Beispiel #1
0
    public void AnimationFinish()
    {
        canDeflect = false;

        //We see if we are eligable for taxing the bot once the animation is finished.
        if (activationTax)
        {
            //When this function gets called we also add the activation heat tax.
            host.AddHeat(ActivationHeat);

            //Play the effect
            if (ShieldActivationEffect)
            {
                //ShieldActivationEffect.transform.position = host.transform.position;
                ShieldActivationEffect.Play();
            }

            if (ActivationTaxSound)
            {
                AudioPlayer.GetPlayer().PlaySound(ActivationTaxSound);
            }
        }



        //If we havent shattered anything then we can play the empty shatter animation.
        if (!Host.DidShatter)
        {
            //reset the variable.
            Host.DidShatter = true;

            Host.EmptyShatterEffect.Play();
            GameObjectTracker.instance.EmptyShatter();
        }
    }
Beispiel #2
0
    void OnTriggerStay(Collider col)
    {
        //Check if we collide with a CommandCenter.
        if (col.gameObject.CompareTag("Bot"))
        {
            Bot b = col.gameObject.GetComponent <Bot>();
            // if we touch the command Center add health,
            // but only certain amount per second
            if (b && (isAffective && (Time.time - timeStartedGivingHealth) > healthGivingFreq))
            {
                // TODO: for now, we are going to add negative damage, should work
                b.AddHeat(-healthToGive);

                //Send the message.
                GameObjectTracker.instance.CoolDownBot(healthToGive);

                // print("Giving +" + healthToGive + " to Player!");
                timeStartedGivingHealth = Time.time;
            }
        }
    }    //All Collisions Check
    //Controls for development.
    public void TestControls()
    {
        //if(Application.isEditor || Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.WindowsPlayer)
        if (true)
        {
            //We will just add on a bit of heat as we press the H button
            if (Input.GetKey(KeyCode.H))
            {
                //Bot_01.Damage(55.0f);
                CommandCenter_01.Damage(55.0f);
            }


            if (Input.GetKeyDown(KeyCode.M))
            {
                //GameObjectTracker.instance._PlayerData.GemBank += 1000;

                ActivityManager.Instance.FadeToBlack();
            }

            //We will just add on a bit of heat as we press the H button
            if (Input.GetKey(KeyCode.C))
            {
                Bot_01.Cool(50.0f);
            }

            if (Input.GetKeyDown(KeyCode.P))
            {
                foreach (string s in Input.GetJoystickNames())
                {
                    print(s);
                }
            }

            if (Input.GetKeyDown(KeyCode.Alpha1))
            {
                ClearFreeCannons();
            }


            if (Input.GetKeyDown(KeyCode.Alpha0))
            {
                AssignCannonSlotTypes();
            }


            if (Input.GetButtonDown("Shoot"))
            {
                Bot_01.Shoot();
                //AnimateAttack();
            }

            if (Input.GetButtonDown("OverHeat"))
            {
                Bot_01.AddHeat(1000.0f);
            }

            if (Input.GetButtonDown("Shield") || Input.GetKeyDown(KeyCode.B))
            {
                Bot_01.ActivateDefense();
            }

            if (Input.GetButtonUp("Shield") || Input.GetKeyUp(KeyCode.B))
            {
                Bot_01.DeactivateDefense();
            }

            //Absolute Input controls for testing purposes
            if (Input.GetAxis("Horizontal") < 0.0f || Input.GetKeyDown(KeyCode.A))
            {
                movingDirection += -(Vector3.right) * -Input.GetAxis("Horizontal");
            }
            if (Input.GetAxis("Horizontal") > 0.0f || Input.GetKeyDown(KeyCode.D))
            {
                movingDirection += (Vector3.right) * Input.GetAxis("Horizontal");
                ;
            }

            if (Input.GetAxis("Vertical") > 0.0f || Input.GetKeyDown(KeyCode.W))
            {
                movingDirection += (Vector3.forward) * Input.GetAxis("Vertical");
            }

            if (Input.GetAxis("Vertical") < 0.0f || Input.GetKeyDown(KeyCode.S))
            {
                movingDirection += -(Vector3.forward) * -Input.GetAxis("Vertical");
            }
        }

        //movingDirection.Normalize();
    }