Ejemplo n.º 1
0
 void KO()
 {
     if (!defeated)
     {
         defeated = true;
         LoadBattleSceneScript loadBattleSceneScript = FindObjectOfType <LoadBattleSceneScript>();
         GameJolt.API.Scores.Add(
             new Score((int)Time.timeSinceLevelLoad,
                       Time.timeSinceLevelLoad.ToString(), "Someone w/ " + SystemInfo.deviceModel),
             HighscoresManager.GetHighscoresIndex(loadBattleSceneScript.EnemyType, loadBattleSceneScript.EnemyLevel), isSuccess => Debug.Log("Highscores update success=" + isSuccess));
         EventMessanger.GetInstance().TriggerEvent(new PlayerVictoryEvent());
     }
 }
Ejemplo n.º 2
0
        private void Update()
        {
            // Let the player move from node to node or enter a level

            if (canMove)
            {
                float   h     = Input.GetAxis("Horizontal");
                float   v     = Input.GetAxis("Vertical");
                Vector2 input = new Vector2(h, v);

                if (input.magnitude > 0.5f)
                {
                    WorldMapNode newNode = CURRENT_NODE.GetNodeInDirection(input);
                    if (newNode != null)
                    {
                        StartCoroutine(MoveToNewNode(newNode));
                    }
                }
                else if (Input.GetButtonDown("A"))
                {
                    // TODO: replace this with an actual transition later.
                    // the scene changing itself should probably be done in another class, after a nice fade out

                    if (CURRENT_NODE.IsBattleNode)
                    {
                        LoadBattleSceneScript loader = GameControllerScript.GetInstance().GetComponent <LoadBattleSceneScript>();
                        loader.LoadBattleScene(CURRENT_NODE.EnemyType, CURRENT_NODE.EnemyLevel, CURRENT_NODE.EnemyMaxPhase);
                    }
                }
            }

            // Make the player sprite hover slightly

            float hover = Mathf.Sin(Time.time * 8f) * 0.02f;

            spriteTransform.localPosition = new Vector3(0, 0.75f + hover, -0.1f);
        }