Beispiel #1
0
    public void QueueFishAgain(fish pFish, bool pQueueAgain, bool pRemoveFromList, bool pDestroyNow)
    {
        if (!pFish)
        {
            return;
        }

        int pType = (int)pFish.GetFishType();

        Debug.Log(_fishPerTypeSpawned[pType] + " Spawned");
        if (pQueueAgain && _fishPerTypeSpawned[pType] > 0)
        {
            _totalSpawned -= 1;
            _fishPerTypeSpawned[pType] -= 1;
            Debug.Log(_fishPerTypeSpawned[pType] + " After Requed");
        }
        if (pRemoveFromList)
        {
            SpawnedFish.Remove(pFish);
        }
        if (pDestroyNow && pFish.gameObject)
        {
            Destroy(pFish.gameObject);
        }
    }
Beispiel #2
0
    //
    public override void OnTriggerEnter(Collider other)
    {
        if (!_hook || !other)
        {
            return;
        }
        //Reel the hook in if you touch the floor
        if (other.gameObject.CompareTag("Floor"))
        {
            //The game time is out before this condition can be true, I am going to leave it here just in case

            /*if (basic.GlobalUI.InTutorial)
             * {
             *  basic.GlobalUI.ShowHandSwipe(false);
             *  basic.GlobalUI.SwipehandCompleted = true;
             * }*/
            SetState(hook.HookState.Reel);
            //basic.combo.ClearPreviousCombo(false);
            //GameObject.Instantiate (basic.HookHit, _hook.HookTip.position, Quaternion.identity);
        }
        //On contact with a fish
        if (other.gameObject.CompareTag("Fish"))
        {
            fish theFish = other.gameObject.GetComponent <fish>();
            if (!theFish || !theFish.Visible)
            {
                return;
            }
            theFish.SetState(fish.FishState.FollowHook);
            GameManager.ShopList.CollectFish((int)theFish.GetFishType());
            GameManager.Scorehandler.AddScore(theFish.GetFishType(), true, true);

            /*if (!basic.GlobalUI.InTutorial)
             * {
             *  basic.combo.CheckComboProgress(theFish.fishType);
             * }
             * if (!basic.Shoppinglist.Introduced)
             * {
             *  basic.Shoppinglist.Show(true);
             *  basic.Shoppinglist.Introduced = true;
             * }*/
            //basic.Camerahandler.CreateShakePoint();
        }
        if (other.gameObject.CompareTag("Jellyfish"))
        {
            Jellyfish theJellyfish = other.gameObject.GetComponent <Jellyfish>();
            if (!theJellyfish)
            {
                return;
            }
            _hook.EnableJellyAttackEffect();
            GameManager.Scorehandler.RemoveScore(true);

            // basic.Camerahandler.CreateShakePoint();

            SetState(hook.HookState.Reel);
            //basic.combo.ClearPreviousCombo(false);
            //Create a new list maybe
            //Change animation for the fish and state
            //Remove fish from list
            //Destroy fish
        }
        if (other.gameObject.CompareTag("Trash"))
        {
            trash theTrash = other.gameObject.GetComponent <trash>();
            if (!theTrash || !theTrash.Visible)
            {
                return;
            }

            theTrash.SetState(trash.TrashState.FollowHook);
            //_hook.TrashOnHook.Add(theTrash);

            //bool firstTime = basic.Scorehandler.CollectATrashPiece();
            //basic.GlobalUI.UpdateOceanProgressBar(firstTime);
            //basic.Camerahandler.CreateShakePoint();

            //The game time is out before this condition can be true, I am going to leave it here just in case

            /*if (basic.GlobalUI.InTutorial)
             * {
             *  basic.GlobalUI.ShowHandSwipe(false);
             *  basic.GlobalUI.SwipehandCompleted = true;
             * }*/
            SetState(hook.HookState.Reel);

            //basic.combo.ClearPreviousCombo(false);
        }
    }