// ------------------------------------------------------------------------------
    // Function Name: UpdateTarget
    // Return types: NA
    // Argument types: NA
    // Author: Joseph Aranda
    // Date: 10/5/17
    // ------------------------------------------------------------------------------
    // Purpose: Checks if there is a player within range, if there is  it will update the players array
    // ------------------------------------------------------------------------------

    void UpdateTarget()
    {
        GameObject[] players = GameObject.FindGameObjectsWithTag(playerTag);

        float shortestDistance = Mathf.Infinity;

        GameObject nearestPlayer = null;

        foreach (GameObject player in players)
        {
            float distanceToPlayer = Vector3.Distance(transform.position, player.transform.position);

            if (distanceToPlayer < shortestDistance)
            {
                shortestDistance = distanceToPlayer;
                nearestPlayer = player;
            }
        }
        
        if (nearestPlayer != null && shortestDistance < range)
        {
            target = nearestPlayer.transform;

            targetPlayer = nearestPlayer.GetComponent<PLR_CharacterMovement>();

            useLaser = true;
        }
        else
        {
            target = null;
            shooting = false;
        }
    }
Beispiel #2
0
    void Start()
    {
        wld_HealthDmg         = this.GetComponent <WLD_HealthDmg>();
        plr_CharacterMovement = GetComponent <PLR_CharacterMovement>();
        plr_Points            = GetComponent <PLR_Points>();
        rb = plr_CharacterMovement.RB;
        startingMoveSpeed = plr_CharacterMovement.MovingSpeed;

        currentTime = 0;

        if (WLD_GameController.activeLevel == WLD_GameController.levels[Scenes.Hub])
        {
            msg = GameObject.Find("LevelSpecificUI/EndPieceLoreSystem").GetComponent <UI_EndPieceMsgSystem>();
        }
        else
        {
            msg = GameObject.FindObjectOfType <UI_EndPieceMsgSystem>();
        }

        hashIDs = FindObjectOfType <UNA_HashIDs>();

        anim = transform.GetChild(1).GetChild(0).GetComponent <Animator>();

        Debug.Log(anim.gameObject.name);
    }//End Start
    }//End Start

    /* ------------------------------------------------------------------------------
     * Function Name: Update
     * Return types: N/A
     * Argument types: N/A
     * Author:
     * Date Created:
     * Last Updated:
     * ------------------------------------------------------------------------------
     * Purpose: Runs each frame. Used to perform frame based checks and actions.
     * ------------------------------------------------------------------------------
     *
     */
    private void OnStart()
    {
        optionEventSystem          = GameObject.Find("OptionEventSystem").GetComponent <EventSystem>();
        gameControllerEventSystems = GameObject.Find("GameControllerEventSystem").GetComponent <EventSystem>();

        lL                    = FindObjectOfType <WLD_LevelLoader>();
        player                = WLD_GameController.player;
        plr_shoot             = FindObjectOfType <PLR_Shoot>();
        plr_CharacterMovement = player.GetComponent <PLR_CharacterMovement>();

        isInLanding = true;

        if (player.transform.position.x <= 1 && player.transform.position.x >= -1)
        {
            player.GetComponent <Rigidbody>().velocity = new Vector3(0, 0, 0);
            plr_CharacterMovement.enabled = false;
            plr_shoot.enabled             = false;
            onStartRan = true;
        }

        else
        {
            landingSequence.SetActive(false);
            onStartRan = true;
        }
    }
 // ------------------------------------------------------------------------------
 // Function Name: 
 // Return types: 
 // Argument types: 
 // Author: 
 // Date: 
 // ------------------------------------------------------------------------------
 // Purpose: 
 // ------------------------------------------------------------------------------
 private void RunOnStart()
 {
     player = WLD_GameController.player;
     plr_CharacterMovement = FindObjectOfType<PLR_CharacterMovement>();
     plr_Shoot = FindObjectOfType<PLR_Shoot>();
     //plr_Jump = FindObjectOfType<PLR_Jump>();
     lL = FindObjectOfType<WLD_LevelLoader>();
 }
    private void Start()
    {
        charMove      = GetComponent <PLR_CharacterMovement>();
        originalSpeed = charMove.MovingSpeed;

        anim    = charMove.anim;
        hashIDs = FindObjectOfType <UNA_HashIDs>();

        animatorSpeed = anim.speed;

        audioSource = GetComponent <AudioSource>();
    }
    }//End Start

    private void OnStart()
    {
        lL                    = FindObjectOfType <WLD_LevelLoader>();
        player                = WLD_GameController.player;
        plr_shoot             = FindObjectOfType <PLR_Shoot>();
        plr_CharacterMovement = player.GetComponent <PLR_CharacterMovement>();

        isInLanding = true;


        player.GetComponent <Rigidbody>().velocity = new Vector3(0, 0, 0);
        plr_CharacterMovement.enabled = false;
        plr_shoot.enabled             = false;
        onStartRan = true;
    }
    // ------------------------------------------------------------------------------
    // FUNCTIONS
    // ------------------------------------------------------------------------------


    /* ------------------------------------------------------------------------------
     * Function Name: Start
     * Return types: N/A
     * Argument types: N/A
     * Author:
     * Date Created:
     * Last Updated:
     * ------------------------------------------------------------------------------
     * Purpose: Used to initialize variables or perform startup processes
     * ------------------------------------------------------------------------------
     */
    void Start()
    {
        levelTeleporters = new Vector3[WLD_GameController.activeLevel.LevelSegments.Length];

        for (int i = 0; i < WLD_GameController.activeLevel.LevelSegments.Length; i++)
        {
            levelTeleporters[i] = new Vector3(WLD_GameController.activeLevel.LevelSegments[i].TeleporterX, WLD_GameController.activeLevel.LevelSegments[i].TeleporterY, WLD_GameController.activeLevel.LevelSegments[i].TeleporterZ);
        }


        currentLevel = WLD_GameController.activeLevel;

        lL         = FindObjectOfType <WLD_LevelLoader>(); //Ref to levelLoader script - will need to update to ref specific Teleporter's Segement selection later
        player     = WLD_GameController.player;
        playerMove = FindObjectOfType <PLR_CharacterMovement>();
    }//End Start
    // ------------------------------------------------------------------------------
    // Function Name: 
    // Return types: 
    // Argument types: 
    // Author: 
    // Date: 
    // ------------------------------------------------------------------------------
    // Purpose: 
    // ------------------------------------------------------------------------------

    private void Update()
    {
        //if (saveGameNotification.IsActive())
        //{
        //    if (timer >= saveGameTimer)
        //    {
        //        saveGameNotification.enabled = false;

        //    }

        //}

        if (plr_CharacterMovement == null)
        {
            plr_CharacterMovement = FindObjectOfType<PLR_CharacterMovement>();
        }

    }
Beispiel #9
0
    void OnStart()
    {
        if (WLD_GameController.activeLevel == WLD_GameController.levels[Scenes.Hub])
        {
            msg = GameObject.Find("LevelSpecificUI/MessageSystem").GetComponent <WLD_MessageSystem>();
            GetComponent <Collider>().enabled = true;
            player                = WLD_GameController.player;
            plr_shoot             = FindObjectOfType <PLR_Shoot>();
            plr_Jump              = FindObjectOfType <PLR_Jump>();
            plr_CharacterMovement = player.GetComponent <PLR_CharacterMovement>();
        }

        else
        {
            //store the message system
            msg = FindObjectOfType <WLD_MessageSystem>();
            GetComponent <Collider>().enabled = true;
            player                = WLD_GameController.player;
            plr_shoot             = FindObjectOfType <PLR_Shoot>();
            plr_CharacterMovement = player.GetComponent <PLR_CharacterMovement>();
        }
    }
    // ------------------------------------------------------------------------------
    // FUNCTIONS
    // ------------------------------------------------------------------------------

    // ------------------------------------------------------------------------------
    // Function Name: KeyBoardMenuScroll()
    // Return types: NA
    // Argument types: NA
    // Author: Joseph Aranda
    // Date: 9/27/17
    // ------------------------------------------------------------------------------
    // Purpose: Calls the functions every frame
    // ------------------------------------------------------------------------------

    private void OnLevelWasLoaded(int level)
    {
        if (saveButton != null)
        {
            if (WLD_GameController.activeLevel == WLD_GameController.levels[Scenes.Tutorial])
            {
                saveButton.interactable = false;
            }
            else
            {
                saveButton.interactable = true;
            }
        }

        lL = FindObjectOfType <WLD_LevelLoader>();

        if (WLD_GameController.activeLevel != WLD_GameController.levels[Scenes.MainMenu])
        {
            if (WLD_GameController.activeLevel != WLD_GameController.levels[Scenes.LoadGame])
            {
                if (WLD_GameController.activeLevel != WLD_GameController.levels[Scenes.Controls])
                {
                    if (WLD_GameController.activeLevel != WLD_GameController.levels[Scenes.Credits])
                    {
                        plr_Shoot             = FindObjectOfType <PLR_Shoot>();
                        plr_CharacterMovement = FindObjectOfType <PLR_CharacterMovement>();

                        UI_Pause.isPaused = false;
                        Time.timeScale    = 1;

                        if (WLD_GameController.ui_Texts[UI_Txt.SaveGameNotificationText] != null)
                        {
                            WLD_GameController.ui_Texts[UI_Txt.SaveGameNotificationText].enabled = false;
                        }

                        if (plr_CharacterMovement != null)
                        {
                            plr_CharacterMovement.enabled = true;
                        }

                        if (plr_Shoot != null)
                        {
                            plr_Shoot.enabled = true;
                        }
                    }
                }
            }
        }
        if (WLD_GameController.activeLevel == WLD_GameController.levels[Scenes.Hub])
        {
            WLD_GameController.ui_GameObjects[UI_GO_Panels.GravityPanelSmallGo].SetActive(false);
            WLD_GameController.ui_GameObjects[UI_GO_Panels.GravityPanelShrink].SetActive(false);

            UI_SkipTutorial skipTut = FindObjectOfType <UI_SkipTutorial>();
            skipTut.enabled = false;
        }
        else
        {
            WLD_GameController.ui_GameObjects[UI_GO_Panels.GravityPanelSmallGo].SetActive(true);
        }

        HeatZoneReset();
        HealthOverlayReset();
        ResetShrinkButtonFillIn();
    }
    // ------------------------------------------------------------------------------
    // Function Name:
    // Return types: 
    // Argument types: 
    // Author: 
    // Date: 
    // ------------------------------------------------------------------------------
    // Purpose: This function calls pause or unpause in all the other levels
    // ------------------------------------------------------------------------------
    void CorePause()
    {
        if (!FindObjectOfType<WLD_LevelLoader>().loadingScreen.activeSelf)
        {
            currentLevel = WLD_GameController.activeLevel;
            if (currentLevel != WLD_GameController.levels[Scenes.MainMenu] || currentLevel != WLD_GameController.levels[Scenes.Hub] || currentLevel != WLD_GameController.levels[Scenes.Controls] || currentLevel != WLD_GameController.levels[Scenes.Credits])
            {
                if (!isPaused)
                {
                    if (Input.GetAxisRaw("Pause") > 0 && pauseButtonEnabled && currentLevel != WLD_GameController.levels[Scenes.Hub])
                    {
                        plr_CharacterMovement = FindObjectOfType<PLR_CharacterMovement>();
                        plr_Shoot = FindObjectOfType<PLR_Shoot>();

                        WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].SetActive(!WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].activeSelf);
                        isPaused = true;
                        Time.timeScale = 0;
                        plr_Shoot.enabled = false;
                        plr_CharacterMovement.enabled = false;
                        WLD_GameController.ui_GameObjects[UI_GO_Panels.GravityPanelSmallGo].SetActive(false);

                        
                        Debug.Log("Paused");
                    }
                }
                else if (isPaused)
                {
                    if (Input.GetAxisRaw("Pause") > 0 && pauseButtonEnabled && currentLevel != WLD_GameController.levels[Scenes.Hub])
                    {
                        plr_CharacterMovement = FindObjectOfType<PLR_CharacterMovement>();
                        plr_Shoot = FindObjectOfType<PLR_Shoot>();
                        //gGunEnlargeButton.enabled = true;
                        WLD_GameController.ui_Texts[UI_Txt.SaveGameNotificationText].enabled = false;
                        WLD_GameController.ui_GameObjects[UI_GO_Panels.GravityPanelSmallGo].SetActive(true);
                      
                        if (UNA_StaticVariables.isShrunk == false)
                        {
                            gameObject.GetComponent<UI_UIButtonManager>().GgunShrink();
                        }
                        

                        //if (topTimesScoresOverlay.activeSelf)
                        //{
                        //    return;
                        //}
                        //else if (!topTimesScoresOverlay.activeSelf)
                        //{
                        //    WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].SetActive(!WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].activeSelf);
                        //    isPaused = false;
                        //    Time.timeScale = 1;
                        //    gGunEnlargeButton.enabled = true;
                        //    WLD_GameController.ui_Texts[UI_Txt.SaveGameNotificationText].enabled = false;

                        //    if (!msgSystem.show)
                        //    {
                        //        plr_Shoot.enabled = true;
                        //        plr_CharacterMovement.enabled = true;
                        //    }
                        //    Debug.Log("UN-paused");
                        //}

                        WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].SetActive(!WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].activeSelf);
                        isPaused = false;
                        Time.timeScale = 1;
                        
                        WLD_GameController.ui_Texts[UI_Txt.SaveGameNotificationText].enabled = false;

                        if (!msgSystem.show)
                        {
                            plr_Shoot.enabled = true;
                            plr_CharacterMovement.enabled = true;
                        }
                        Debug.Log("UN-paused");

                        if (helpMenu.activeSelf)
                        {
                            helpMenu.SetActive(false);
                            WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].SetActive(true);
                            isPaused = true;
                            Time.timeScale = 0;
                            plr_Shoot.enabled = false;
                            plr_CharacterMovement.enabled = false;
                        }
                        if (!helpMenu.activeSelf)
                        {
                            UI_MenuManager.isHelpCkicked = false;

                            helpEventSystem.enabled = false;
                            gameControllerEventSystem.enabled = true;
                        }
                        if (saveMenu.activeSelf)
                        {
                            saveMenu.SetActive(false);
                            WLD_GameController.ui_GameObjects[UI_GO_Panels.PausePanel].SetActive(true);
                            isPaused = true;
                            Time.timeScale = 0;
                            plr_Shoot.enabled = false;
                            plr_CharacterMovement.enabled = false;
                        }
                        if (!saveMenu.activeSelf)
                        {
                            UI_MenuManager.isSavedClicked = false;

                            saveEventSystem.enabled = false;
                            gameControllerEventSystem.enabled = true;

                        }
                    }

                }
                if (currentLevel != WLD_GameController.levels[Scenes.Tutorial])
                {
                    SetPauseButtonEnabled();
                }
            }
        }
    }