Ejemplo n.º 1
0
    /// <summary>
    /// Player interacts with grenade materials and increments count
    /// </summary>
    /// <param name="collision"></param>
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.tag == "Grenade Material")
        {
            //This should probably be an event instead
            if (gameObject.GetComponent <ToolBelt>().allToolsDisabled == true)
            {
                //AudioManager.Instance.Play(AudioClipName.stasis_Grenade_TTS);
                gameObject.GetComponent <ToolBelt>().enabledTool      = Constants.Tools.StasisGrenade;
                gameObject.GetComponent <ToolBelt>().allToolsDisabled = false;

                //invoke event to change highlight to grenade
                selectionChangeEvent.Invoke(Constants.Tools.StasisGrenade);
            }
            Destroy(collision.gameObject);
            grenadeCount++;
            //TEMPORARY CODE FOR TUTORIAL TO TESTERS
            if (grenadeCount > 5)
            {
                grenadeCount = 5;
            }
            //update the count in the UI for the stasis grenade
            updateCountEvent.Invoke(Constants.Tools.StasisGrenade, grenadeCount);
            AudioManager.Instance.Play(AudioClipName.item_Pickup);
        }
    }
Ejemplo n.º 2
0
    /// <summary>
    /// Used to detect tripwire material pick ups as this is attached to the player
    /// </summary>
    /// <param name="collision"></param>
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.tag == "Trip Wire Materials")
        {
            //this should probably be an event instead
            if (gameObject.GetComponent <ToolBelt>().allToolsDisabled == true)
            {
                // AudioManager.Instance.Play(AudioClipName.tripwire_TTS);
                gameObject.GetComponent <ToolBelt>().enabledTool      = Constants.Tools.TripWire;
                gameObject.GetComponent <ToolBelt>().allToolsDisabled = false;

                //invoke the event to change the UI to make the tripwire the enabled tool
                changeSelectionEvent.Invoke(Constants.Tools.TripWire);
            }



            tripWireCount++;
            //TEMPORARY CODE FOR TUTORIAL TO TESTERS
            if (tripWireCount > 5)
            {
                tripWireCount = 5;
            }
            updateCountEvent.Invoke(Constants.Tools.TripWire, tripWireCount);
            Destroy(collision.gameObject);
            AudioManager.Instance.Play(AudioClipName.item_Pickup);
        }
    }
Ejemplo n.º 3
0
    // Update is called once per frame
    void FixedUpdate()
    {
        Physics2D.IgnoreCollision(gameObject.GetComponent <Collider2D>(), playerForPosition.GetComponent <Collider2D>());

        if (Input.GetKeyUp(KeyCode.Mouse1) && !pinging)
        {
            //Debug.Log("Pinging");
            gameObject.transform.position = playerForPosition.transform.position;
            AudioManager.Instance.Play(AudioClipName.transponder_RadarBleeps);
            playerForPosition.GetComponent <PingDevice>().pingDeviceCount--;
            //invoke event to update count for UI
            updateCountEvent.Invoke(Constants.Tools.PingDevice, playerForPosition.GetComponent <PingDevice>().pingDeviceCount);
            if (playerForPosition.GetComponent <PingDevice>().pingDeviceCount <= 0)
            {
                playerForPosition.GetComponent <ToolBelt>().disableTool(Constants.Tools.PingDevice);
            }
            pinging = true;
        }
        if (pinging)
        {
            if (!setStartOfPing)
            {
                render.sprite    = radarRingPing;
                scale.localScale = new Vector3(startScale, startScale, 1);
                setStartOfPing   = true;
            }


            if (scale.localScale.x < 1.7)
            {
                scale.localScale += new Vector3(scaleRate, scaleRate, 0);
            }
            else
            {
                render.color -= new Color(0, 0, 0, fadeRate);

                if (render.color.a < 0.01)
                {
                    //Debug.Log("Disable here??");
                    scale.localScale = new Vector3(startScale, startScale, 0);
                    render.color    += new Color(0, 0, 0, 1);
                    Destroy(gameObject);
                }
            }
        }
        else if (!pinging)
        {
            gameObject.transform.position = playerForPosition.transform.position;
        }
    }
Ejemplo n.º 4
0
    /// <summary>
    /// Used to check for player input to place the tripwire fully
    /// </summary>
    void Update () {
        
        //trip wire is looking for input from player to place down second part of wire every frame
        //if the wire is placed, the trip wire should no longer care about player input
        //there's no way to set fullTrapSet back to false for this instance once its set to true
        //therefore once this instance of the tripwire is placed, it cant be placed again

        // grabs the vector position of the mouse cursor
        Vector3 cursorPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        // creates a new direction value by using the coordinate differences between the cursor and player
        Vector3 direction = (new Vector3(cursorPosition.x - player.transform.position.x, cursorPosition.y - player.transform.position.y, 0).normalized);

        // Also assuming that a unit square in Unity is 128x128
        float spriteWidth = player.GetComponent<SpriteRenderer>().sprite.rect.width / 128;

        //waiting for the key Q to be lifted up to place the wire completely
        if (Input.GetKeyUp(KeyCode.Mouse1) && !fullTrapSet)
        {

            //play sound for placing trap
            AudioManager.Instance.Play(AudioClipName.tripWire_Placement1);

            //instantiates the final trip wire piece in front of the player
            finalPlacementTripWire = Instantiate(finalPlacementTripWire, player.transform.position + direction * .85f, player.transform.rotation);
            Physics2D.IgnoreCollision(player.GetComponent<Collider2D>(), finalPlacementTripWire.GetComponent<Collider2D>());

            //decreasing one material from players inventory
            player.GetComponent<TripWire>().tripWireCount--;
            //invoke event
            updateCountEvent.Invoke(Constants.Tools.TripWire, player.GetComponent<TripWire>().tripWireCount);
            if (player.GetComponent<TripWire>().tripWireCount <= 0)
            {
                player.GetComponent<ToolBelt>().disableTool(Constants.Tools.TripWire);
            }

            //this way this instance of the trap cant be set anymore to a new position
            //and trap can start casting rays to look for an enemy
            fullTrapSet = true;

            //this way player can place another initial plug
            player.GetComponent<TripWire>().initialTripWirePlaced = false;
        }

    }
Ejemplo n.º 5
0
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.tag == "Ping Materials")
        {
            if (gameObject.GetComponent <ToolBelt>().allToolsDisabled == true)
            {
                // AudioManager.Instance.Play(AudioClipName.tripwire_TTS);
                gameObject.GetComponent <ToolBelt>().enabledTool      = Constants.Tools.PingDevice;
                gameObject.GetComponent <ToolBelt>().allToolsDisabled = false;

                //invoke the event to change the UI to make the tripwire the enabled tool
                changeSelectionEvent.Invoke(Constants.Tools.PingDevice);
            }
            AudioManager.Instance.Play(AudioClipName.item_Pickup);
            pingDeviceCount += 2;
            //TEMPORARY CODE FOR TUTORIAL TO TESTERS
            if (pingDeviceCount > 5)
            {
                pingDeviceCount = 5;
            }
            updateCountEvent.Invoke(Constants.Tools.PingDevice, pingDeviceCount);
            Destroy(collision.gameObject);
        }
    }