public static void Walk(ClassHero classHero, Vector2 directions) { BehaviourPhysics.Move(classHero.gameObject, directions, classHero.speed); BehaviourAnimation.Flip(classHero.gameObject, directions); BehaviourAnimation.Play(classHero.gameObject, "Walk"); }
public static void PressDown(ClassKey classKey, string key) { BehaviourAnimation.Play(classKey.gameObject, key); switch (key) { case "Right": MoveShield(classKey, new Vector2(60, 0)); break; case "Left": MoveShield(classKey, new Vector2(-60, 0)); break; case "Up": MoveShield(classKey, new Vector2(0, 60)); break; case "Down": MoveShield(classKey, new Vector2(0, -60)); break; case "Idle": MoveShield(classKey, new Vector2(1000, 1000)); break; } }
private void Blink() { BehaviourAnimation.Play(gameObject, "Blink"); float n = Random.Range(5f, 15f); Invoke("Blink", n); }
public void Turn() { if (gameObject.transform.eulerAngles.z == 0) { BehaviourAnimation.Play(gameObject, "TurnDown"); } else { BehaviourAnimation.Play(gameObject, "TurnUp"); } }
public static void Hurt(ClassEarth classEarth) { GameObject camera = GameObject.Find("Game Camera/Effect"); BehaviourAnimation.Play(classEarth.gameObject, "Hurt"); BehaviourAnimation.Play(camera, "Hurt"); BehaviourSound.Play("SFX/Explosion"); Camera.main.GetComponent <Shaker>().Shake(40f, 1); }
public void CollisionBlock(string block) { int lie; switch (block) { case "Block_Up": if (directionArrows == "Up") { directionArrows = "Down"; arrows.BroadcastMessage("Turn"); MoveArrows(-1); lie = Random.Range(0, 2); if (lie == 0) { BehaviourAnimation.Play(blockUp, "Truth"); BehaviourAnimation.Play(blockDown, "Truth"); MoveBlocks(-1); } else { BehaviourAnimation.Play(blockUp, "Lie"); BehaviourAnimation.Play(blockDown, "Lie"); MoveBlocks(1); } } break; case "Block_Down": if (directionArrows == "Down") { directionArrows = "Up"; arrows.BroadcastMessage("Turn"); MoveArrows(1); lie = Random.Range(0, 2); if (lie == 0) { BehaviourAnimation.Play(blockUp, "Truth"); BehaviourAnimation.Play(blockDown, "Truth"); MoveBlocks(1); } else { BehaviourAnimation.Play(blockUp, "Lie"); BehaviourAnimation.Play(blockDown, "Lie"); MoveBlocks(-1); } } break; } }
public static void Attack(ClassHero classHero) { //BehaviourPhysics.Force(classHero.gameObject, Vector2.right * classHero.faceRight, classHero.forceAttack); BehaviourPhysics.Move(classHero.gameObject, Vector2.right * classHero.faceRight, classHero.forceAttack); BehaviourAnimation.Play(classHero.gameObject, "Attack"); if (!classHero.isAttack) { AudioClip audio = classHero.sfx[2]; BehaviourSound.Play(classHero.gameObject, audio); } }
public static void Damage(ClassHero classHero) { classHero.life -= 10; classHero.hp.fillAmount = classHero.life / 100; if (classHero.life <= 0) { GameObject.Find("GameManager").GetComponent <GameScript>().GameOver(); } GameObject.Find("GameManager").GetComponent <ManagerCamera>().DamageEffect(); BehaviourAnimation.Play(classHero.gameObject, "Damage"); AudioClip audio = classHero.sfx[1]; BehaviourSound.Play(classHero.gameObject, audio); }
public void NextBehaviorModeRule(bool _update = false) { if (!ActiveBehaviourIsValid) { PrintDebugLog(this, "NextBehaviorModeRule : invalid Behaviour '" + ActiveBehaviourModeKey + "', please check this mode and its rules!"); } else { // NextRule will be false if there are no rules but also no new rule, the first // case should never be true so we can use _forced to run a simulated rule change // to refresh the parameter and/or start animation and audio files, effects and events // etc. if (m_ActiveBehaviourMode.NextRule() || _update) { if (m_ActiveBehaviourMode.LastRule != null) { BehaviourAnimation.Stop(m_ActiveBehaviourMode.Rule.Animation); m_ActiveBehaviourMode.LastRule.Stop(); } if (m_ActiveBehaviourMode.Rule != null) { if (DebugLogIsEnabled) { PrintDebugLog(this, "NextBehaviorModeRule : Start rule #" + m_ActiveBehaviourMode.Rule.Index + " of Behaviour Mode " + ActiveBehaviourModeKey + "!"); } m_ActiveBehaviourMode.Rule.Start(OwnerComponent); BehaviourAnimation.Play(m_ActiveBehaviourMode.Rule.Animation); BehaviourAudioPlayer.Play(m_ActiveBehaviourMode.Rule.Audio); BehaviourLook.Adapt(m_ActiveBehaviourMode.Rule.Look); //BehaviourMessage.Send( m_ActiveBehaviourMode.Rule.Message ); } m_BehaviourModeRuleLength = m_ActiveBehaviourMode.RuleLength(); m_BehaviourModeRuleTimer = 0; m_BehaviourModeRuleChanged = m_ActiveBehaviourMode.RuleChanged; if (OnBehaviourModeRuleChanged != null && m_BehaviourModeRuleChanged == true) { OnBehaviourModeRuleChanged(Owner, m_ActiveBehaviourMode.Rule, m_ActiveBehaviourMode.LastRule); } } } }
public void NextBehaviorModeRule(bool _forced = false) { if (m_ActiveBehaviourMode == null) { if (m_BehaviourModeValid) { Debug.LogWarning("CAUTION : INVALID BEHAVIOURMODE '" + BehaviourModeKey + "' AT CREATURE '" + m_Owner.gameObject.name.ToUpper() + "'!"); } m_BehaviourModeValid = false; return; } else { m_BehaviourModeValid = true; } if (m_ActiveBehaviourMode.NextRule() || _forced) { BehaviourAnimation.Play(m_ActiveBehaviourMode.Rule); BehaviourAudio.Play(m_ActiveBehaviourMode.Rule.Audio); if (m_ActiveBehaviourMode.LastRule != null) { m_ActiveBehaviourMode.LastRule.StopEffect(); } if (m_ActiveBehaviourMode.Rule != null) { m_ActiveBehaviourMode.Rule.StartEffect(m_Owner); } m_BehaviourModeRuleLength = m_ActiveBehaviourMode.RuleLength(); m_BehaviourModeRuleTimer = 0; m_BehaviourModeRuleChanged = m_ActiveBehaviourMode.RuleChanged; } }
public static void Idle(ClassHero classHero) { BehaviourPhysics.Move(classHero.gameObject, Vector2.right, 0); BehaviourAnimation.Play(classHero.gameObject, "Idle"); }
public static void ChangeColor(ClassTrashCan dataTrashCan, string color) { BehaviourAnimation.Play(dataTrashCan.gameObject, "Color_" + color); }
private void EndLoadScreen() { BehaviourAnimation.Play(curtain, "Open"); }
public void StartLoadScreen(string scene) { BehaviourAnimation.Play(curtain, "Close"); StartCoroutine(LoadScene(scene)); }