// Use this for initialization void Start() { _labelPos = LabelTransform.position; _labelPos.y = 0.0f; LabelTransform.position = _labelPos; CurrentEffectTime = 0.0f; _tilePos = new DJ_Point(0, 0); DJ_Util.GetTilePos(this.transform.position, _tilePos); LabelTransform.gameObject.GetComponent <Renderer>().material.SetFloat("_Alpha", 0.0f); LabelTransform.gameObject.GetComponent <Renderer>().material.SetFloat("_GlowStrength", 0.0f); BGTransform.gameObject.GetComponent <Renderer>().material.SetFloat("_Alpha", 0.0f); BGTransform.gameObject.GetComponent <Renderer>().material.SetFloat("_GlowStrength", 0.0f); _aspectRatio = TextTexture.width / TextTexture.height; //Quaternion _r = QuestionMark.rotation; //_r.y = LabelTransform.rotation.y; //QuestionMark.rotation = _r; SetupTextTexture(); currQuestionAngle = (float)Random.Range(0.0f, Mathf.PI * 2.0f); }
// Use this for initialization void Start() { _startPos = this.transform.position; StarAcquired = false; _angle = 0.0f; _tilePos = DJ_Util.GetTilePos(this.transform.position); _startRot = this.transform.rotation; }
// Use this for initialization void Start() { state = AnimationState.Hover; startPos = this.transform.localPosition; _tilePos = DJ_Util.GetTilePos(this.transform.parent.position); Beam.GetComponent <Renderer>().material.SetFloat("_Alpha", 0.0f); Beam.GetComponent <Renderer>().material.SetFloat("_GlowStrength", 0.0f); _active = false; _startRotation = this.transform.rotation; BlastOff = false; }
// Use this for initialization void Start() { _labelPos = LabelTransform.position; _labelPos.y = 0.0f; LabelTransform.position = _labelPos; CurrentEffectTime = 0.0f; _tilePos = new DJ_Point(0, 0); DJ_Util.GetTilePos(this.transform.position, _tilePos); Vector3 _pos = PlayTransform.position; _pos += -PlayTransform.forward * .002f; PlayTransform.position = _pos; PlayTransform.tag = "level_select_button"; Stars = new GameObject[NumberOfStars]; StarTimers = new float[NumberOfStars]; PlayTransform.gameObject.GetComponent <Renderer>().material.SetFloat("_Alpha", 0.0f); PlayTransform.gameObject.GetComponent <Renderer>().material.SetFloat("_GlowStrength", 0.0f); SpotlightTransform.gameObject.GetComponent <Renderer>().material.SetFloat("_Alpha", 0.0f); SpotlightTransform.gameObject.GetComponent <Renderer>().material.SetFloat("_GlowStrength", 0.0f); LabelTransform.gameObject.GetComponent <Renderer>().material.SetFloat("_Alpha", 0.0f); LabelTransform.gameObject.GetComponent <Renderer>().material.SetFloat("_GlowStrength", 0.0f); BGTransform.gameObject.GetComponent <Renderer>().material.SetFloat("_Alpha", 0.0f); BGTransform.gameObject.GetComponent <Renderer>().material.SetFloat("_GlowStrength", 0.0f); for (int i = 0; i < Stars.Length; ++i) { Stars[i] = GameObject.Instantiate(StarGO) as GameObject; Stars[i].transform.parent = StarTransform; Stars[i].gameObject.GetComponent <Renderer>().material.SetFloat("_Alpha", 0.0f); Stars[i].gameObject.GetComponent <Renderer>().material.SetFloat("_GlowStrength", 0.0f); } SetupTextTexture(); }
/// <summary> /// Checks to see if the player has died. Respawns the character to the correct checkpoint. /// </summary> public void RespawnCharacter() { if (!player.GetComponent <DJ_Damageable>().isAlive) { player.GetComponent <DJ_Movement>().canMove = false; if (prevAlive) { Camera.main.GetComponent <DeathEffectScript>().Active = true; Camera.main.GetComponent <DeathEffectScript>().CurrentEffectTime = 0.0f; } if (!allowRespawn && Camera.main.GetComponent <DeathEffectScript>().CurrentEffectTime > Camera.main.GetComponent <DeathEffectScript>().EffectDuration * .9f) { allowRespawn = true; //DJ_LevelManager.resetScene(); if (Application.loadedLevelName.Equals("levelSelectStage")) { player.transform.position = new Vector3(PlayerPrefs.GetInt("PlayerX"), 0.0f, PlayerPrefs.GetInt("PlayerY")); } else { player.transform.position = new Vector3(spawnPoint.X, 0.0f, spawnPoint.Y); } player.gameObject.GetComponent <DJ_Movement>().targetTilePos.Set(DJ_Util.GetTilePos(player.transform.position)); player.gameObject.GetComponent <DJ_Movement>().currentTilePos.Set(player.gameObject.GetComponent <DJ_Movement>().targetTilePos); // This was breaking teleporting in the level select //player.gameObject.GetComponent<DJ_Movement>().prevPrevTilePos = player.gameObject.GetComponent<DJ_Movement>().targetTilePos; player.gameObject.GetComponent <DJ_Movement>().prevTilePos.Set(player.gameObject.GetComponent <DJ_Movement>().targetTilePos); player.GetComponent <DJ_Movement>().Reset(); player.GetComponent <DJ_Movement>().canMove = false; player.GetComponent <DJ_Damageable>().isAlive = true; player.GetComponent <DJ_Damageable>().deathBy = DJ_Death.NONE; deathCount++; } if (allowRespawn && Camera.main.GetComponent <DeathEffectScript>().CurrentEffectTime > Camera.main.GetComponent <DeathEffectScript>().EffectDuration * 2.0f * .75f) { player.GetComponent <DJ_Movement>().canMove = true; allowRespawn = false; } } prevAlive = player.GetComponent <DJ_Damageable>().isAlive; }
public void Update() { //TODO: Peter's Temp fix //animationLength = 0.5f * .75f; // animationLength = DJ_BeatManager.metronome.GetInterval() * .75f; //update the current animation time currAnimationTime += Time.deltaTime; //save the current position of the GO so that we can //modify it and set the transform.position equal to //the modified position currentPosition = transform.position; // sets the previous move prevCanMove = canMove; DJ_Util.GetTilePos(currentPosition, currentTilePos); //playerHeight = currentPosition.y; // Checks to see if the player should be falling checkFalling(); // If true, activate falling to death if (isFalling) { fallingScript(); } if (DJ_PlayerManager.player.GetComponent <DJ_Damageable>().isAlive) { // If the entity can move then apply a lerp based on the direction. if (canMove) { justLanded = false; if (direction != DJ_Dir.NONE) { if (direction == DJ_Dir.TP) { isLerping = true; canMove = false; prevPrevTilePos.Set(prevTilePos); direction = DJ_Dir.NONE; } else { isLerping = true; prevDirection = direction; canMove = false; prevPrevTilePos.Set(prevTilePos); prevTilePos.Set(currentTilePos); DJ_Util.GetNeighboringTilePos(prevTilePos, direction, maxMoveDistance, targetTilePos); } } currAnimationTime = 0.0f; } if (currAnimationTime > animationLength) { maxMoveDistance = 1; heightOfHop = 1; canMove = true; isLerping = false; //direction = DJ_Dir.NONE; justLanded = true; //snap the position prevTilePos.Set(targetTilePos); // Only update the player's position in the playerPref if in the level select // Used to respawn in the correction position whenever they die or come back. if (Application.loadedLevelName.Equals("levelSelectStage") && DJ_TileManagerScript.tileMap.ContainsKey(targetTilePos)) { PlayerPrefs.SetInt("PlayerX", targetTilePos.X); PlayerPrefs.SetInt("PlayerY", targetTilePos.Y); //Debug.Log("Flush this to hash table"); //Debug.Log("Flush Player hash table = " + targetTilePos); PlayerPrefs.Flush(); } } //else { DJ_Util.LerpTrajectory(ref currentPosition, prevTilePos, targetTilePos, heightOfHop, currAnimationTime, animationLength, playerHeight); } switch (DJ_PlayerManager.player.GetComponent <DJ_Damageable>().deathBy) { case DJ_Death.NONE: transform.position = currentPosition; break; case DJ_Death.FALLING: transform.position = currentPosition; break; case DJ_Death.FLATTEN: transform.position = new Vector3(currentPosition.x, 0, currentPosition.z); break; case DJ_Death.ELECTROCUTED: transform.position = currentPosition; break; } //transform.position = currentPosition; } switch (DJ_PlayerManager.player.GetComponent <DJ_Damageable>().deathBy) { case DJ_Death.NONE: transform.position = currentPosition; break; case DJ_Death.FALLING: transform.position = currentPosition; break; case DJ_Death.FLATTEN: transform.position = new Vector3(currentPosition.x, 0, currentPosition.z); break; case DJ_Death.ELECTROCUTED: transform.position = currentPosition; break; } }