Beispiel #1
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    /// <summary>
    /// Trigger event.
    /// </summary>
    /// <returns>IEnumerator
    public override IEnumerator TriggerEvent()
    {
        canBeTriggered = false;
        Player.instance.playerUI.iconWrapper.Hide();

        Player.instance.playerController.SetPlayerInEventMode();

        _audio.PlaySound(0);

        // set up dialogue data.
        GameManager.instance.overWorldUI.dialogueBox.data = data;

        // play dialogue.
        GameManager.instance.overWorldUI.dialogueBox.Play();

        while (GameManager.instance.overWorldUI.dialogueBox.playing)
        {
            yield return(new WaitForEndOfFrame());
        }

        yield return(new WaitForSeconds(.1f));

        Player.instance.playerController.SetPlayerOutOfEventMode();
        yield return(new WaitForSeconds(.5f));

        canBeTriggered = true;
        _event         = null;
    }
Beispiel #2
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 /// <summary>
 /// Play enemy standard sound.
 /// </summary>
 protected override void PlayStandardSound()
 {
     if (_audio != null)
     {
         _audio.PlaySound(0);
     }
 }
Beispiel #3
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    /// <summary>
    /// Get damage.
    /// </summary>
    /// <param name="damage">float - how much damage the player has received</param>
    public void GetDamage(float damage)
    {
        // update player damage.
        float damageReceived = (damage / playerData.defense) + UnityEngine.Random.Range(0f, .3f);

        playerData.UpdateHitPoints(-damageReceived);

        // set player as invencible so it cannot get damage too fast for enemies - FPSInput class will remove invencible status automatically.
        playerInput.invencible = true;

        if (playerData.hitPoints > 0f)
        {
            // generate a radom number between all the damage sounds keys for player ( currently 2 ).
            int index = Random.Range(1, 3);

            // play damage audio.
            _audio.PlaySound(index);

            // display UI damage elements.
            if (GamePlayUI.instance != null)
            {
                GamePlayUI.instance.PlayerDamaged();
            }
        }
        else
        {
            // player has no more hit points - gameover
            // TODO: Add game over call here.
            Debug.Log("Game Over");
        }
    }
Beispiel #4
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        public override void Update(GameTime gameTime)
        {
            if (direction)
            {
                if (!playedSound && !start)
                {
                    audioComponent?.PlaySound("lever");
                    playedSound = true;
                }

                parent.RotationZ += 8 * stepSize * (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (parent.RotationZ > endRotation)
                {
                    direction   = false;
                    playedSound = false;
                }
            }
            else
            {
                if (parent.RotationZ >= startRotation)
                {
                    parent.RotationZ -= 8 * stepSize * (float)gameTime.ElapsedGameTime.TotalSeconds;
                    if (!playedSound && !start)
                    {
                        audioComponent?.PlaySound("lever");
                        playedSound = true;
                    }
                }
                else
                {
                    playedSound = false;
                }
                start = false;
            }
        }
Beispiel #5
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 /// <summary>
 /// Hover by mouse logic.
 /// </summary>
 public void Hover()
 {
     if (!textAnim.displayed)
     {
         _audio.PlaySound();
         textAnim.FadeIn(1f);        // Standard fade speed.
     }
 }
Beispiel #6
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 /// <summary>
 /// On focus.
 /// </summary>
 private void OnFocus()
 {
     StartCoroutine(AwaitCursor());
     audio.PlaySound(0);
     cursor.SetActive(true);
     textAnim.SetBool("Focus", true);
     onFocus = true;
 }
Beispiel #7
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    /// <summary>
    /// Run interact process coroutine.
    /// </summary>
    /// <returns>IEnumerator</returns>
    private IEnumerator RunInteractProcessRoutine()
    {
        _anim.SetBool("KeyPressed", true);

        if (_innmediate)
        {
            // display inmediate use interactable.
            _audio.PlaySound(0);

            yield return(new WaitForSeconds(.5f));

            Hide();
            yield return(new WaitForSeconds(.1f));

            completed      = true;
            _actionRoutine = null;
            yield break;
        }

        // update text and display fill progress image.
        actionLabelText.UpdateContent(_labelProgress);
        fillImage.gameObject.SetActive(true);

        // update action progress bar.
        while (Input.GetKey("f") && fillImage.fillAmount < 1f)
        {
            inProcess             = true;
            fillImage.fillAmount += _fillSpeed * Time.deltaTime;
            yield return(new WaitForFixedUpdate());
        }

        inProcess = false;
        actionLabelText.UpdateContent(_label);

        // set completed if action was actually completed.
        if (fillImage.fillAmount == 1f)
        {
            _audio.PlaySound(0);

            completed = true;
            yield return(new WaitForSeconds(.1f));

            Hide();
            _anim.SetBool("KeyPressed", false);
        }
        else
        {
            _anim.SetBool("KeyPressed", false);
            _audio.PlaySound(1);
        }

        // reset and remove fill image.
        fillImage.fillAmount = 0f;
        fillImage.gameObject.SetActive(false);

        _actionRoutine = null;
    }
Beispiel #8
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    /// <summary>
    /// Cristal hit by player actions.
    /// </summary>
    /// <param name="damage">float - damage received by hit impact.</param>
    public virtual void Hit(float damage)
    {
        resistance = resistance - damage;

        if (resistance > 0)
        {
            // play sound.
            _audio.PlaySound();
        }
    }
Beispiel #9
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    /// <summary>
    /// Switch lintern on.
    /// </summary>
    private void SwitchOn()
    {
        if (linternData.currentBattery > 0f)
        {
            linternData.enabled = true;

            leftFocus.SwitchOn();
            rightFocus.SwitchOn();

            _audio.PlaySound();
        }
    }
Beispiel #10
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    /// <summary>
    /// Hover in.
    /// This method is called
    /// from event system component.
    /// </summary>
    public void HoverIn()
    {
        _cursorIn = true;

        // display item temporally to tell the player than the item can be dropped here.
        if (DragHandler.itemHandled != null && DragHandler.itemHandled.type == ItemData.Type.basic)
        {
            _audio.PlaySound(0);
            _anim.SetBool("Hover", true);
            itemImage.sprite = DragHandler.itemHandled.sprite;
        }
    }
Beispiel #11
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    /// <sumamry>
    /// Display coroutine.
    /// </summary>
    /// <returns>IEnumerator</returns>
    private IEnumerator DisplayRoutine()
    {
        _audio.PlaySound(0);

        // display menu background and sections.
        background.FadeIn();
        yield return(new WaitForSecondsRealtime(.3f));

        menuNavigation.gameObject.SetActive(true);
        menuContent.gameObject.SetActive(true);

        displayed    = true;
        _animRoutine = null;
    }
Beispiel #12
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    /// <summary>
    /// Hover logic.
    /// This method is triggered from
    /// event system component.
    /// </summary>
    public void HoverIn()
    {
        if (!empty && itemData != null)
        {
            _audio.PlaySound(0);
            _anim.SetBool("Hover", true);

            // update sidebar description data.
            if (_itemsSections != null)
            {
                _itemsSections.descriptionSection.UpdateSection(itemData.description_en, itemData.sprite, true);
            }
        }
    }
Beispiel #13
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    /// <summary>
    /// Trigger event.
    /// </summary>
    /// <returns>IEnumerator
    public override IEnumerator TriggerEvent()
    {
        canBeTriggered = false;
        Player.instance.playerUI.iconWrapper.Hide();

        Player.instance.playerController.SetPlayerInEventMode();

        _audio.PlaySound(1);

        if (localVars.GetVar(varToUnlock))      // already used.

        // set up dialogue data.
        {
            GameManager.instance.overWorldUI.dialogueBox.data = alreadyOnDialogueContent;

            // play dialogue.
            GameManager.instance.overWorldUI.dialogueBox.Play();

            while (GameManager.instance.overWorldUI.dialogueBox.playing)
            {
                yield return(new WaitForEndOfFrame());
            }
        }
        else
        {
            // set up dialogue data.
            GameManager.instance.overWorldUI.dialogueBox.data = dialogueContent;

            // play dialogue.
            GameManager.instance.overWorldUI.dialogueBox.Play();

            while (GameManager.instance.overWorldUI.dialogueBox.playing)
            {
                yield return(new WaitForEndOfFrame());
            }

            yield return(new WaitForSeconds(.5f));

            _audio.PlaySound(0);
            localVars.SetVar(varToUnlock, true);

            yield return(new WaitForSeconds(.5f));
        }

        Player.instance.playerController.SetPlayerOutOfEventMode();
        yield return(new WaitForSeconds(.5f));

        canBeTriggered = true;
        _event         = null;
    }
Beispiel #14
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    /// <summary>
    /// Trigger event.
    /// </summary>
    /// <returns>IEnumerator</returns>
    public override IEnumerator TriggerEvent()
    {
        canBeTriggered = false;
        Player.instance.playerUI.iconWrapper.Hide();

        Player.instance.playerController.SetPlayerInEventMode();

        topCollider.enabled    = false;
        bottomCollider.enabled = false;

        _audio.PlaySound(0);

        // _enterFromDown = IsEnteringFromDown();

        Vector3 destination = (position == "bottom") ? bottomStair.position : topStair.position;

        Player.instance.playerController.SetOrientation(PlayerSpawnData.Orientation.up);

        if (_movingRoutine == null)
        {
            _movingRoutine = StartCoroutine(MovePlayerToStairPoint(destination));
        }

        while (movingToPoint && _movingRoutine != null)
        {
            yield return(new WaitForFixedUpdate());
        }

        climbing = true;

        // enable climbing controls here.
        while (climbing)
        {
            yield return(new WaitForFixedUpdate());
        }

        yield return(new WaitForSeconds(.1f));

        Player.instance.playerController.SetPlayerOutOfEventMode();

        topCollider.enabled    = true;
        bottomCollider.enabled = true;

        yield return(new WaitForSeconds(.5f));

        canBeTriggered = true;
        _event         = null;
    }
Beispiel #15
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    /// <summary>
    /// Jump player logic.
    /// </summary>
    private IEnumerator Jump()
    {
        // temporally disable ground checker.
        if (_groundCheckerRoutine == null)
        {
            _groundCheckerRoutine = StartCoroutine("DisableGrounding");
        }

        grounded = false;

        // play jump sound.
        _audio.PlaySound(0);

        Vector3 movement  = Vector3.zero;
        float   jumpForce = (isRunning) ? jumpSpeed + runningJumpBoost : jumpSpeed;

        movement.y = jumpForce;

        while (!grounded)
        {
            movement.y -= (-gravity) * Time.deltaTime;
            _charController.Move(movement * Time.deltaTime);
            yield return(null);
        }

        _jump = null;
    }
Beispiel #16
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    /// <summary>
    /// Trigger event.
    /// </summary>
    /// <returns>IEnumerator
    public override IEnumerator TriggerEvent()
    {
        canBeTriggered = false;

        GameManager.instance.overWorldUI.UICover.FadeIn();
        Player.instance.playerUI.iconWrapper.Hide();

        Player.instance.playerController.SetPlayerInEventMode();

        _audio.PlaySound(0);

        yield return(new WaitForSeconds(1.5f));

        Player.instance.gameObject.transform.position = spawnToUse.position;
        Player.instance.playerController.SetOrientation(orientation);


        yield return(new WaitForSeconds(.5f));

        GameManager.instance.overWorldUI.UICover.FadeOut();
        Player.instance.playerController.SetPlayerOutOfEventMode();
        yield return(new WaitForSeconds(.5f));

        canBeTriggered = true;
        _event         = null;
    }
Beispiel #17
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    /// <sumamry>
    /// Open chest coroutine.
    /// </summary>
    /// <returns>IEnumerator</returns>
    public IEnumerator OpenRoutine()
    {
        opened = true;

        // play sound.
        _audio.PlaySound();

        // remove current chest particles.
        externalParticles.Stop();

        // open chest.
        anim.SetBool("Open", true);
        yield return(new WaitForSeconds(.6f));

        innerLight.SetActive(true);
        yield return(new WaitForSeconds(1.65f));

        // play particle effects.
        foreach (ParticleSystem particles in openinigParticles)
        {
            particles.gameObject.SetActive(true);
        }

        // drop chest content into game scene.
        loot.DropLoot();
    }
Beispiel #18
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    public override void Activate()
    {
        var board    = Owner.Board;
        var ownerPos = Owner.Position;
        var from     = board.TileAt(ownerPos);

        Point targetDir = new Point((Mathf.Clamp(Target.tile.Position.x -
                                                 ownerPos.x, -1, 1)), (Mathf.Clamp(Target.tile.Position.y -
                                                                                   ownerPos.y, -1, 1)));

        var instance = Instantiate(Resources.Load <GameObject> ("Prefabs/Projectile"),
                                   new Vector3((targetDir.x + ownerPos.x),
                                               (targetDir.y + ownerPos.y), -2),
                                   Quaternion.identity);

        if (Owner.dir != targetDir.ToDirection())
        {
            var toTurn = from.GetDirection(Target.tile);
            Owner.AbilityComponent.TurnUnit(toTurn);
        }

        instance.AddComponent <ProjectileComponent> ().Initialize(targetDir, OnAbilityConnected);
        instance.AddComponent <DestinationComponent> ().Initialize(Target.tile.Position, OnAbilityConnected);

        AudioComponent.PlaySound(Sounds.BOMB_LAUNCHED);

        OnFinished(EnergyCost);
    }
Beispiel #19
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    /// <summary>
    /// Pause game and display pause screen.
    /// </summary>
    /// <returns>IEnumerator</returns>
    private IEnumerator PauseGameRoutine()
    {
        _audio.PlaySound();
        Time.timeScale = 0;
        GameManager.instance.paused = true;
        GameManager.instance.LockGameMenu();

        background.SetBool("Displayed", true);
        yield return(new WaitForSecondsRealtime(toWait));

        pauseText.FadeIn(fadeSpeed);
        lineLeft.FadeIn(fadeSpeed);
        lineRight.FadeIn(fadeSpeed);

        _pauseRutine = null;
    }
Beispiel #20
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 public override void OnTrigger(GameObject triggered)
 {
     System.Diagnostics.Debug.WriteLine("Lina trafiona");
     audioComponent.PlaySound("cut");
     component.dropBridge = true;
     base.OnTrigger(null);
 }
Beispiel #21
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    public override void Activate()
    {
        if (Owner == null)
        {
            return;
        }

        if (Target == null)
        {
            Debug.Log(string.Format("No Target"));
            return;
        }

        var targetUnit = Target.tile.OccupiedBy;
        var from       = Owner.Board.TileAt(Owner.Position);

        var toTurn = from.GetDirection(Target.tile);

        Owner.AbilityComponent.TurnUnit(toTurn);

        if (targetUnit != null)
        {
            OnAbilityConnected(targetUnit.gameObject);
        }

        var vfx = Instantiate(Resources.Load <GameObject> ("Prefabs/Player Impact Visual"), new Vector3(Target.tile.Position.x, Target.tile.Position.y, Layers.Foreground), Quaternion.identity);

        AudioComponent.PlaySound(Sounds.BITE);
        Destroy(vfx, 0.2f);

        OnFinished(EnergyCost);
    }
Beispiel #22
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 /// <summary>
 /// Hover.
 /// </summary>
 public void Hover()
 {
     if (_button.interactable)
     {
         _audio.PlaySound(0);
     }
 }
    public override UnitState HandleInput(Controller controller)
    {
        var swappedAbility = SwapActiveAbility(controller);

        if (swappedAbility != null)
        {
            BoardVisuals.RemoveTilesFromHighlightsByUnit(Owner);
            CleanIndicator();
            return(swappedAbility);
        }

        List <PathfindingData> tilesInRange = GetTilesInRange();

        // handling a special case where the targetting is programmatic.
        // will ecentually need to accomodate for this in a more robust way using OOP
        if (abilityComponent.CurrentAbility.AutoTargets)
        {
            PathfindingData autoTarget = tilesInRange.FirstOrDefault(
                element => element.tile.IsOccupied() && element.tile.OccupiedBy.GetComponent <Monster> ()
                );

            if (autoTarget == null)
            {
                AudioComponent.PlaySound(Sounds.ERROR);
                onAbilityCanceled();
                return(new PlayerIdleState(Owner));
            }

            if (Owner.EnergyComponent.AdjustEnergy(-abilityComponent.CurrentAbility.EnergyCost) &&
                abilityComponent.PrepAbility(tilesInRange, autoTarget))
            {
                onAbilityCommited(Owner, abilityComponent.IndexOfCurrentAbility());
                return(new PlayerActingState(Owner, tilesInRange, autoTarget));
            }
        }

        Point mousePosition = BoardUtility.mousePosFromScreenPoint();

        HighlightTiles(tilesInRange, mousePosition);

        // user clicks on a walkable tile which is in range....
        if (controller.DetectInputFor(ControlTypes.CONFIRM))
        {
            PathfindingData selectedTarget = tilesInRange.Find(
                element => element.tile.Position == mousePosition
                );

            // transition to acting state if it's a valid selection
            // and we successfully prep our ability for use
            bool targetIsValid = selectedTarget != null && selectedTarget.tile.isWalkable;
            if (targetIsValid && Owner.EnergyComponent.AdjustEnergy(-abilityComponent.CurrentAbility.EnergyCost) &&
                abilityComponent.PrepAbility(tilesInRange, selectedTarget))
            {
                onAbilityCommited(Owner, abilityComponent.IndexOfCurrentAbility());
                return(new PlayerActingState(Owner, tilesInRange, selectedTarget));
            }
        }

        return(null);
    }
Beispiel #24
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 /// <summary>
 /// Play level up animation.
 /// </summary>
 public void PlayLevelUpAnim()
 {
     foreach (ParticleSystem levelUpParticleSys in levelUpParticles)
     {
         levelUpParticleSys.Play();
     }
     levelUpAudio.PlaySound();
 }
Beispiel #25
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 /// <summary>
 /// Hover by mouse logic.
 /// </summary>
 public void Hover()
 {
     if (!active && _button.interactable && !textAnim.displayed)
     {
         _audio.PlaySound(0);            // Play first sound in the sound pool.
         textAnim.FadeIn(1f);            // Standard fade speed;
     }
 }
Beispiel #26
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 /// <sumamry>
 /// Hit method.
 /// Called every time the gravity
 /// crystal is hit by player's projectile.
 /// </summary>
 private void Hit()
 {
     if (interactable)
     {
         if (activationHits > 0)
         {
             _anim.SetTrigger("Hit");
             distorsion.Play();
             particleHit.Play();
             _audio.PlaySound(0);
             activationHits--;
         }
         else
         {
             // call enabled method here.
             Enabled();
         }
     }
 }
Beispiel #27
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 public override void Activate()
 {
     if (Owner is Hero)
     {
         AudioComponent.PlaySound(Sounds.RUNNING);
     }
     // start a timer with a callback to transition to the next state
     StartCoroutine(Movement.Traverse(TilesInRange, Target, () => {
         OnDestinationReached();
     }));
 }
Beispiel #28
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    /// <summary>
    /// Update is called every frame, if the MonoBehaviour is enabled.
    /// </summary>
    void Update()
    {
        if (GameManager.instance.inGamePlay && !GameManager.instance.isPaused)
        {
            // set the weapon animation.
            // SetAnimation();

            // calculate point in the screen where the bullet is going to be shot at.
            UpdateShootingOriginPosition();

            // check if weapon has cooled.
            CheckHeatedStatus();

            // check if the user is clicking the left button mouse to shoot.
            if (Input.GetMouseButtonDown(0) && !plasmaGunData.heated && !player.isRunning)
            {
                Shoot();
            }

            // display no ammo sound if the users tries to shoot and the plasma gun is heated.
            if (Input.GetMouseButtonDown(0) && plasmaGunData.heated)
            {
                // display no ammo sound.
                _audio.PlaySound(1);
            }

            if (Input.GetMouseButtonUp(0))
            {
                _framesHolding = 0;
            }
        }
        else
        {
            // stop heated sound if game gets paused.
            if (_heatedRoutine != null)
            {
                heatedAudio.StopAudio();
                _heatedRoutine = null;
            }
        }
    }
Beispiel #29
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    /// <summary>
    /// Display menu.
    /// </summary>
    /// <returns>IEnumerator</returns>
    public IEnumerator DisplayMenu()
    {
        inMenu = true;
        GameManager.instance.paused = true;
        Time.timeScale = 0;

        audio.PlaySound(0);
        background.FadeIn();
        sectionCover.FadeIn();
        yield return(new WaitForSecondsRealtime(.5f));

        mainSection.gameObject.SetActive(true);
        mainSection.DisplaySections();
        sectionCover.FadeOut(2f);
        yield return(new WaitForSecondsRealtime(.1f));

        menuNavegable.MakeNavegable();

        currentSection = "MainSection";

        _displayRoutine = null;
    }
Beispiel #30
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    /// <summary>
    /// Play Enemy hit particle.
    /// </summary>
    public void DisplayHitParticles()
    {
        int key = UnityEngine.Random.Range(0, (particles.Length - 1));

        if (_audio != null)
        {
            _audio.PlaySound();
        }

        if (particles[key] != null)
        {
            // particles[key].Play();
        }
    }