Beispiel #1
0
 // Update is called once per frame
 void Update()
 {
     timer -= Time.deltaTime;
     if (timer <= 0)
     {
         if (UnityEngine.Input.anyKeyDown)
         {
             loadLevel.LoadLevelX(0);
         }
     }
 }
Beispiel #2
0
    public override void UpdateGame()
    {
        // update dudes
        m_player.UpdateCharacter();

        if (m_player.IsAlive() == false)
        {
            loadLevel.LoadLevelX(0);
        }

        if (levelComplete)
        {
            Debug.Log("Level Complete");
        }

        foreach (Character p in m_characters)
        {
            p.UpdateCharacter();
        }
    }
Beispiel #3
0
    public override void UpdateGame()
    {
        m_player.isSuspicious = false;

        //if (Input.Mapper.IsPressed(Input.Action.Action1) == Input.Type.Hold)
        if (UnityEngine.Input.GetButton("Attack"))
        {
            //Debug.Log("Action 1");
            PlayerEatPeople();
        }
        else
        {
            PlayerStopEatingPeople(); // bad vampire

            m_timeSincePersonIsBeingEaten = 0f;
            m_player.isEatingPeople       = false;
        }
        if (UnityEngine.Input.GetButtonDown("Invisibility") & !m_player.isEatingPeople)
        {
            m_player.PlayerBecomeInvisible();
        }
        if (UnityEngine.Input.GetButtonUp("Invisibility") & !m_player.isEatingPeople)
        {
            m_player.PlayerBecomeVisible();
        }
        else if (UnityEngine.Input.GetButtonUp("MindBlast") & !m_player.isEatingPeople)
        {
            Debug.Log("Action 3");
            PlayerKillFromDistance();
            m_player.SetBloodPoolReserve(0.0f);
        }
        else if (UnityEngine.Input.GetButton("MindBlast") & !m_player.isEatingPeople)
        {
            if (PlayerLockToKillFromDistance())
            {
                m_player.SetBloodPoolReserve(m_player.m_bloodSpentToKillFromDistance);
            }
            else
            {
                m_player.SetBloodPoolReserve(0.0f);
            }
        }

        if (m_player.isEatingPeople)
        {
            m_playerController.canMove = false;
        }
        else
        {
            m_playerController.canMove = true;
        }

        // update dudes
        m_player.UpdatePlayer();

        if (m_player.isAlive == false)
        {
            loadLevel.LoadLevelX(0);
        }

        levelComplete = true;

        foreach (var p in m_targets)
        {
            if (p.GetIsAlive())
            {
                levelComplete = false;
            }
        }

        if (levelComplete)
        {
            Debug.Log("Level Complete");

            if (m_timeSinceWin > m_timeBeforeWin)
            {
                loadLevel.LoadLevelX(1);
            }
            else
            {
                m_timeSinceWin += Time.deltaTime;
            }
        }
        else
        {
            m_timeSinceWin = 0;
        }

        foreach (Person p in m_targets)
        {
            p.UpdatePerson();
        }
        foreach (Person p in m_people)
        {
            p.UpdatePerson();
        }
    }