Beispiel #1
0
 // The floor explodes
 public override void Activate()
 {
     //throw new System.NotImplementedException();
     render.enabled = false;
     GetComponent <Collider2D>().enabled      = false;
     hole.GetComponent <Hole>().onTopOfBridge = false;
 }
Beispiel #2
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.gameObject.name == "Player")
     {
         Debug.Log("animation should run");
         hole.GetComponent <Hole>().onTopOfBridge = true;
         animator.SetBool("bridgeShake", true);
         colliderB = GetComponent <Collider2D>();
     }
 }
Beispiel #3
0
    IEnumerator deathEnumerator(Hole hole)
    {
        yield return(new WaitForSeconds(3));

        GameControler.instance.board.GetComponent <Collider>().enabled = true;
        hole.GetComponent <Collider>().enabled = true;
        if (GameControler.instance.healthQuantity <= 0)
        {
            deathPanel.GetComponent <DeathPanel>().deathStyle();
            deathPanel.SetActive(true);
        }
        else
        {
            currentCheckPoint.spawnBall();
        }
    }
Beispiel #4
0
    bool GAMESUBSTATE_IS_PLACING_PIECE = false;//fast 'hacked solution', indicates when the placing of the piece is happening
    void PlayerPlacingPiece()
    {
        if (GAMESUBSTATE_IS_PLACING_PIECE)
        {
            return;
        }

        RaycastHit hit;
        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        if (Physics.Raycast(ray, out hit))
        {
            Hole objectHit = hit.transform.GetComponent <Hole>();
            if (objectHit != null)
            {
                if (Input.GetMouseButtonDown(0))
                {
                    Hole hole = objectHit.GetComponent <Hole>();
                    new_piece_hole    = hole.transform;
                    square2placePiece = Convert.ToInt32(hole.transform.parent.name.Substring(0, 1));

                    Pentago_Move mov = new Pentago_Move(square2placePiece, hole.x, hole.y);

                    if (mov.is_move_possible(gameboard))
                    {
                        mov.apply_move2board(gameboard);
                        visual_cue.intensity          = 0;
                        time2ShutLight                = 0;
                        lightOwned                    = false;
                        GAMESUBSTATE_IS_PLACING_PIECE = true;
                        StartCoroutine("PLACE_PIECE_COUROUTINE");
                        return;
                    }
                }

                if (previousCuedHole != null && previousCuedHole == objectHit.transform.gameObject || !lightOwned)
                {
                    time2ShutLight = maxtime2ShutLight;
                    visual_cue.transform.position = objectHit.transform.position;
                    lightOwned       = true;
                    previousCuedHole = objectHit.transform.gameObject;
                }
            }
        }


        if (time2ShutLight > 0)
        {
            if (visual_cue.intensity < maxLightIntensity)
            {
                visual_cue.intensity += lightupspeed * Time.deltaTime;
            }
            time2ShutLight -= Time.deltaTime;
        }
        else
        {
            if (visual_cue.intensity > 0)
            {
                visual_cue.intensity -= lightupspeed * Time.deltaTime;
            }
            else
            {
                lightOwned           = false;
                visual_cue.intensity = 0;
            }
        }
    }