Beispiel #1
0
    public static bool abilityEnabled(int abilityIndex)
    {
        GameObject playerObject = Managers.Player.gameObject;

        switch (abilityIndex)
        {
        case (int)Cheat.FORCE_LAUNCH:
            ForceLaunchAbility fta = playerObject.GetComponent <ForceLaunchAbility>();
            return(fta.Active);

        case (int)Cheat.WALL_CLIMB:
            WallClimbAbility wca = playerObject.GetComponent <WallClimbAbility>();
            return(wca.Active);

        case (int)Cheat.ELECTRIC_BEAM:
            ElectricBeamAbility eba = playerObject.GetComponent <ElectricBeamAbility>();
            return(eba.Active);

        case (int)Cheat.SWAP:
            SwapAbility sa = playerObject.GetComponent <SwapAbility>();
            return(sa.Active);

        case (int)Cheat.AIR_SLICE:
            AirSliceAbility asa = playerObject.GetComponent <AirSliceAbility>();
            return(asa.Active);

        case (int)Cheat.LONG_TELEPORT:
            LongTeleportAbility lta = playerObject.GetComponent <LongTeleportAbility>();
            return(lta.Active);

        default:
            throw new System.ArgumentException("abilityIndex is invalid!: " + abilityIndex);
        }
    }
 // Use this for initialization
 void Start()
 {
     rb2d          = GetComponent <Rigidbody2D>();
     pc2d          = GetComponent <PolygonCollider2D>();
     gravity       = GetComponent <GravityAccepter>();
     mainCamCtr    = Camera.main.GetComponent <CameraController>();
     gm            = GameObject.FindGameObjectWithTag("GestureManager").GetComponent <GestureManager>();
     halfWidth     = GetComponent <SpriteRenderer>().bounds.extents.magnitude;
     hm            = GetComponent <HardMaterial>();
     hm.shattered += shattered;
     fta           = GetComponent <ForceTeleportAbility>();
     wca           = GetComponent <WallClimbAbility>();
     sba           = GetComponent <ShieldBubbleAbility>();
     teleportRangeParticalController = teleportRangeParticalObject.GetComponent <ParticleSystemController>();
 }
    public static void enableAbility(int abilityIndex)
    {
        GameObject playerObject = GameManager.getPlayerObject();

        switch (abilityIndex)
        {
        case 1:
            ForceTeleportAbility fta = playerObject.GetComponent <ForceTeleportAbility>();
            fta.enabled = !fta.enabled;
            break;

        case 2:
            WallClimbAbility wca = playerObject.GetComponent <WallClimbAbility>();
            wca.enabled = !wca.enabled;
            break;

        case 3:
            ShieldBubbleAbility sba = playerObject.GetComponent <ShieldBubbleAbility>();
            sba.enabled = !sba.enabled;
            break;
        }
    }
Beispiel #4
0
    public static void enableAbility(int abilityIndex, bool enable)
    {
        GameObject playerObject = Managers.Player.gameObject;

        switch (abilityIndex)
        {
        case (int)Cheat.FORCE_LAUNCH:
            ForceLaunchAbility fta = playerObject.GetComponent <ForceLaunchAbility>();
            fta.Active = enable;
            break;

        case (int)Cheat.WALL_CLIMB:
            WallClimbAbility wca = playerObject.GetComponent <WallClimbAbility>();
            wca.Active = enable;
            break;

        case (int)Cheat.ELECTRIC_BEAM:
            ElectricBeamAbility eba = playerObject.GetComponent <ElectricBeamAbility>();
            eba.Active = enable;
            break;

        case (int)Cheat.SWAP:
            SwapAbility sa = playerObject.GetComponent <SwapAbility>();
            sa.Active = enable;
            break;

        case (int)Cheat.AIR_SLICE:
            AirSliceAbility asa = playerObject.GetComponent <AirSliceAbility>();
            asa.Active = enable;
            break;

        case (int)Cheat.LONG_TELEPORT:
            LongTeleportAbility lta = playerObject.GetComponent <LongTeleportAbility>();
            lta.Active = enable;
            break;
        }
    }