Beispiel #1
0
    public void knockedOut()
    {
        if (npcB.myType == AIType.hostage)
        {
            return;
        }

        //knockedDownTimer -= Time.deltaTime;

        if (knockedDownTimer <= 0)
        {
            PersonAnimationController pac = this.GetComponent <PersonAnimationController> ();
            pac.playAnimation("Unarmed", true);
            knockedDownTimer    = 5.0f;
            knockedDown         = false;
            this.gameObject.tag = "NPC";

            //legs.SetActive (true);
            ac.enableBodyParts();
            head.SetActive(true);
            pmc.enabled = true;
            pwc.enabled = true;

            myCol.setSolid();
            this.gameObject.GetComponent <SpriteRenderer> ().sortingOrder = 5;
            this.GetComponent <SpriteRenderer> ().sprite = null;

            detect.fov.enabled = true;
            detect.fov.viewMeshFilter.gameObject.SetActive(true);
            //npcB.
            npcB.alarmed = true;
            myText.setText("Ughhh my head");
            this.gameObject.GetComponentInChildren <CircleCollider2D> ().enabled = true;
            //ArtemAnimationController ac = this.gameObject.GetComponentInChildren<ArtemAnimationController> ();
            ac.setUp();
            if (this.GetComponent <PlayerAction_HumanShield> () == true)
            {
                this.GetComponent <PlayerAction_HumanShield> ().enabled = true;
            }
            SpriteRenderer[] srs = this.gameObject.GetComponentsInChildren <SpriteRenderer> ();

            foreach (SpriteRenderer sr in srs)
            {
                sr.sortingOrder = sr.sortingOrder + 10;
            }
            Container c = this.GetComponent <Container> ();
            Inventory i = this.GetComponent <Inventory> ();
            foreach (Item item in c.itemsInContainer)
            {
                i.addItemToInventory(item);
            }
            c.itemsInContainer.Clear();
            Destroy(c);
            if (this.GetComponent <PlayerAction_SearchContainer> () == true)
            {
                Destroy(this.GetComponent <PlayerAction_SearchContainer> ());
            }

            if (this.GetComponent <PlayerAction_DragCorpse> () == true)
            {
                Destroy(this.GetComponent <PlayerAction_DragCorpse> ());
            }

            if (this.GetComponent <PlayerAction_DropBody> () == true)
            {
                Destroy(this.GetComponent <PlayerAction_DropBody> ());
            }
        }
    }
Beispiel #2
0
    public void die()
    {
        //add corpse to some kind of dead person list?
        if (this != playerHealth)
        {
            NPCManager.me.npcsInWorld.Remove(this.gameObject);
            NPCManager.me.corpsesInWorld.Add(this.gameObject);
            NPCController npc = this.GetComponent <NPCController> ();
            NPCManager.me.npcControllers.Remove(npc);
            if (npc.myText == null)
            {
            }
            else
            {
                npc.myText.fadeOutText = true;
            }
            Destroy(npc.currentBehaviour);
            npc.enabled = false;
            //this.GetComponent<NPCController> ().enabled = false;
            this.GetComponent <PersonWeaponController> ().enabled = false;
            this.GetComponent <PathFollower> ().enabled           = false;
            this.GetComponent <CanWeDetectTarget> ().enabled      = false;
            //this.gameObject.GetComponent<Pathfinding> ().enabled = false;
            this.gameObject.GetComponent <NPCBehaviourDecider> ().enabled = false;
            this.GetComponent <NPCMemory> ().enabled = false;
            this.GetComponent <PersonMovementController> ().enabled = false;
            npc.detect.fov.viewMeshFilter.gameObject.SetActive(false);
            npc.detect.fov.enabled = false;
            this.gameObject.AddComponent <PlayerAction_DragCorpse> ();
            this.gameObject.layer = 27;
            this.gameObject.GetComponentInChildren <CircleCollider2D> ().gameObject.layer = 27;
            this.transform.parent = null;

            Container c = this.gameObject.AddComponent <Container> ();
            c.containerName    = "Corpse";
            c.itemsInContainer = new List <Item> ();
            Inventory i = this.gameObject.GetComponent <Inventory> ();
            foreach (Item it in i.inventoryItems)
            {
                c.addItemToContainer(it);
            }
            i.inventoryItems.Clear();

            if (npc.myHalo == null)
            {
            }
            else
            {
                Destroy(npc.myHalo);
            }
            // if (LoadingDataStore.me.loadingDone==true)
            // {
            LevelIncidentController.me.addIncident("Murder", this.transform.position);
            //  }
        }

        SpriteRenderer[] srs = this.gameObject.GetComponentsInChildren <SpriteRenderer> ();

        foreach (SpriteRenderer sr in srs)
        {
            sr.sortingOrder = sr.sortingOrder - 10;
        }



        this.GetComponent <Rigidbody2D> ().isKinematic     = false;
        this.GetComponent <Rigidbody2D> ().angularVelocity = 0.0f;
        this.GetComponent <Rigidbody2D> ().velocity        = new Vector2(0, 0);

        PersonAnimationController pac = this.GetComponent <PersonAnimationController> ();

        pac.animationsToPlay.Clear();
        pac.playing = null;
        pac.counter = 0;
        pac.playAnimation("Die", true);
        this.gameObject.GetComponent <SpriteRenderer> ().sortingOrder = 1;
        ArtemAnimationController ac = this.gameObject.GetComponentInChildren <ArtemAnimationController> ();

        ac.setFallen();

        this.gameObject.tag = "Dead/Knocked";

        this.gameObject.GetComponent <PersonColliderDecider> ().onDeath();
        this.enabled = false;
    }
Beispiel #3
0
    public void knockOutNPC()
    {
        if (npcB.myType == AIType.hostage)
        {
            return;
        }
        ArtemAnimationController ac = this.gameObject.GetComponentInChildren <ArtemAnimationController> ();

        ac.setFallen();
        PersonAnimationController pac = this.GetComponent <PersonAnimationController> ();

        //pac.forceFinishCurrentAnim ();
        pac.animationsToPlay.Clear();
        pac.playing = null;
        pac.counter = 0;
        pac.playAnimation("Knock", true);
        knockedDown = true;
        this.gameObject.GetComponent <SpriteRenderer> ().sortingOrder = 1;
        this.gameObject.tag = "Dead/Knocked";
        //ac.disableBodyParts ();
        //legs = this.GetComponentInChildren<Legs> ().gameObject;
        //legs.SetActive (false);
        head = ac.getHead();         //this.GetComponentInChildren<HeadController> ().gameObject;
        //this.GetComponent<SpriteRenderer> ().sprite = ac.myAesthetic.knocked;
        this.GetComponent <Rigidbody2D> ().isKinematic     = true;
        this.GetComponent <Rigidbody2D> ().angularVelocity = 0.0f;
        this.GetComponent <Rigidbody2D> ().velocity        = new Vector2(0, 0);
        //head.SetActive (false);
        pmc.enabled = false;
        pwc.enabled = false;
        //this.GetComponent<Collider2D> ().isTrigger = true;
        myCol.setTrigger();
        this.gameObject.GetComponentInChildren <CircleCollider2D> ().enabled = false;

        detect.fov.enabled = false;
        detect.fov.viewMeshFilter.gameObject.SetActive(false);
        //this.gameObject.AddComponent<PlayerAction_TieUpHostage> ();
        if (this.GetComponent <PlayerAction_HumanShield> () == true)
        {
            this.GetComponent <PlayerAction_HumanShield> ().enabled = false;
        }
        SpriteRenderer[] srs = this.gameObject.GetComponentsInChildren <SpriteRenderer> ();

        foreach (SpriteRenderer sr in srs)
        {
            sr.sortingOrder = sr.sortingOrder - 10;
        }

        Container c = this.gameObject.AddComponent <Container> ();

        c.containerName    = "Unconscious Person";
        c.itemsInContainer = new List <Item> ();
        Inventory i = this.gameObject.GetComponent <Inventory> ();

        foreach (Item it in i.inventoryItems)
        {
            c.addItemToContainer(it);
        }
        i.inventoryItems.Clear();
        this.gameObject.AddComponent <PlayerAction_DragCorpse> ();
    }