Ejemplo n.º 1
0
 // Start is called before the first frame update
 void Start()
 {
     // Get all components
     Glucose_An      = GetComponent <Glucose_Animation>();
     Glucose_St      = GetComponent <Glucose_States>();
     Glucose_Mo      = GetComponent <Glucose_Controls>();
     Audio_Prefab_Sp = GetComponent <Audio_Prefab_Spawner>();
     // Setup Current Health
     Current_Health = Max_Health;
 }
Ejemplo n.º 2
0
    // Pipe animation
    IEnumerator Camera_Animation(Collider2D collision)
    {
        // Move away the player
        collision.transform.position = new Vector3(1000, 1000, 1000);
        // Tell listeners that player has entered a pipe
        Event_System.current.Pipe_Entered();
        // Disable new animations
        Is_Pipe_Enabled = false;
        // Get state script from player
        Glucose_States state = collision.GetComponent <Glucose_States>();

        // If the script exist
        if (state != null)
        {
            // Change the control of the player to pipe
            Debug.Log("Updated Glucose control to Pipe");
            state.Change_Glucose_Controls(Glucose_States.Player_Control.Pipe);
        }


        // For all pipe sections
        for (int index = 0; index < Pipe_Section.Count; index++)
        {
            // Set the camer target to the current section
            Camera.Set_New_Target(Pipe_Section[index], Camera_Damping, false);
            // Then wait for half a second
            yield return(new WaitForSeconds(0.5f));
        }
        // After that teleport the player to the last section and make the controls normal

        if (state != null)
        {
            state.Change_Glucose_Controls(Glucose_States.Player_Control.Normal);
        }
        // Freeze the player
        if (collision.GetComponent <Rigidbody2D>() != null)
        {
            collision.GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0);
        }
        // TP the player to tre last pipe
        collision.transform.position = Pipe_Section[Pipe_Section.Count - 1].transform.position;

        // Then reset camera target to the player
        Camera.Set_New_Target(collision.gameObject, 1, true);

        // Enable new aniamtions;
        Is_Pipe_Enabled = true;
    }