameObject; txt = Resources.Load <TextAsset>(viewerSettingPath + "/background_list"); backGroundList = txt.text.Split(new string[] { "\r", "\n" }, StringSplitOptions.RemoveEmptyEntries); txt = Resources.Load <TextAsset>(viewerSettingPath + "/" + FBXListFile); modelList = txt.text.Split(new string[] { "\r", "\n" }, StringSplitOptions.RemoveEmptyEntries); txt = Resources.Load <TextAsset>(viewerSettingPath + "/stage_texture_list"); stageTexList = txt.text.Split(new string[] { "\r", "\n" }, StringSplitOptions.RemoveEmptyEntries); if (functionList["particle"]) { txt = Resources.Load <TextAsset>(viewerSettingPath + "/" + ParticleListFile); particleList = txt.text.Split(new string[] { "\r", "\n" }, StringSplitOptions.RemoveEmptyEntries); txt = Resources.Load <TextAsset>(viewerSettingPath + "/" + ParticleAnimationListFile); particleAnimationList = txt.text.Split(new string[] { "\r", "\n" }, StringSplitOptions.RemoveEmptyEntries); } txt = Resources.Load <TextAsset>(viewerSettingPath + "/" + AnimationListFile); animationCommonList = txt.text.Split(new string[] { "\r", "\n" }, StringSplitOptions.RemoveEmptyEntries); if (functionList["facial"]) { txt = Resources.Load <TextAsset>(viewerSettingPath + "/" + FacialTexListFile); facialTexList = txt.text.Split(new string[] { "\r", "\n" }, StringSplitOptions.RemoveEmptyEntries); } txt = Resources.Load <TextAsset>(viewerSettingPath + "/" + TitleTextFile); titleText = txt.text; txt = Resources.Load <TextAsset>(viewerSettingPath + "/fbx_ctrl"); xDoc = new XmlDocument(); xDoc.LoadXml(txt.text); //FaceMaterial /* * * if(resourcesPath == "Arum"){ * faceObjName = "succubus_a"; * faceMat_L = Resources.Load( viewerMaterialPath + "/succubus_a_face_l", Material); * faceMat_M = Resources.Load( viewerMaterialPath + "/succubus_a_face_m", Material); * * }else if(resourcesPath == "Asphodel"){ * faceObjName = "succubus_b"; * faceMat_L = Resources.Load( viewerMaterialPath + "/succubus_b_face_l", Material); * faceMat_M = Resources.Load( viewerMaterialPath + "/succubus_b_face_m", Material); * } */ faceMat_L = facialMaterial_L_org; faceMat_M = facialMaterial_M_org; if (curMode == 0) { animationList = particleAnimationList; } else if (curMode == 1) { animationList = animationCommonList; } curModeName = modeTextList[curMode]; /* Succubus Pack * BGObject = GameObject.Find("obj01_succubus_pedestal_00"); * BGEff = GameObject.Find("eff_obj01_00"); * BGPlane = GameObject.Find("Plane"); */ SetInitBackGround(); SetInitModel(); SetInitMotion(); SetAnimationSpeed(animSpeed); // Succubus // SetInitFacial(); if (curMode == 0) { this.SetInitParticle(); } }
void Start() { //get the navmesh agent m_agent = GetComponent <UnityEngine.AI.NavMeshAgent>(); m_gun = GetComponentsInChildren <Gun>(); int gunCount = 0; foreach (Gun gun in m_gun) { gun.SetOwner(transform); origPos[gunCount] = gun.transform.position; origRot[gunCount] = gun.transform.rotation; gunCount++; } m_monitor = GetComponentInChildren <ViewScript>(); m_target = null; m_covertarget = null; //get the view cone, the legs and the guns foreach (Transform child in gameObject.GetComponentsInChildren <Transform>()) { if (child.gameObject.tag == "ViewCone") { m_view = child; } if (child.gameObject.tag == "LeftLeg") { leftLeg = child; } if (child.gameObject.tag == "RightLeg") { rightLeg = child; } if (child.gameObject.name == "CrouchLegs") { crouchLegs = child; } if (child.gameObject.name == "RifleArms") { arms[1] = child.gameObject; } if (child.gameObject.name == "PistolArms") { arms[0] = child.gameObject; } if (child.gameObject.name == "RifleHolster") { rifleHolster = child; } if (child.gameObject.name == "PistolHolster") { pistolHolster = child; } if (child.gameObject.name == "Selected") { selected = child; } if (child.gameObject.name == "InnerRing") { innerRing = child; } if (child.gameObject.name == "OuterRing") { outerRing = child; } } selected.gameObject.SetActive(false); //hide the set of arms not being used arms[gunOut].SetActive(true); arms[(1 - gunOut)].SetActive(false); //hide crouch legs crouchLegs.gameObject.SetActive(false); if (gunOut == 1) { m_gun[0].gameObject.transform.position = pistolHolster.position; m_gun[0].gameObject.transform.rotation = pistolHolster.rotation; } else { m_gun[1].gameObject.transform.position = rifleHolster.position; m_gun[1].gameObject.transform.rotation = rifleHolster.rotation; } bool foundLeader = false; //get the squad leader foreach (SquadMember squad in m_squad) { if (squad != null) { if (squad.isLeader) { m_waypoint = squad.transform; foundLeader = true; isLeader = false; break; } } } if (!foundLeader) { isLeader = true; } //and set up the default waypoint if (m_waypoint != null) { m_agent.destination = m_waypoint.position; } else { m_waypoint = transform; } checkCooldown = 500.0f; prevPos = transform.position; }