// Update is called once per frame void Update() { //checks if currently paused if (isPaused) { //old ////takes all the pressed buttons //List<ButtonPress> presses = buttonListen.getPressed (); ////verifies that there is something //if (presses == null) // return; ////takes all of the types //List<ButtonType> buttons = new List<ButtonType> (); //foreach (ButtonPress press in presses) // buttons.Add (press.type); //checks if resume is pressed if (buttonListen.isPressed(ButtonType.PAUSE_RESUME)) { resume(); } //check if quit was pressed if (buttonListen.isPressed(ButtonType.PAUSE_QUIT)) { quit(); } } }
// Update is called once per frame void Update() { if (isShowing) { //old code ////gets pressed //List<ButtonPress> buttons = buttonListen.getPressed(); //if (buttons == null) // return; ////converts to types //List<ButtonType> types = new List<ButtonType>(); //foreach (ButtonPress button in buttons) // types.Add(button.type); ////checks if retry pressed //if (types.Contains(ButtonType.PAUSE_RESUME)) //{ // SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single); //} ////checks if menu pressed //if (types.Contains(ButtonType.PAUSE_QUIT)) //{ // SceneManager.LoadScene("MainMenu", LoadSceneMode.Single); //} if (buttonListen.isPressed(ButtonType.PAUSE_RESUME)) { SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single); } if (buttonListen.isPressed(ButtonType.PAUSE_QUIT)) { SceneManager.LoadScene("MainMenu", LoadSceneMode.Single); } } }
//updates before physics updates void FixedUpdate() { //tests of time to next attack is being used if (!(timeToNextAttack <= 0)) { timeToNextAttack -= Time.deltaTime; //tests if enough time went by if (timeToNextAttack <= 0) { canMove = true; } } //defualt slow is off isSlowed = false; //tests if should be slowed if (timeSlowedLeft > 0) { timeSlowedLeft -= Time.deltaTime; if (timeSlowedLeft <= 0) { isSlowed = false; } else { isSlowed = true; } } //variables for speed in each direction float vertical = 0.0f; float horizontal = 0.0f; //tests if player is allowed to move if (canMove) { //checks if paused pressed if (buttonListen.isPressed(ButtonType.PAUSE)) { //pauses game and stops player PauseMenuControl.pause(); return; } //gets the angle of how the stick was moved horizontal = Stick.Horizontal(); vertical = Stick.Vertical(); //checks attack buttons if (buttonListen.isPressed(ButtonType.ATTACK_LIGHT) && timeToNextAttack <= 0) { attack(lightAttack, lightAttackDamage, false); animator.SetTrigger("lightattack"); timeToNextAttack = 1; ASound.playAttackSound(); } if (buttonListen.isPressed(ButtonType.ATTACK_HEAVY) && timeToNextAttack <= 0) { attack(heavyAttack, heavyAttackDamage, true); animator.SetTrigger("heavyattack"); timeToNextAttack = 2; canMove = false; ASound.playAttackSound(); } //Ammo selector checks if (buttonListen.isPressed(ButtonType.AMMO_PRIMARY)) { setActiveAmmoPrimary(true); } if (buttonListen.isPressed(ButtonType.AMMO_SECONDARY)) { setActiveAmmoPrimary(false); } } //checks ranged stick //if player is aiming if (isAiming()) { //slows player movement isSlowed = true; //calculates trajectory calculateTrajectoryStart(out powerPrev, out isLeftPrev, out slopePrev); //draws trajectory line lineRender.gameObject.SetActive(true); shootCon.drawTrajectory(transform.position, powerPrev, slopePrev, isLeftPrev, lineRender); } //if player has attempted to shoot if (shouldShoot()) { //shoots in trajectory using previous settings lineRender.gameObject.SetActive(false); //checks if ammo is left if (getActiveSelect().canConsume(1)) { //shoots shootCon.shoot(transform.position, powerPrev, slopePrev, isLeftPrev, gameObject); //updates counter getActiveSelect().consume(1); } } //set variable for speed(in each direction) needed to move moveDirection = new Vector2(horizontal, vertical); //if slowed reduces the speed if (isSlowed) { moveDirection -= (moveDirection * slowPerCent); } //sets the animation speed variable moveDirection *= speed; //gets total speed in float float speedmove = horizontal + vertical; //changes direction sprite is facing //checks for facing right and changes to move left (negative value(speed) is facing left) if (transform.localScale.x > 0) { if (speedmove < 0) { //sets facing direction to the left Vector3 scale = gameObject.transform.localScale; scale.Set(gameObject.transform.localScale.x * -1, gameObject.transform.localScale.y, gameObject.transform.localScale.z); gameObject.transform.localScale = scale; } //checks for facing left and changes to move right } else if (transform.localScale.x < 0) { if (speedmove > 0) { //sets facing direction to the right Vector3 scale = gameObject.transform.localScale; scale.Set(gameObject.transform.localScale.x * -1, gameObject.transform.localScale.y, gameObject.transform.localScale.z); gameObject.transform.localScale = scale; } } //gets absolute value of speedmove speedmove = Mathf.Abs(speedmove); //sets animator speed parameter animator.SetFloat("speed", speedmove); //sets velocity for movement controller.velocity = moveDirection; }
// Update is called once per frame void Update() { //old stuff //List<ButtonPress> rawButtonObjects = buttonListen.getPressed (); //if (rawButtonObjects == null) // return; //List<ButtonType> buttonObjects = new List<ButtonType> (); //foreach (ButtonPress press in rawButtonObjects) // buttonObjects.Add (press.type); //ButtonType button = buttonObjects[0].GetComponent<ButtonPress> ().type; //tests if the mainMenu is active if (mainMenuActive) { //menu Menu //tests if the startbutton is pressed if (/*button == ButtonType.ARROW_UP*/ buttonListen.isPressed(ButtonType.ARROW_UP)) { //sets the bool for the levels mainMenuActive = false; levelSelectActive = true; //sets the gameobject mainMenu.SetActive(false); levelSelect.SetActive(true); //disables own buttons buttonListen.UserUiObjects[0].GetComponent <ButtonPress> ().isActive = false; buttonListen.UserUiObjects[5].GetComponent <ButtonPress> ().isActive = false; //enables next buttons buttonListen.UserUiObjects[1].GetComponent <ButtonPress> ().isActive = true; buttonListen.UserUiObjects[2].GetComponent <ButtonPress> ().isActive = true; buttonListen.UserUiObjects[3].GetComponent <ButtonPress> ().isActive = true; buttonListen.UserUiObjects[4].GetComponent <ButtonPress> ().isActive = true; ////temp//// buttonListen.UserUiObjects[7].GetComponent <ButtonPress> ().isActive = true; buttonListen.UserUiObjects[8].GetComponent <ButtonPress>().isActive = true; //////////// return; } //tests if the credits button is pressed if (buttonListen.isPressed(ButtonType.ATTACK_LIGHT)) { //sets the bool for the levels mainMenuActive = false; CreditMenuActive = true; //sets the gameobject mainMenu.SetActive(false); CreditMenu.SetActive(true); //disables own buttons buttonListen.UserUiObjects[0].GetComponent <ButtonPress> ().isActive = false; buttonListen.UserUiObjects[5].GetComponent <ButtonPress> ().isActive = false; //enables next buttons buttonListen.UserUiObjects[6].GetComponent <ButtonPress> ().isActive = true; return; } } else if (levelSelectActive) { //levelSelect //tests if the Level1 is pressed if (buttonListen.isPressed(ButtonType.ARROW_DOWN)) { //Advertisement.Show("video"); //loads scene //SceneManager.LoadScene ("INSERT SCENE HERE", LoadSceneMode.Single); return; } //tests if the Level2 is pressed if (buttonListen.isPressed(ButtonType.ARROW_LEFT)) { //Advertisement.Show("video"); //loads scene //SceneManager.LoadScene ("INSERT SCENE HERE", LoadSceneMode.Single); return; } //tests if the Level3 is pressed if (buttonListen.isPressed(ButtonType.ARROW_RIGHT)) { //Advertisement.Show("video"); //loads scene //SceneManager.LoadScene ("INSERT SCENE HERE", LoadSceneMode.Single); return; } //tests if the tutorial is pressed if (buttonListen.isPressed(ButtonType.ARROW_UP)) { Advertisement.Show("video"); //loads scene SceneManager.LoadScene("Tutorial", LoadSceneMode.Single); return; } //////////////temp////////////////// /// //tests if the beta is pressed if (buttonListen.isPressed(ButtonType.DEATH)) { Advertisement.Show("video"); //loads scene SceneManager.LoadScene("BetaLevel", LoadSceneMode.Single); return; } //////////////////////////////////// } else if (CreditMenuActive) { //credits //tests if the back button is pressed if (buttonListen.isPressed(ButtonType.PAUSE_RESUME)) { //sets the bool for the levels CreditMenuActive = false; mainMenuActive = true; //sets the gameobject CreditMenu.SetActive(false); mainMenu.SetActive(true); //disables own buttons buttonListen.UserUiObjects[6].GetComponent <ButtonPress> ().isActive = false; //enables next buttons buttonListen.UserUiObjects[0].GetComponent <ButtonPress> ().isActive = true; buttonListen.UserUiObjects[5].GetComponent <ButtonPress> ().isActive = true; return; } } }
// Update is called once per frame void Update() { if (isDead) { //old code ////gets pressed //List<ButtonPress> buttons = buttonListen.getPressed(); //if (buttons == null) // return; ////converts to types //List<ButtonType> types = new List<ButtonType>(); //foreach (ButtonPress button in buttons) // types.Add(button.type); ////checks fail menu //if (types.Contains(ButtonType.ATTACK_LIGHT)) { // closeFailMenu(); // return; //} ////checks restart //if (types.Contains(ButtonType.PAUSE_RESUME)) { // restart(); // return; //} ////checks quit //if (types.Contains(ButtonType.PAUSE_QUIT)) { // quitToMain(); // return; //} ////checks revive //if (types.Contains(ButtonType.DEATH)) { // reviveAd(); // return; //} //checks fail menu if (buttonListen.isPressed(ButtonType.ATTACK_LIGHT)) { closeFailMenu(); return; } //checks restart if (buttonListen.isPressed(ButtonType.PAUSE_RESUME)) { restart(); return; } //checks quit if (buttonListen.isPressed(ButtonType.PAUSE_QUIT)) { quitToMain(); return; } //checks revive if (buttonListen.isPressed(ButtonType.DEATH)) { reviveAd(); return; } } }