Ejemplo n.º 1
0
    public bool Drop(GameObject sender)
    {
        _data.grabbed = false;

        transform.parent        = null;
        transform.localRotation = Quaternion.identity;

        if (_playerGrabbing.closeWindows.Any() && _data.npcState == NPCState.Drunk)
        {
            _data.falling = true;
            OnFall?.Invoke(gameObject, this);
            transform.position += _playerGrabbing.closeWindows.First().transform.up * 2;
            GameHelper.GameManager.data.score += 100;

            return(true);
        }

        _playerGrabbing = null;

        _collider.enabled = true;
        _body.isKinematic = false;

        // Add the dancer to nbrDancer (if dancer)
        if (_data.drunkType == DrunkType.Dancer)
        {
            GameHelper.GameManager.data.dancerCount++;
        }

        return(true);
    }
Ejemplo n.º 2
0
 public void EmitOnFall()
 {
     if (OnFall != null)
     {
         OnFall.Invoke(this, EventArgs.Empty);
     }
 }
    public void Fall()
    {
        var isFalling = _lastVerticalPosition > YPosition && IsOnAir;

        if (isFalling && !IsOnTask && LastAction != Action.FALL)
        {
            LastAction = Action.FALL;
            IsFalling  = true;
            OnFall?.Invoke(this, null);
        }
        else
        {
            IsFalling = false;
        }
    }
Ejemplo n.º 4
0
        private void CameraMovement_Thread()
        {
            while (true)
            {
                if (render.isActive())
                {
                    try
                    {
                        if (player.Y > 650)
                        {
                            OnFall?.Invoke();
                        }

                        //because of gravity being in a diffrent thread it checks if it has to move the camera to keep focus in case of falling etc.
                        if (Math.Abs(player.Y - Y * -1) > 425 && player.Y <= 470)
                        {
                            Y -= 0.7f;
                        }
                        if (Up)
                        {
                            //check if collision is present otherwise move player to given direction
                            if (lvl.Tiles.Count(o => o.Y <= player.Y && player.Collide(o) && o.Collidable) == 0)
                            {
                                if (Math.Abs(player.Y - Y * -1) < 125)
                                {
                                    Y += 0.8f;
                                }
                                player.Y -= 0.75f;
                            }
                            else
                            {
                                player.Y += 1;
                                Up        = false;
                            }
                        }

                        if (Left)
                        {
                            //check if collision is present otherwise move player to given direction
                            if (lvl.Tiles.Count(o => o.X <= player.X && player.Collide(o) && o.Collidable) == 0)
                            {
                                if (X + player.X < 250)
                                {
                                    X += 0.45f;
                                }
                                player.X -= 0.45f;
                            }
                            else
                            {
                                player.X += 1;
                                Left      = false;
                            }
                        }

                        if (Right)
                        {
                            //check if collision is present otherwise move player to given direction
                            if (lvl.Tiles.Count(o => o.X >= player.X && player.Collide(o) && o.Collidable) == 0)
                            {
                                if (X + player.X > 350)
                                {
                                    X -= 0.45f;
                                }
                                player.X += 0.45f;
                            }
                            else
                            {
                                player.X -= 1;
                                Right     = false;
                            }
                        }
                    }
                    catch
                    {
                    }

                    Thread.Sleep(1);
                }
            }
        }