Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        if (_onPropagation == true)
        {
            _propagation -= Time.deltaTime;
            if (_propagation < 1)
            {
                foreach (GameObject gObject in currentCollisions)
                {
                    if (gObject)
                    {
                        if (gObject.GetComponent <ObjectState>() != null)
                        {
                            if (gameObject.GetComponentInChildren <ObjectState>()._isDestruct == true)
                            {
                                currentCollisions.Remove(gObject);
                            }
                            else
                            {
                                gObject.GetComponentInChildren <ObjectState>().SetState(gObject.GetComponentInChildren <ObjectState>().GetNewState(_state));
                            }
                        }
                    }
                }
            }
        }
        if (_onConduction == true)
        {
            _conduction -= Time.deltaTime;
            foreach (GameObject gObject in currentCollisions)
            {
                if (gObject && gObject.GetComponentInChildren <ObjectState>() != null)
                {
                    gObject.GetComponentInChildren <ObjectState>().SetState(gObject.GetComponentInChildren <ObjectState>().GetNewState(_state));
                }
            }
            if (_conduction <= 0)
            {
                _elecParticle.SetActive(false);
                _conduction   = _timeStayElec;
                _onConduction = false;
                _state       -= (short)State.ELECTRIFIED;
                if (GetComponentInParent <ObjectGeneration>())
                {
                    GetComponentInParent <ObjectGeneration>().StopElec();
                }

                PlayerKiller.LosePK(gameObject);
            }
        }
        if (_onDestruction == true)
        {
            _destruction -= Time.deltaTime;
            if (_destruction < 0 && _destruction > -1)
            {
                _isDestruct = true;
                Destroy(gameObject);
            }
        }
    }
Beispiel #2
0
 private void Start()
 {
     Health   = GetComponent <PlayerHealth>();
     Movement = GetComponent <PlayerMovement>();
     Aim      = GetComponent <PlayerAim>();
     Killer   = GameObject.FindGameObjectWithTag("PlayerKiller").GetComponent <PlayerKiller>();
 }
Beispiel #3
0
    void Start()
    {
        jumpTime = jumpOneMoreTime;

        jumpVector = new Vector2(0f, jumpForce);

        coll = GetComponent <CircleCollider2D>();
        move = new Vector3(0, 0, 0);

        GameObject[] killers = GameObject.FindGameObjectsWithTag("PlayerKiller");
        foreach (GameObject killer in killers)
        {
            PlayerKiller.BecomePK(killer);
        }

        GameObject[] stateCubes = GameObject.FindGameObjectsWithTag("ObjectStateCube");
        foreach (GameObject cube in stateCubes)
        {
            ObjectState state = cube.GetComponent <ObjectState>();
            if (state != null)
            {
                if (state.isState((int)ObjectState.State.BURNING | (int)ObjectState.State.ELECTRIFIED))
                {
                    PlayerKiller.BecomePK(cube);
                }
            }
        }
    }
Beispiel #4
0
 /*
  *   Return a new state depend on a electricity state
  */
 public short SetStateWElec()
 {
     if ((_state & (short)State.ELECTRIFIED) == 0 && ((_state & (short)State.CONDUCTOR) != 0 || (_state & (short)State.WET) != 0))
     {
         _conduction   = _timeStayElec;
         _onConduction = true;
         _elecParticle.SetActive(true);
         PlayerKiller.BecomePK(gameObject);
         return((short)(_state + (short)State.ELECTRIFIED));
     }
     return(_state);
 }
Beispiel #5
0
 /*
  *   Return a new state depend on a water state
  */
 public short SetStateWWater()
 {
     if ((_state & (short)State.WET) == 0 && (_state & (short)State.BURNING) == 0 && _canBeWet)
     {
         _waterParticle.SetActive(true);
         return((short)(_state + (short)State.WET));
     }
     if ((_state & (short)State.BURNING) != 0)
     {
         _onDestruction = false;
         _onPropagation = false;
         _steamParticle.GetComponent <ParticleSystem>().Play();
         _fireObject.SetActive(false);
         gameObject.GetComponentInParent <ObjectSound>().playExtinguish();
         PlayerKiller.LosePK(gameObject);
         return((short)(_state - (short)State.BURNING));
     }
     return(_state);
 }
        /// <summary>
        /// isTrigger問わず相手と衝突した場合にコール
        /// </summary>
        /// <param name="collision"></param>
        protected override void OnCollisionToOther(GameObject other)
        {
            if (!this.IsFrozen)
            {
                if (!this.isMuteki)
                {
                    PlayerKiller a = other.GetComponent <PlayerKiller>();
                    if (a != null)
                    {
                        this.Death(a.deathType);
                        return;
                    }
                }

                IPlayerTouchGimick b = other.GetComponent <IPlayerTouchGimick>();
                if (b != null)
                {
                    b.OnPlayerTouched(this.transform);
                    return;
                }
            }
        }
Beispiel #7
0
 // Use this for initialization
 void Start()
 {
     if (transform.FindChild("FirePropagation"))
     {
         _fireObject = transform.FindChild("FirePropagation").gameObject;
     }
     if (transform.FindChild("WaterStateParticle"))
     {
         _waterParticle = transform.FindChild("WaterStateParticle").gameObject;
     }
     if (transform.FindChild("SteamParticle"))
     {
         _steamParticle = transform.FindChild("SteamParticle").gameObject;
     }
     if (transform.FindChild("ElecStateParticle"))
     {
         _elecParticle = transform.FindChild("ElecStateParticle").gameObject;
     }
     _pos = transform.position;
     if (_onPropagation == true)
     {
         _propagation = _timeToPropagate;
         _fireObject.SetActive(true);
         if (GetComponentInChildren <FirePropagation>())
         {
             _fireProp = GetComponentInChildren <FirePropagation>();
             _fireProp.SetPosition(_pos);
             _fireProp.Begin();
         }
         PlayerKiller.BecomePK(gameObject);
     }
     if (_onDestruction == true)
     {
         _destruction = _timeToDestroy;
     }
     _isDestruct = false;
 }
Beispiel #8
0
 /*
  *   Return a new state depend on a fire state
  */
 public short SetStateWFire()
 {
     if ((_state & (short)State.WET) != 0)
     {
         _waterParticle.SetActive(false);
         _steamParticle.GetComponent <ParticleSystem>().Play();
         _propagation = _timeToPropagate;
         return((short)(_state - (short)State.WET));
     }
     else if ((_state & (short)State.FLAMMABLE) != 0 && (_state & (short)State.BURNING) == 0)
     {
         _propagation   = _timeToPropagate;
         _destruction   = _timeToDestroy;
         _onDestruction = true;
         _onPropagation = true;
         if (GetComponentInParent <ObjectGeneration>())
         {
             GetComponentInParent <ObjectGeneration>()._isInFire = true;
         }
         _waterParticle.SetActive(false);
         _fireObject.SetActive(true);
         if (GetComponentInChildren <FirePropagation>())
         {
             _fireProp = GetComponentInChildren <FirePropagation>();
             _fireProp.Begin();
             _fireProp.SetPosition(_pos);
         }
         if (gameObject.GetComponentInParent <ObjectSound>())
         {
             gameObject.GetComponentInParent <ObjectSound>().playBurning();
         }
         PlayerKiller.BecomePK(gameObject);
         return((short)(_state + (short)State.BURNING));
     }
     return(_state);
 }
 // Use this for initialization
 void Start()
 {
     _Killer = GameObject.FindGameObjectWithTag("Manager").GetComponent<PlayerKiller>();
 }