Beispiel #1
0
 void Update()
 {
     if (isEnabledGameplay)
     {
         if (gc.GetIsGameplay() && box.GetComponent <BoxCollider2D>().enabled == false)            //enables during gameplay
         {
             Debug.Log("Enabled trigger box");
             box.GetComponent <BoxCollider2D>().enabled = true;
         }
         if (gc.GetIsBuilding() && box.GetComponent <BoxCollider2D>().enabled == true)            //disabled during building
         {
             Debug.Log("Disabled trigger box");
             box.GetComponent <BoxCollider2D>().enabled = false;
         }
     }
     if (!isEnabledGameplay)
     {
         if (isEnabledGameplay)
         {
             if (gc.GetIsGameplay() && box.GetComponent <BoxCollider2D>().enabled == true)                //enables during gameplay
             {
                 Debug.Log("Disabled trigger box");
                 box.GetComponent <BoxCollider2D>().enabled = false;
             }
             if (gc.GetIsBuilding() && box.GetComponent <BoxCollider2D>().enabled == false)                //enabled during building
             {
                 Debug.Log("Enabled trigger box");
                 box.GetComponent <BoxCollider2D>().enabled = true;
             }
         }
     }
 }
Beispiel #2
0
 // Update is called once per frame
 void Update()
 {
     if (!gc.GetIsBuilding() && hasCollected)         //disables object when collected
     {
         sprite.enabled = false;
         col.enabled    = false;
     }
     else if (gc.GetIsBuilding())         //re-enables in the build screen
     {
         hasCollected   = false;
         sprite.enabled = true;
         col.enabled    = true;
     }
 }
Beispiel #3
0
 private void OnCollisionEnter(Collision collision)
 {
     if (gc.GetIsBuilding())
     {
         collision.gameObject.GetComponent <BaseObject>().Erase();
     }
 }
Beispiel #4
0
 void Update()
 {
     if (gc.GetIsBuilding() && thisSprite.color.a != defaultColour.a || hasFaded)         //reset on  build
     {
         thisSprite.color = defaultColour;
         box.enabled      = true;
         hasFaded         = false;
     }
 }
Beispiel #5
0
 void Update()
 {
     thisPosition.x = transform.position.x;
     thisPosition.y = transform.position.y;
     if (thisPosition != build.GetPlayerSpawn())
     {
         build.SetPlayerSpawn(thisPosition);
     }
     //hide any collisions/graphics
     if (!gc.GetIsBuilding())
     {
         sprite.enabled = false;
         col.enabled    = false;
     }
     else if (gc.GetIsBuilding())
     {
         sprite.enabled = true;
         col.enabled    = true;
     }
 }
Beispiel #6
0
 void Update()
 {
     if (gc.GetIsGameplay() && !gc.GetIsPaused() && currentTimer <= 0.0f)
     {
         currentTimer = interval;
         Shoot();
     }
     if (currentTimer > 0.0f)
     {
         currentTimer -= Time.deltaTime;
     }
     if (gc.GetIsBuilding())
     {
         currentTimer = 0.0f;
     }
 }
Beispiel #7
0
 void Update()
 {
     if (gc.GetIsGameplay())         //gameplay specific in here
     {
         if (!needReset)             //allows for a reset when the player goes to gameplay
         {
             needReset = true;
         }
         if (build.GetPlayerSpawned() && needPlayer)             //initialises the player this loop
         {
             Debug.Log("Initialising player(Platforming)");
             player     = FindObjectOfType <Player>();
             needPlayer = false;
         }
         if (!hasInitialised)             //initalises values for this script on play
         {
             player         = null;
             timeLeft       = build.GetTime();
             timeText.text  = "Time: " + timeLeft;
             coinText.text  = "Coins: " + coins;
             scoreText.text = "Score: " + score;
             hasInitialised = true;
         }
         if (player == null)
         {
             player = FindObjectOfType <Player>();
         }
         if (!gc.GetIsPaused())
         {
             timeLeft -= Time.deltaTime;
         }
         roundedTime = Mathf.FloorToInt(timeLeft);
         if (player != null)
         {
             UpdateUI();
         }
         if (timeLeft <= 0.0f)            //boot to build if failed clear in time
         {
             gc.SetIsBuilding(true);
         }
     }
     if (gc.GetIsBuilding() && needReset)         //resets, etc. here when entering building
     {
         ResetPlatformStats();
     }
 }
Beispiel #8
0
    void Update()
    {
        if (gc.GetIsGameplay() && needsEnable && !isDefeated && !gc.GetIsPaused())
        {
            Debug.Log("Waking rigidbody");
            rb.velocity    = new Vector2(0, 0);
            currentTimer   = 0.0f;
            rb.constraints = RigidbodyConstraints2D.None;
            anim.SetBool("isGameplay", true);
            needsEnable = false;
        }
        else if (gc.GetIsBuilding() && !needsEnable || gc.GetIsPaused() && !needsEnable || isDefeated)
        {
            Debug.Log("Sleeping rigidbody");
            rb.constraints = RigidbodyConstraints2D.FreezePosition;
            needsEnable    = true;
            anim.SetBool("isGameplay", false);

            rb.velocity             = new Vector2(0, 0);
            isDefeated              = false;
            currentTimer            = 0.0f;
            this.transform.position = thisObject.GetDefaultPosition();
            this.transform.rotation = Quaternion.Euler(0, 0, 0);
        }
        if (gc.GetIsGameplay() && !gc.GetIsPaused() && !isDefeated)
        {
            if (currentTimer <= 0.0f)
            {
                currentTimer = maxTimer;
            }
            if (currentTimer > 0.0f)
            {
                currentTimer -= Time.deltaTime;
                if (currentTimer <= 0.0f)
                {
                    Debug.Log("Flipping");
                    Flip();
                }
            }
            transform.Translate(Vector2.right * speed * Time.deltaTime);
        }
    }
Beispiel #9
0
    void Update()
    {
        //come back to this when error text is enabled properly

        /*if (!gc.GetIsBuilding() && placedPlayer != maxPlayer) //player required first
         * {
         *      errorText.text = "Need to place a player to play!";
         *      gc.SetIsBuilding(true);
         * }
         * if (!gc.GetIsBuilding() && placedExit != maxExit) //exit required next
         * {
         *      errorText.text = "Need to place an exit to play!";
         *      gc.SetIsBuilding(true);
         * }*/
        if (!gc.GetIsBuilding() && placedPlayer == maxPlayer && !GetPlayerSpawned())         //sets initial player spawn point
        {
            Vector3 tmp = new Vector3(playerSpawnPoint.x, playerSpawnPoint.y, 0);
            Instantiate(player, tmp, transform.rotation, gameObject.transform);
            playerSpawned = true;
        }
        if (gc.GetIsBuilding() && placedPlayer == maxPlayer && playerSpawnButton.enabled == true)
        {
            playerSpawnButton.enabled = false;
        }
        else if (gc.GetIsBuilding() && placedPlayer != maxPlayer && playerSpawnButton.enabled == false)
        {
            playerSpawnButton.enabled = true;
        }
        if (gc.GetIsBuilding() && placedExit == maxExit && exitButton.enabled == true)
        {
            exitButton.enabled = false;
        }
        else if (gc.GetIsBuilding() && placedExit != maxExit && exitButton.enabled == false)
        {
            exitButton.enabled = true;
        }
        if (gc.GetIsBuilding() && GetPlayerSpawned())
        {
            Destroy(GameObject.Find("Player"));
            playerSpawned = false;
        }
    }
Beispiel #10
0
    void Update()
    {
        if (!gc.GetIsBuilding() || gc.GetIsPaused() && heldID != 16)         //sets the cursor to a null object while in gameplay or paused
        {
            SetHeldID(16);
            box.enabled = false;
        }
        if (gc.GetIsBuilding() && !gc.GetIsPaused() && heldID == 16)
        {
            SetHeldID(0);
            box.enabled = true;
        }
        if (heldID == 6)         //base colour needed for green water
        {
            baseColour = new Color(0, 255, 0);
        }
        else if (heldID != 6)         //every other object has white base colour
        {
            baseColour = Color.white;
        }
        if (heldID != 19)                                                    //only certain objects are scaled by 3x
        {
            if (heldID == 13 || heldID == 9 || heldID == 10 || heldID == 18) //player,etc. scaling
            {
                transform.localScale = new Vector3(3, 3, 3);
                box.size             = boxSize;
            }
            else if (heldID != 13 && heldID != 9 && heldID != 10 && heldID != 18)
            {
                transform.localScale = new Vector3(1, 1, 1);
                box.size             = boxSize;
            }
        }
        else if (heldID == 19 && transform.localScale != new Vector3(eraseScale, eraseScale, eraseScale))         //different while erasing
        {
            transform.localScale = new Vector3(eraseScale, eraseScale, eraseScale);
        }
        if (heldID == 9)         //certain objects need rotating, eg. Fireball
        {
            transform.rotation = Quaternion.Euler(0, 0, 90);
        }
        else if (heldID != 9)         //fireball only one rotated
        {
            transform.rotation = Quaternion.Euler(0, 0, 0);
        }

        if (currentBuildDelay > 0.0f)
        {
            currentBuildDelay -= Time.deltaTime;
        }
        if (currentBuildDelay <= 0.0f && isLocationValid)         //prevents most duplicate placements
        {
            EnablePlacement();
        }
        pointingLocation = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        //keeps objects to a grid based system
        roundedLocation.x       = Mathf.RoundToInt(pointingLocation.x);
        roundedLocation.y       = Mathf.RoundToInt(pointingLocation.y);
        heldObject.sprite       = placeableObjects[heldID].GetComponentInChildren <SpriteRenderer>().sprite;  //displays sprite render to player
        this.transform.position = roundedLocation;
        if (!UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject())
        {
            if (Input.GetMouseButton(0) && isLocationValid && gc.GetIsBuilding() && !gc.GetIsPaused())
            {
                if (heldID != 19)
                {
                    Instantiate(placeableObjects[heldID], new Vector3(roundedLocation.x, roundedLocation.y, 0), transform.rotation, parentObject.transform);
                    DisablePlacement();
                    currentBuildDelay = buildDelay;
                    if (heldID == 13 || heldID == 14)          //reset to empty block after player is placed, prevents multiple spawns
                    {
                        SetHeldID(15);                         //allows player to specify next block
                    }
                    currentBuildDelay = buildDelay;
                }
                else
                {
                    Debug.Log("Doing something else with left click");
                }
            }
        }
    }
Beispiel #11
0
    void Update()
    {
        if (gc.GetIsGameplay() && !initialFlip)
        {
            Debug.Log("Rotating initial");
            FlipThis();
            initialFlip = true;
        }
        if (isMoving && currentDelay > 0.0f)
        {
            isMoving = false;
        }
        if (currentDelay > 0.0f)
        {
            currentDelay -= Time.deltaTime;
        }
        if (currentDelay <= 0.0f && !gc.GetIsPaused())
        {
            isMoving = true;
        }
        if (gc.GetIsBuilding())
        {
            ResetThis();
        }
        if (gc.GetIsPaused() && hasActivated)
        {
            isMoving = false;
        }
        if (!gc.GetIsPaused() && hasActivated)
        {
            if (!isMoving)
            {
                Debug.Log("Moving");
                isMoving = true;
            }
        }
        if (gc.GetIsGameplay() && isMoving)         //allows projectile to move at a static rate
        {
            rb.velocity  = Vector3.zero;
            thisVelocity = rb.velocity;

            if (transform.position.y >= obj.GetDefaultPosition().y&& isFacingForward)              //prevents spazzing while stopped
            {
                Debug.Log("Offset");
                thisVelocity  = Vector3.zero;
                hasReachedMax = true;
                didReachMax   = true;
            }
            if (hasReachedMax == true)
            {
                Debug.Log("Reached Max");
                FlipThis();
                hasReachedMax = false;
            }
            if (isFacingForward)
            {
                tmp = 1;
            }
            else if (!isFacingForward)
            {
                tmp = -1;
            }
            thisVelocity.y = speed * tmp;
        }
        rb.velocity = thisVelocity;
        if (!isMoving)         //stops object when not moving
        {
            rb.velocity = Vector3.zero;
        }
    }
Beispiel #12
0
 void Update()
 {
     if (gc.GetIsGameplay())
     {
         player = null;
     }
     //music switch
     if (gc.GetIsGameplay() && playMusic.mute == true)
     {
         buildMusic.mute = true;
         buildMusic.Stop();
         playMusic.mute = false;
         playMusic.Play();
     }
     if (gc.GetIsBuilding() && buildMusic.mute == true)
     {
         playMusic.mute = true;
         playMusic.Stop();
         buildMusic.mute = false;
         buildMusic.Play();
     }
     if (buildMusic.mute == false && buildMusic.volume != musicSlider.value)
     {
         buildMusic.volume = musicSlider.value;
     }
     if (playMusic.mute == false && playMusic.volume != musicSlider.value)
     {
         playMusic.volume = musicSlider.value;
     }
     //switching states of camera
     if (gc.GetIsGameplay() && isGameplay == false)
     {
         isGameplay = true;
     }
     if (!gc.GetIsGameplay() && isGameplay == true)
     {
         isGameplay = false;
         ResetPosition();
     }
     if (player == null && isGameplay)
     {
         player = FindObjectOfType <Player>();
     }
     if (isGameplay && player != null)         //follows the payer location with a slight offset to allow for visibility
     {
         MoveToPlayer();
     }
     if (isBoosting)
     {
         isBoosting = false;
         moveScale /= 2;
     }
     if (!isGameplay)         //panning/button presses to change positions
     {
         if (Input.GetAxis("Boost") != 0)
         {
             isBoosting = true;
             moveScale *= 2;
         }
         if (Input.GetAxis("Horizontal") != 0)
         {
             if (Input.GetAxis("Horizontal") < 0)
             {
                 transform.position += new Vector3(-1 * moveScale, 0, 0);
             }
             if (Input.GetAxis("Horizontal") > 0)
             {
                 transform.position += new Vector3(1 * moveScale, 0, 0);
             }
         }
         if (Input.GetAxis("Vertical") != 0)
         {
             if (Input.GetAxis("Vertical") < 0)
             {
                 transform.position += new Vector3(0, -1 * moveScale, 0);
             }
             if (Input.GetAxis("Vertical") > 0)
             {
                 transform.position += new Vector3(0, 1 * moveScale, 0);
             }
         }
     }
     if (transform.position.x < 19.3f && !isGameplay)
     {
         transform.position = new Vector3(19.3f, transform.position.y, zOffset);
     }
     if (transform.position.x < 19.3f + xOffset && isGameplay)
     {
         transform.position = new Vector3(19.3f + xOffset, transform.position.y, zOffset);
     }
     if (transform.position.y < 10.5f)
     {
         transform.position = new Vector3(transform.position.x, 10.5f, zOffset);
     }
 }