Ejemplo n.º 1
0
 void ResetParams()
 {
     isBeingPopped        = false;
     isReleased           = false;
     flyingObjectScript   = null;
     containedBird        = false;
     transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
 }
Ejemplo n.º 2
0
    void CheckOverlap()
    {
        Bounds bounds = myCollider.bounds;
        // radius of which flying objects can be attracted
        float attractorRadius = myCollider.radius * transform.localScale.x + buffRadius;

        // radius of which flying object can be fit into this bubble
        // also radius of which flying object can be scared
        float      radius     = myCollider.radius * transform.localScale.x;
        Collider2D nearbyBird = Physics2D.OverlapCircle(bounds.center, attractorRadius, 1 << LayerMask.NameToLayer("Bird"));

        if (nearbyBird)
        {
            flyingObjectScript = nearbyBird.gameObject.GetComponent <FlyingObjectInterface>();

            if (flyingObjectScript.IsAttractableToBubble())
            {
                // if bird's size fit into this bubble
                if (nearbyBird.bounds.size.x <= 2 * radius)
                {
                    flyingObjectScript.FitIntoBubble(myCollider);
                    containedBird = true;
                    StartCoroutine(PopBubble());
                }
                // bubble pops and bird flies faster
                else
                {
                    // Make sure bubble does not belong to a bird first before calling the PopBubble routine
                    if (!containedBird)
                    {
                        Collider2D scaredBird = Physics2D.OverlapCircle(bounds.center, radius, 1 << LayerMask.NameToLayer("Bird"));
                        // If a bird is lerping to the middle of this bubble, and this bubble pops to other bigger bird, this currently lerping bird
                        // will appear to be dangling because the bubble that it belongs to has just popped to a bigger bird.
                        if (scaredBird)
                        {
                            flyingObjectScript = scaredBird.gameObject.GetComponent <FlyingObjectInterface>();
                            // only pop to birds that are attractable to bubble
                            if (flyingObjectScript.IsAttractableToBubble())
                            {
                                StartCoroutine(PopBubble());
                            }
                        }
                    }
                }
            }
        }
    }
Ejemplo n.º 3
0
    IEnumerator PopBubble()
    {
        // indicate that this coroutine is running, so we don't allow this bubble to catch bird when bubble
        // is about to pop
        isBeingPopped = true;

        if (!containedBird)
        {
            yield return(new WaitForSeconds(0.1f));

            SoundManager.Instance.BubblePlayOneShot(SoundManager.Instance.bubblePopBlank);
            animator.SetTrigger("bubblePop");
            flyingObjectScript.IncreaseVelocity();
            // prevent angry state trigger from accumulating
            if (!BlowBubble.Instance.IsInFailState && !BlowBubble.Instance.IsInAngryState && !BlowBubble.Instance.IsInPopState)
            {
                BlowBubble.Instance.SetAnimatorTrigger("angry");
            }
            CancelInvoke("Shrink");
            Instantiate(burst, this.transform.position, Quaternion.identity);
            GameManager.instance.SetCoin(0);
            PoolManager.instance.ReturnObjectToPool(gameObject);
        }

        else
        {
            yield return(new WaitForSeconds(lifespanBeforePop));

            SoundManager.Instance.BubblePlayOneShot(SoundManager.Instance.bubblePopCatch);
            animator.SetTrigger("bubblePop");
            flyingObjectScript.SetBubbleCollider(null);
            flyingObjectScript = null;
            CancelInvoke("Shrink");
            Instantiate(burst, this.transform.position, Quaternion.identity);
            GameManager.instance.SetCoin(1);
            PoolManager.instance.ReturnObjectToPool(gameObject);
        }
    }