void Update()
    {
        chargeTimer += Time.deltaTime;

        if (!enemyHealth.IsDead() && !playerHealth.IsDead())
        {
            if (actionState == ActionState.Chasing)
            {
                ChasePlayer();
            }
            else if (actionState == ActionState.Charging)
            {
                ChargeToPlayer();
            }
            else if (actionState == ActionState.ChargePreparation)
            {
                // Do nothing
            }
        }
        else
        {
            // Enemy or Player dead
            nav.enabled = false;
            dustCloud.Stop();

            if (playerHealth.IsDead())
            {
                anim.SetTrigger("PlayerDead");
                TurnNormal();
                enemyAttackAudioSource.FadeOut();
            }
        }

        dustCloud.transform.rotation = dustCloudRotation;         // Retain rotation (don't rotate with parent)
    }
Beispiel #2
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 private void StopApplyingThrust()
 {
     audioSource.FadeOut();
     isThrusting = false;
     if (thrustParticles.isPlaying)
     {
         StartCoroutine(StopParticleSystem(thrustParticles));
     }
 }
 private void PlayColorSound()
 {
     if (powerColor == PowerColor.GREEN)
     {
         greenAudio.FadeIn();
     }
     else
     {
         greenAudio.FadeOut();
     }
 }
Beispiel #4
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    // Update is called once per frame
    void Update()
    {
        var fire1Down = CrossPlatformInputManager.GetButtonDown("Fire1");

        if (fire1Down)
        {
            lazerParticles.ForEach(lp => lp.Play());
            audioSource.PlayOneShot(lazerSound);
        }

        var fire1up = CrossPlatformInputManager.GetButtonUp("Fire1");

        if (fire1up && audioSource.IsPlaying)
        {
            audioSource.FadeOut();
        }
    }
Beispiel #5
0
    // WIP / broken:
    // private Vector2 slimeSoccerUp = new Vector2(0, 10);
    // private Vector2 slimeSoccerDown = new Vector2(0, -10);
    // Return to normal.
    public void StopRandomEvent()
    {
        Debug.Log("stoprandomevent");
        // Apply normal gravity.
        m_ballManager.AntiGravBalls();

        if(m_gravity == m_strongLeft)
        {
            gravEffectLeft.GetComponent<GravityEffectController>().EffectOff ();
            Debug.Log ("Turning off");
        }
        else
        {
            gravEffectRight.GetComponent<GravityEffectController>().EffectOff ();
        }

        Physics2D.gravity = new Vector2(0f, 0f);
        m_gravitySound.FadeOut();
        m_running = false;
    }
 public void ScaleDown()
 {
     transform.GetChild(0).GetComponent <CircleCollider2D>().enabled = false;
     _scalingMode = ScalingMode.ScaleDown;
     _loopingSound.FadeOut();
 }