public void NewSconceRevealedWrapper(Sconce sconce, HiddenSconce hiddenSconce) { if (NewSconceRevealed != null) { NewSconceRevealed(sconce, hiddenSconce); } }
void ArrivedAtPreviousSconceWrapper(Sconce sconce) { if (ArrivedAtPreviousSconce != null) { ArrivedAtPreviousSconce(sconce); } }
void Awake() { renderer = GetComponent <MeshRenderer>(); player = GameHandler.playerGO; FatherOrbPos = player.transform.Find("FatherOrbPos"); durationHeld = 35.0f; durationBeforeFizzing = 25.0f; durationBeforeRedHot = 30.0f; durationBeforeCritical = 33.0f; Memory.RefreshGiven += RefreshTime; Sconce.OrbInSconce += this.PlayerDroppedOrb; Sconce.OrbInSconce += this.EnteredSconce; Sconce.OrbRemovedFromSconce += this.PickedUpByPlayer; //you want a successful parry to refresh the orb time -- maybe a failure should too so it's not a double fail? Or have the failure make the orb return to sconce early w/ out burn PromptPlayerHit.PlayerParried += RefreshTime; PromptPlayerHit.PlayerFailed += FailureDelayWrapper; //TODO: Fix the below OrbController.ManuallyStoppedChannelingOrb += PickedUpByPlayer; //TODO: Add for if the orb remains charged w/ power up even when it is not in the player's hands if (transform.parent != null) { Sconce sconce = transform.parent.GetComponent <Sconce>(); sconce.OrbPlacedInUs(sconce); SetZToNegative2(); } CorruptedObject.Corrupting += BeCorrupted; CorruptedObject.StoppedCorrupting += SetCorruptionSourceRemoved; //posOffset = transform.position; //SetInSconce(transform.parent.gameObject); }
void SetInSconce(Sconce sconce) { //sconce.GetComponent<Sconce>().OrbPlacedInUs(); heldStatus = HeldStatuses.InSconce; currentSconce = sconce; inSconce = true; transform.parent = sconce.transform; //transform.localPosition = Vector3.zero; SetZToNegative2(); instabilityStatus = InstabilityStatus.NotPickedUp; }
void RevealSconce() { //play some animation Sconce revealedSconce = sconceToReveal.GetPooledInstance <Sconce>(); revealedSconce.transform.position = transform.position; //sconceToRevealGO.SetActive(true); //sconceToRevealGO.transform.parent = null; revealedSconce.OrbPlacedInUs(revealedSconce); SconceWasRevealed(); NewSconceRevealedWrapper(revealedSconce, this); gameObject.SetActive(false); }
public void PickedUpByPlayer(MonoBehaviour ourObject) { heldStatus = HeldStatuses.Carried; inSconce = false; if (ourObject.GetComponent <Sconce>() != null) { previousSconce = currentSconce; currentSconce = null; } instabilityStatus = InstabilityStatus.FreshPickedUp; StartCoroutine(MoveUs(transform.position, GameHandler.fatherOrbHoldTransform.position, GameHandler.player)); transform.parent = player.transform; //posOffset = transform.localPosition; if (PickedUp != null) { PickedUp(this); } StartCoroutine(BeingCarried()); }