private void OnCollisionEnter2D(Collision2D collision)
    {
        if (destroy_now)
        {
            if (collision.gameObject.tag == "Top" || collision.gameObject.tag == "Block_Top")
            {
                Destroy(this.gameObject);
            }
        }

        if (collision.gameObject.tag == "Player")
        {
            audio_manager.Play("Player");
            destroy_now = true;
        }

        if (collision.gameObject.tag == "Bottom")
        {
            if (Carry_Current_Score.current_score > 10)
            {
                audio_manager.Play("Decrease Score");
            }

            score_ui_manager.Decrease_Score(10);
            Destroy(this.gameObject);
        }
    }
Beispiel #2
0
    IEnumerator Wait_Before_Load_Yes_Button()
    {
        audio_manager.Play("Button");
        scene_transition.SetBool("end_transition", true);
        yield return(new WaitForSeconds(1f));

        SceneManager.LoadScene(14);
    }
    IEnumerator Wait_Before_Load_Stats_Button()
    {
        audio_manager.Play("Button");
        scene_transition.SetBool("end_transition", true);
        yield return(new WaitForSeconds(1f));

        scene_loader.Load_Scene_By_Index(18);
    }
Beispiel #4
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 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (this.gameObject.name == "A.I. Easy")
     {
         audio_manager.Play("A.I. 2");
     }
     else
     {
         audio_manager.Play("A.I.");
     }
 }
Beispiel #5
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    public void On_Click_Next_Button()
    {
        audio_manager.Play("Button");

        if (description_index == 0)
        {
            StartCoroutine(Play_Touch_Left());
        }
        else if (description_index == 1)
        {
            StartCoroutine(Play_Right_Left());
        }
        else if (description_index == 2)
        {
            StartCoroutine(Play_Level_Up());
        }
        else if (description_index == 3)
        {
            StartCoroutine(Play_Game_Over());
        }
        else if (description_index == 4)
        {
            StartCoroutine(Play_Above_Blocks());
        }
        else if (description_index == 5)
        {
            StartCoroutine(Play_Below_Blocks());
        }
        else if (description_index >= 6)
        {
            Next_Description();
        }
    }
Beispiel #6
0
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.tag == "Player")
        {
            if (game_is_started == true)
            {
                audio_manager.Play("Player");
            }
        }

        if (collision.gameObject.tag == "Block_Bottom")
        {
            //find better place for this line of code(if you can)
            // scene_transition.SetBool("level_start", false);


            if (Block.block_has_been_destroyed)
            {
                score_manager.Increase_Score(10);

                Block.block_has_been_destroyed = false;
            }
        }

        // Giving some randomness to the Ball Direction on collision.
        Apply_Random_Friction();

        if (collision.gameObject.tag == "Player")
        {
            rb_ball.velocity = new Vector2((transform.position.x - player_pos.position.x) * 500f * Time.deltaTime, rb_ball.velocity.y);
        }

        if (collision.gameObject.tag == "Bottom")
        {
            if (Lifes > 1)
            {
                GameObject.Find("Life's").transform.Find("Canvas").transform.Find(Lifes.ToString()).gameObject.SetActive(false);
                Lifes--;

                if (Lifes == 1)
                {
                    GameObject.Find("Play_Space").transform.Find("Bottom").GetComponent <BoxCollider2D>().isTrigger = true;
                }
            }
        }
    }
 public void OnTriggerEnter2D(Collider2D other)
 {
     if (other.gameObject.CompareTag("bullet"))
     {
         Destroy(other);
         scoreManager.AddScore();
         print(scoreManager.currentScore);
         audioManager.Play("Destroy");
     }
 }
    void Pickup()
    {
        pickedUp = true;
        pickupeffect.Play();
        CinemachineShake.Instance.ShakeCamera(5f, .1f);
        Audio_Manager.Play("PickUpComponent");

        collectibleCount++;
        Destroy(gameObject);
    }
Beispiel #9
0
    public void AddPiece(GameObject socketObject)
    {
        //nick's code
        parentScript.pieceRigidBody.isKinematic = true;
        parentScript.pieceRigidBody.useGravity  = false;
        parentScript.pieceRigidBody.rotation    = socketObject.GetComponent <ArmChecker>().connectionPosition.transform.rotation;
        parentScript.pieceRigidBody.position    = socketObject.GetComponent <ArmChecker>().connectionPosition.transform.position;
        Audio_Manager.Play("Connection");

        localManager.AddPieceToGlobalManager(socketObject);
    }
    IEnumerator Spawn_Ball()
    {
        while (true)
        {
            forceY = UnityEngine.Random.Range(1000f, 5000f);
            yield return(new WaitForSeconds(spawn_time));

            if (this.gameObject.name == "Barrel Left")
            {
                var ball_instance = Instantiate(ball_prefab, left_spawn_pos.position, Quaternion.identity) as GameObject;
                ball_instance.GetComponent <Rigidbody2D>().AddForce(new Vector2(forceY * 1.428f, forceY)); // here "1.428" is cot(57.2 degree's).
                audio_manager.Play("Falling Ball");
            }
            else if (this.gameObject.name == "Barrel Right")
            {
                var ball_instance = Instantiate(ball_prefab, right_spawn_pos.position, Quaternion.identity) as GameObject;
                ball_instance.GetComponent <Rigidbody2D>().AddForce(new Vector2(-forceY * 0.644f, forceY)); // here "0.644" is cot(35 degree's).
                audio_manager.Play("Falling Ball");
            }
        }
    }
Beispiel #11
0
    public void AddPieceToGlobalManager(GameObject socketObject)
    {
        //tree stuff
        globalPartManager.AddPlayerPart(shape, color, socketObject, gameObject);

        //socket stuff
        SocketToggle(true);
        Audio_Manager.Play("Part_Connect");

        //connect to object
        AddToModel(socketLaser.previousCollider.gameObject);
    }
    private void Damage_Block()
    {
        // Hitting the block more and more until it breaks. Changing sprites to show the amount of damage block has taken.

        /* if (count_damage == 0) {
         *     current_sprite.sprite = block_sprites[count_damage];
         *     count_damage++;
         * }
         * else if (count_damage == 1) {
         *     current_sprite.sprite = block_sprites[count_damage];
         *     count_damage++;
         * }
         * else if (count_damage == 2) {
         *     current_sprite.sprite = block_sprites[count_damage];
         *     count_damage++;
         * }
         * else if (count_damage == 3) {
         *     current_sprite.sprite = block_sprites[count_damage];
         *     count_damage++;
         * }       */
        if (count_damage == 0)
        {
            audio_manager.Play("block_1");
            current_sprite.sprite = block_sprites;// put "count_damage" here
            count_damage++;
        }
        else
        {
            audio_manager.Play("block_bottom_2");

            level_4_game_mechanics.hit_detected_level4 = true;

            score_ui_manager.Increase_Score(15);

            Instantiate(partical_prefab, transform.position, Quaternion.identity);


            Destroy(this.gameObject);
        }
    }
Beispiel #13
0
    private void Damage_Block()
    {
        if (count_damage == 0)
        {
            audio_manager.Play("block_1");

            current_sprite.sprite = block_sprites[3];
            count_damage++;
        }
        else
        {
            if (Scene_Loader.scene_index == 11)
            {
                audio_manager.Play("block_1");
            }
            else
            {
                audio_manager.Play("block_top_2");
            }


            if (Scene_Loader.scene_index == 6)
            {
                level_6_game_mechanics.hit_detected_level6 = true;
            }

            if (Scene_Loader.scene_index == 11)
            {
                score_ui_manager.Increase_Score(5);
                level_10_block_spawner.count_blocks--;
            }

            Instantiate(partical_prefab, transform.position, Quaternion.identity);

            Destroy(this.gameObject);
        }
    }
    private void Damage_Block()
    {
        if (count_damage == 0)
        {
            audio_manager.Play("Level_10_block_1");
            current_sprite.sprite = block_sprites[1]; // put "count_damage" here
            count_damage++;
        }
        else if (count_damage == 1)
        {
            audio_manager.Play("Level_10_block_1");
            current_sprite.sprite = block_sprites[3];
            count_damage++;
        }
        else if (count_damage == 2)
        {
            audio_manager.Play("Level_10_block_1");
            current_sprite.sprite = block_sprites[4];
            count_damage++;
        }
        else
        {
            audio_manager.Play("Level_10_block_2");

            score_ui_manager.Increase_Score(20);

            level_10_game_mechanics.hit_detected_level10 = true;

            FindObjectOfType <Level_10_Spacial_block_spawn>().GetComponent <Level_10_Spacial_block_spawn>().is_destroyed = true;


            Instantiate(partical_prefab, transform.position, Quaternion.identity);

            Destroy(this.gameObject);
        }
    }
Beispiel #15
0
    public void respawn()
    {
        cameraShake.Shake(camShakeAmt, camShakelng);
        explosion = Instantiate(explosion, transform.position, transform.rotation);
        audioManager.Play("Respawn");
        disablespriteRenderer.enabled = false;
        disableboxCollider.enabled    = false;
        disableShooting.enabled       = false;

        foreach (ParticleSystem s in PlayerPS)
        {
            s.Stop();
        }

        StartCoroutine(finishRespawn());
    }
Beispiel #16
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    public void ButtonPress()
    {
        if (buttonDone) //how interact with apk
        {
            Audio_Manager.Play("Button");
            thisAnimator.SetBool("Pressed", true);
            buttonDone = false;

            //maybe add a delay?
            partManager.NonCoreRemovePart();
            partParent.transform.position = partParentLocation.transform.position;

            StartCoroutine(crateManager.CrateCycle());
            //create parts is in crate manager as it manages the transition
        } //else play unsuccessful press sound
    }
    private void OnTriggerEnter2D(Collider2D collision)
    {
        // If player collide with bullet then score will be reduced.
        if (collision.gameObject.tag == "Player")
        {
            if (Carry_Current_Score.current_score > 10)
            {
                audio_manager.Play("Decrease Score");
            }

            FindObjectOfType <Score_UI_Manager>().GetComponent <Score_UI_Manager>().Decrease_Score(5);
        }

        if (collision.gameObject.tag != "Ball")
        {
            Destroy(this.gameObject);
        }
    }
    private void Update()
    {
        if (isGrounded == true)
        {
            extraJumps = extraJumpsValue;
        }

        if (Input.GetKeyDown(KeyCode.UpArrow) && extraJumps > 0)
        {
            rb.velocity = Vector2.up * jumpforce;
            extraJumps--;
        }
        else if (Input.GetKeyDown(KeyCode.UpArrow) && extraJumps == 0 && isGrounded == true)
        {
            rb.velocity = Vector2.up * jumpforce;
        }
        if (Input.GetKeyDown(KeyCode.W) && extraJumps > 0)
        {
            rb.velocity = Vector2.up * jumpforce;
            extraJumps--;
        }
        else if (Input.GetKeyDown(KeyCode.W) && extraJumps == 0 && isGrounded == true)
        {
            rb.velocity = Vector2.up * jumpforce;
        }
        if (Input.GetKeyDown(KeyCode.Space) && extraJumps > 0)
        {
            rb.velocity = Vector2.up * jumpforce;
            extraJumps--;
        }
        else if (Input.GetKeyDown(KeyCode.Space) && extraJumps == 0 && isGrounded == true)
        {
            rb.velocity = Vector2.up * jumpforce;
        }

        if (Input.GetKeyDown(KeyCode.Space) && isGrounded == true)
        {
            audio_Manager.Play("Jump");
            animator.SetTrigger("jump");
        }
        if (Input.GetKeyDown(KeyCode.W) &&
            isGrounded == true)
        {
            audio_Manager.Play("Jump");
            animator.SetTrigger("jump");
        }
        if (Input.GetKeyDown(KeyCode.UpArrow) && isGrounded == true)
        {
            audio_Manager.Play("Jump");
            animator.SetTrigger("jump");
        }

        if (extraJumps == 0)
        {
            doubleJumpUI.SetActive(false);
        }
        else
        {
            doubleJumpUI.SetActive(true);
        }
    }
Beispiel #19
0
 public void On_Click_Resume_Button()
 {
     Time.timeScale = 1;
     audio_manager.Play("Button");
     Pause_UI.SetActive(false);
 }
Beispiel #20
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 private void OnCollisionEnter2D(Collision2D collision)
 {
     audio_manager.Play("A.I.");
 }
 void Shoot()
 {
     audio_Manager.Play("Shoot");
     Instantiate(bulletPrefab, firepoint.position, firepoint.rotation);
 }
Beispiel #22
0
 public void takeDamage(int damage)
 {
     Audio_Manager.Play("PlayerDeath");
     currentHealth -= damage;
 }
Beispiel #23
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    private void Damage_Block()
    {
        // Hitting the block more and more until it breaks. Changing sprites to show the amount of damage block has taken.

        /* if (count_damage == 0) {
         *     current_sprite.sprite = block_sprites[count_damage];
         *     count_damage++;
         * }
         * else if (count_damage == 1) {
         *     current_sprite.sprite = block_sprites[count_damage];
         *     count_damage++;
         * }
         * else if (count_damage == 2) {
         *     current_sprite.sprite = block_sprites[count_damage];
         *     count_damage++;
         * }
         * else if (count_damage == 3) {
         *     current_sprite.sprite = block_sprites[count_damage];
         *     count_damage++;
         * }       */
        if (count_damage == 0)
        {
            audio_manager.Play("block_1");

            current_sprite.sprite = block_sprites[3]; // put "count_damage" here
            count_damage++;
        }
        else
        {
            if (gameObject.tag == "Block_Top")
            {
                if (Scene_Loader.scene_index != 10)
                {
                    audio_manager.Play("block_top_2");
                }
                else
                {
                    audio_manager.Play("block_1");
                }
            }
            else
            {
                audio_manager.Play("block_bottom_2");
            }


            // Finally, destroying the block.
            Reduce_Count();

            Hit_Ditected();

            // Related to Score UI system.
            if (this.gameObject.tag == "Block_Bottom")
            {
                block_has_been_destroyed = true;
            }

            Instantiate(partical_prefab, transform.position, Quaternion.identity);

            Destroy(this.gameObject);
        }
    }