Property | Type | Description | |
---|---|---|---|
HUD | int | ||
MonkeyAstronaut | Transform | ||
MonkeyCientist | Transform | ||
MonkeyEngineer | Transform | ||
MonkeySaboteur | Transform | ||
Script | MainScript | ||
alliedLayer | int | ||
bnIsTheGamePaused | bool | ||
bnOnCutscene | bool | ||
bottomMenu | GUIBottomMenu | ||
cbCommandCenter | CBuilding | ||
cbResearchLab | CBuilding | ||
enemyLayer | int | ||
groundLayer | int | ||
isMinimapEnabled | bool | ||
lBoardedMonkeys | List |
||
lcRocketParts | List |
||
minimapGroundLayer | int | ||
minimapLayer | int | ||
mouseInputScript | MouseWorldPosition | ||
neutralLayer | int | ||
player | CPlayer | ||
playerObject | Transform | ||
prefabCaptureRay | Transform | ||
prefabDefeatByDeath | Transform | ||
prefabExtractor | Transform | ||
prefabFazenda | Transform | ||
prefabForceField | Transform | ||
prefabLaboratorio | Transform | ||
prefabUnderConstructionBox | Transform | ||
prefabVictorySequence | Transform | ||
questManager | QuestManager | ||
tLaunchingPlatform | Transform |
Method | Description | |
---|---|---|
ChangeDroneTeamAndUpdateList ( Transform droneObject, int droneLayer ) : void |
Updates the drone's list when one of them change teams
|
|
CheckIfAllMonkeysAreBoarded ( ) : void |
Check if we have all the monkeys boarded in the rocket. If so, the game was won!
|
|
CheckIfAllMonkeysAreConvicts ( ) : void |
Check if we all our monkeys are not under prison. If so, we lost the game. Usually, this function is called when a drone delivers a monkey to a prison
|
|
CheckIfAreEnoughResourcesToBuild ( Transform objectToBuild ) : bool |
Just check if we have enough resources to build this unit/structure
|
|
CheckIfTargetColliderIsInRange ( Vector3 callerPosition, Transform tTarget, int targetLayer, float fRadius ) : bool |
Check for enemies (collider, actually) inside a radius
|
|
CheckIfTargetIsInRange ( Transform tAttacker, Transform tTarget, float fAttackRange ) : bool |
Check if a target is in the range of this unit, projecting it's position in the 2D floor plane (only uses x and z coordinates)
|
|
CheckIfWeHaveOxygen ( ) : void |
Check if we have enough oxygen to keep the monkeys alive
|
|
DeployUnderConstructionBox ( Transform builtOver, Transform prefabToBuild, Vector3 position, float buildTime ) : void |
Create an instance of an 'Under Construction Box'
|
|
DeployUnderConstructionBox ( Vector3 position, float buildTime ) : void |
Overloaded method: only deploys the construction box, wait the time and then destroy it. Doesn't instantiate the new building
|
|
GetCurrentUnitsInScene ( ) : void |
Get all units in the scene, filters them and add them to the corresponding list
|
|
GetListOfAllAlliedBuildings ( ) : List |
||
GetListOfAllMonkeys ( ) : List |
Returns the list of all monkeys currently in the game
|
|
GetListOfAllNeutralResources ( ) : List |
||
GetListOfAllRocketParts ( ) : List |
Returns the list of all rocket parts transforms found in the scene
|
|
GetListOfAllRocketPartsComponents ( ) : List |
Returns the list of all rocket parts CRocketPart components for the parts found in the scene
|
|
ReceiveNewEvent ( Transform trSender, QuestManager eEvent ) : void |
Receive an event
|
|
getExtractRate ( ) : float | ||
getFabricRate ( ) : float | ||
getTaxaConsumoOxigenio ( ) : float | ||
setDroneVisaoAumentada ( ) : void | ||
setDroneVisaoNormal ( ) : void | ||
setExtractRate ( float rate ) : void | ||
setFabricRate ( float rate ) : void | ||
setTaxaConsumoOxigenio ( float rate ) : void |
Method | Description | |
---|---|---|
Awake ( ) : void | ||
CheckInputKeys ( ) : void |
Check for user input
|
|
DeployConstructionBox ( Vector3 position, float timeToBuild ) : IEnumerator |
Create a version of Freddy's construction box
|
|
DoCheatingStuff ( ) : void |
Do some cheats, for development purposes only
|
|
GameOverStartDeathByAsphyxiationSequence ( ) : void |
Call the scenes when the player has no oxygen left, so the monkeys die asphyxiated
|
|
GameOverStartJailedSequence ( ) : void |
What happens when the game is lost For now this happens when all player's monkeys are in jail
|
|
GameOverStartVictorySequence ( ) : void | ||
GetCurrentDronesInScene ( ) : void |
Get all drones in the scene
|
|
GetCurrentRocketPartsInScene ( ) : void |
Get all the rocket parts currently in the game
|
|
GetMonkeysObjects ( ) : void |
Get all monkeys in the scene, sort them by class and add their transforms to the variables declared up in this script. With this, we get shortcuts to them
|
|
Start ( ) : void | ||
Update ( ) : void |
public ChangeDroneTeamAndUpdateList ( Transform droneObject, int droneLayer ) : void | ||
droneObject | Transform | |
droneLayer | int | |
return | void |
public CheckIfAllMonkeysAreBoarded ( ) : void | ||
return | void |
public CheckIfAllMonkeysAreConvicts ( ) : void | ||
return | void |
public CheckIfAreEnoughResourcesToBuild ( Transform objectToBuild ) : bool | ||
objectToBuild | Transform | |
return | bool |
public CheckIfTargetColliderIsInRange ( Vector3 callerPosition, Transform tTarget, int targetLayer, float fRadius ) : bool | ||
callerPosition | Vector3 | The position to be the sphere center. Usually is the center of the caller's /// collider |
tTarget | Transform | Target's transform, so we can filter the colliders inside the radius and know for /// sure if we touched the target |
targetLayer | int | Target's layer, used for filtering colliders |
fRadius | float | Radius of the sphere where we will check for other objects presence. Usually the /// caller's attack radius |
return | bool |
public CheckIfTargetIsInRange ( Transform tAttacker, Transform tTarget, float fAttackRange ) : bool | ||
tAttacker | Transform | Transform of the attacker |
tTarget | Transform | Transform of the target |
fAttackRange | float | A float with the range of the attack |
return | bool |
public DeployUnderConstructionBox ( Transform builtOver, Transform prefabToBuild, Vector3 position, float buildTime ) : void | ||
builtOver | Transform | Transform of the object where this Box is built. With this, we can pass a /// Resource back to a built extractor, for instance. We can call it as null |
prefabToBuild | Transform | Prefab to the building which will be built we te timer is over. |
position | Vector3 | A Vector3 with the position to create the box and instantiate the new building, /// if any |
buildTime | float | Time to build the building. When it's over, it will instantiate a new building, /// show the complete animation and will destroy itself |
return | void |
public DeployUnderConstructionBox ( Vector3 position, float buildTime ) : void | ||
position | Vector3 | A Vector3 with the position to create the box |
buildTime | float | Time to build the building. When it's over, will show the complete animation /// and will destroy itself |
return | void |
public GetListOfAllAlliedBuildings ( ) : List |
||
return | List |
public GetListOfAllNeutralResources ( ) : List |
||
return | List |
public GetListOfAllRocketPartsComponents ( ) : List |
||
return | List |
public ReceiveNewEvent ( Transform trSender, QuestManager eEvent ) : void | ||
trSender | Transform | Transform of the sender of this event |
eEvent | QuestManager | EQuestEvents enum with the event |
return | void |
public static setExtractRate ( float rate ) : void | ||
rate | float | |
return | void |
public static setFabricRate ( float rate ) : void | ||
rate | float | |
return | void |
public setTaxaConsumoOxigenio ( float rate ) : void | ||
rate | float | |
return | void |
public static MouseWorldPosition mouseInputScript | ||
return | MouseWorldPosition |
public Transform prefabUnderConstructionBox | ||
return | Transform |