Beispiel #1
0
    IEnumerator ReturnEgg()
    {
        yield return(new WaitForSeconds(1));

        if (!egg)
        {
            yield break;
        }
        if (egg.items.Count > 0)
        {
            StartCoroutine(ReturnEgg());
        }
        else
        {
            egg.GetComponent <Animator>().SetTrigger("Close");
            anim.SetTrigger("Throw");
            yield return(new WaitForSeconds(0.5f));

            //wait a sec, throw, then close egg
            //unfreeze egg
            Rigidbody2D e = egg.GetComponent <Rigidbody2D>();
            e.constraints = RigidbodyConstraints2D.None;
            e.AddForce(holdingPoint.right * -fireForce * 2);
            yield return(new WaitForSeconds(0.05f));

            for (int i = 0; i < 100; i++)
            {
                yield return(new WaitForEndOfFrame());

                if (egg)
                {
                    egg.transform.localScale *= 0.9f;
                    if (egg.transform.localScale.x < 0.1f)
                    {
                        break;
                    }
                }
            }
            if (egg)
            {
                Transform part = Instantiate(eggParticle, egg.transform.position, Quaternion.identity).transform;
                Destroy(egg.gameObject);
            }


            //times 5 becuz of hge mass of egg
            egg = null;
        }
    }
Beispiel #2
0
    public EggData(SaveMaster mast)
    {
        int num = mast.capsules.Length;

        vels     = new float[num][];
        transes  = new float[num][];
        allItems = new string[num][];
        for (int i = 0; i < mast.capsules.Length; i++)
        {
            CapsuleController egg = mast.capsules[i];
            Rigidbody2D       rb  = egg.GetComponent <Rigidbody2D>();
            float[]           v   = new float[2];
            v[0] = rb.velocity.x;
            v[1] = rb.velocity.y;
            //Debug.Log(v[0] + ' ' + v[1]);
            vels[i] = v;

            float[] t = new float[3];
            t[0]       = egg.transform.position.x;
            t[1]       = egg.transform.position.y;
            t[2]       = egg.transform.rotation.eulerAngles.z;
            transes[i] = t;

            allItems[i] = new ItemListSave(egg.stringIts).items.ToArray();
        }
    }
Beispiel #3
0
    IEnumerator OnBegin()
    {
        yield return(new WaitForSeconds(0.5f));

        //now check if u have an egg
        if (!egg)
        {
            //check if there is an egg nearby
            bool obj = Physics2D.OverlapCircle(firePoint.position, 4, eggMask);

            if (obj)
            {
                egg = Physics2D.OverlapCircle(firePoint.position, 1, eggMask).GetComponent <CapsuleController>();
                egg.transform.position = firePoint.position;
                egg.transform.rotation = firePoint.rotation;
            }
            else
            {
                egg = Instantiate(eggPrefab, firePoint.position, firePoint.rotation);
            }
            egg.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll;
            egg.transform.parent = transform;
        }
    }
Beispiel #4
0
    void Eggs(AllData allData)
    {
        float[][]  vels     = allData.egg.vels;
        float[][]  transes  = allData.egg.transes;
        string[][] allItems = allData.egg.allItems;

        for (int i = 0; i < allData.egg.vels.Length; i++)
        {
            CapsuleController e = Instantiate(eggPrefab, Vector3.zero, Quaternion.identity);
            e.transform.position = new Vector3(transes[i][0], transes[i][1], 0);
            e.transform.rotation = Quaternion.Euler(0, 0, transes[i][2]);
            Rigidbody2D rb = e.GetComponent <Rigidbody2D>();
            rb.velocity = new Vector2(vels[i][0], vels[i][1]);
            for (int j = 0; j < allItems[i].Length; j++)
            {
                Item it = Instantiate(StaticFunctions.GetItemFromString(allItems[i][j]), transform.position, Quaternion.identity);
                e.AddItem(it);
            }
        }
    }
Beispiel #5
0
    IEnumerator LaunchEgg()
    {
        launching            = true;
        egg.transform.parent = null;
        Rigidbody2D r = egg.GetComponent <Rigidbody2D>();

        r.constraints = RigidbodyConstraints2D.None;
        egg           = null;
        yield return(new WaitForSeconds(0.25f));

        r.AddForce(firePoint.up * launchForce);
        //r.AddTorque(250);
        //now make an egg
        yield return(new WaitForSeconds(0.5f));

        egg = Instantiate(eggPrefab, firePoint.position, firePoint.rotation);
        egg.transform.parent = transform;
        egg.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll;
        launching             = false;
        capacityDisplay.color = Color.red;
    }
Beispiel #6
0
    void OnTriggerEnter2D(Collider2D collision)
    {
        /* Player hits Enemy */
        Enemy enemy = collision.gameObject.GetComponent <Enemy>();

        // Dirty hack to prevent sword colliding with other colliders in the same game object
        if (m_isAttacking && enemy != null &&
            collision.gameObject.tag.Equals("Enemy") &&
            (collision as CapsuleCollider2D) != null)
        {
            enemy.TakeDamage(damage);

            float knockbackDir = this.transform.parent.transform.localScale.x;
            enemy.GetComponent <Rigidbody2D>().AddForce(new Vector2(knockbackDir * knockbackForce, 400));
        }

        /* Player hits a Button */
        Button button = collision.gameObject.GetComponent <Button>();

        if (m_isAttacking && button != null)
        {
            button.Press();
        }

        /* Enemy hits player */
        CapsuleController player = collision.gameObject.GetComponent <CapsuleController>();

        if (m_isAttacking && player != null &&
            collision.gameObject.tag.Equals("Player") &&
            (collision as CapsuleCollider2D) != null)
        {
            player.TakeDamage(damage);


            float knockbackDir = this.transform.parent.transform.localScale.x;

            player.GetComponent <Rigidbody2D>().AddForce(new Vector2(knockbackDir * knockbackForce, 400));
        }
    }
    void OnTriggerEnter2D(Collider2D collision)
    {
        CapsuleController player = collision.gameObject.GetComponent <CapsuleController>();



        if (player != null)
        {
            player.TakeDamage(damage);
            Destroy(gameObject);

            float knockbackDir = this.transform.localScale.normalized.x * -1;
            if (force > 0)
            {
                player.GetComponent <Rigidbody2D>().AddForce(new Vector2(knockbackDir * force, 400));
            }
            print(force);
        }
        else if (collision.gameObject.tag == "Wall")
        {
            Destroy(gameObject);
        }
    }
Beispiel #8
0
    private void OnTriggerEnter2D(Collider2D other)
    {
        //when hit by a capsule, say this
        if (other.GetComponent <CapsuleController>())
        {
            egg = other.GetComponent <CapsuleController>();

            //THIS IS WHERE THE ITEMS ARE DISSAPEARING WHYYYYYYYYYY
            //FUTURE SELF FIGURE IT OUT NERDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
            //activaate anims

            anim.SetTrigger("Grab");
            //snap egg
            egg.transform.position = holdingPoint.transform.position;

            egg.transform.rotation = holdingPoint.transform.rotation;
            //freeze egg

            egg.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll;
            egg.Unload(gameObject.GetComponent <UnPackager>());
            StartCoroutine(ReturnEgg());
        }
    }
Beispiel #9
0
    private void OnTriggerEnter2D(Collider2D other)
    {
        if (other.GetComponent <Item>())
        {
            //so its an item...

            //okay now load egg with item
            if (egg)
            {
                //now update the sprite display
                float color = (egg.items.Count * 1f / maxItems * 1f);
                capacityDisplay.color = new Color((1 - color), color, 0, 1);
                if (egg.items.Count < maxItems)
                {
                    //print(other.name);
                    egg.AddItem(other.GetComponent <Item>());
                }
                else
                {
                    StartCoroutine(LaunchEgg());
                }
            }
            else
            {
                //if no egg, reject
                other.GetComponent <Rigidbody2D>().AddForce(firePoint.up * -200);
                //if not launching, that means no egg is being created to replace. So, another must be made
                if (!launching)
                {
                    egg = Instantiate(eggPrefab, firePoint.position, firePoint.rotation);
                    egg.transform.parent = transform;
                    egg.GetComponent <Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll;
                    egg.AddItem(other.GetComponent <Item>());
                }
            }
        }
    }