Example #1
0
 private void Start()
 {
     movement = GetComponent <Movement>();
     climbing = GetComponent <Climbing>();
     jump     = GetComponent <Jump>();
     hide     = GetComponent <Hide>();
 }
Example #2
0
    void OnTriggerEnter2D(Collider2D other)
    {
        //Debug.Log(other.gameObject.tag);
        //Debug.Log(other.gameObject);
        switch (other.gameObject.tag)
        {
        case "Log":
            log = other.gameObject;
            break;

        case "Lever":
            lever = other.gameObject;
            break;

        case "Climb":
            climbingwall = other.gameObject.GetComponent <Climbing>();
            climbingwall.objectplayer = this.gameObject;
            canClimb = true;
            break;

        case "Enemy":
            enemy = other.gameObject;
            break;
        }
    }
 // Use this for initialization
 void Start()
 {
     //Standard initialization
     ropes = new List<Rope>();
     thePlayer = this.gameObject;
     playerClimbing = this.GetComponent<Climbing>();
     playerHookController = this.GetComponent<GrapplingHookController>();
 }
Example #4
0
 // Use this for initialization
 void Start()
 {
     climbing = GetComponent<Climbing> ();
     rigidbody2D = GetComponent<Rigidbody2D> ();
     if (gameObject.tag == "Player") {
         PreventCollisionsWithLukes();
     }
 }
Example #5
0
 private void climbing(int floor)
 {
     state = Climbing.getClimbing();
     setDy(-CLIMBING);
     if (getY() > floor)
     {
         setY(getY() + getDy());
     }
 }
Example #6
0
        private void EnterExitOnTrigger(Collider2D collision, float gravityForce, bool isClimbing)
        {
            Climbing playerClimbing = collision.GetComponent <Climbing>();

            if (playerClimbing != null)
            {
                playerClimbing.Rigidbody.gravityScale = gravityForce;
                playerClimbing.IsClimbing             = isClimbing;
            }
        }
Example #7
0
        void OnTriggerEnterExit(Collider2D collision, float gravityForce, bool isClimbing)
        {
            Climbing player = collision.GetComponent <Climbing>();

            if (player != null)
            {
                player.IsClimb         = isClimbing;
                player.Rb.gravityScale = gravityForce;
            }
        }
 // Use this for initialization
 void Start()
 {
     grapplingHooks = new List<GraplingHook>();
     thePlayer = GameObject.Find("Player");
     playerClimbing = thePlayer.GetComponent<Climbing>();
     playerRopeController = thePlayer.GetComponent<RopeController>();
     Name = "GrapplingHook";
     Image = Resources.Load<Sprite>("grapplinghook");
     IsConsumable = true;
     Prefab = null;
 }
 private void Awake()
 {
     _characterAnimation = GetComponent <CharacterAnimation>();
     _mover       = GetComponent <Mover>();
     _jump        = GetComponent <Jump>();
     _flip        = GetComponent <Flip>();
     _onGround    = GetComponent <OnGround>();
     _climbing    = GetComponent <Climbing>();
     _health      = GetComponent <Health>();
     _damage      = GetComponent <Damage>();
     _audioSource = GetComponent <AudioSource>();
     _input       = new PcInput(); //instance
 }
Example #10
0
 private void CacheProgress()
 {
     _spriteRenderer     = GetComponentInChildren <SpriteRenderer>();
     _jump               = GetComponent <Jump>();
     _input              = new PcInput();
     _mover              = GetComponent <Mover>();
     _characterAnimation = GetComponent <CharacterAnimation>();
     _flipPlayer         = GetComponent <FlipObj>();
     _groundController   = GetComponent <GroundController>();
     _climbing           = GetComponent <Climbing>();
     _health             = GetComponent <Health>();
     _damage             = GetComponent <Damage>();
     _audioSource        = GetComponent <AudioSource>();
 }
Example #11
0
 public void onDeathFinished()
 {
     notDead = true;
     if (checkPoint == null)
     {
         this.transform.position = this.startPosition;
     }
     else
     {
         this.transform.position = checkPoint.transform.position;
     }
     if (climbingwall != null)
     {
         //Debug.Log("Wall");
         climbingwall.killClimbValues();
         climbingwall.objectplayer = null;
         climbingwall = null;
         //Debug.Log(climbingwall);
     }
 }
Example #12
0
 public void death()
 {
     //this if-statement prevents the player being killed while dying :)
     if (notDead)
     {
         deathSound.PlaySound();
         animate.SetBool("Climb", false);
         animate.SetTrigger("Death");
         notDead = false;
         if (climbingwall != null)
         {
             //Debug.Log("Wall");
             climbingwall.killClimbValues();
             climbingwall.objectplayer = null;
             climbingwall = null;
             Debug.Log(climbingwall);
         }
         climbing        = false;
         rb.gravityScale = 1;
     }
 }
Example #13
0
 private void Start()
 {
     rb       = GetComponent <Rigidbody2D>();
     climbing = GetComponent <Climbing>();
     speed    = default_speed;
 }
Example #14
0
 private void Start()
 {
     climbing = transform.parent.GetComponent <Climbing>();
 }
Example #15
0
    /// /////////////////---- UPDATE
    void Update()
    {
        ///movement
        #region Movement
        //if (grounded)
        //{
        //    if (!previousIsGrounded)
        //    {
        //        movement = new Vector3(0, 0, 0);
        //    }
        //    else
        //    {
        movement = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
        //}

        //previousIsGrounded = true;

        playerInput = new Vector3(movement.x, 0, movement.z);
        playerInput = Vector3.ClampMagnitude(playerInput, 1);

        //}
        //else
        //{
        //    previousIsGrounded = false;
        //}
        #endregion
        ///CheckingCamera Direction
        #region Checking Camera Direction
        CamDirection();
        if (grounded)
        {
            playerDirection    = playerInput.x * camRight + playerInput.z * camForward;
            previousCamForward = camForward;
            previousCamRight   = camRight;
        }
        else
        {
            playerDirection = playerInput.x * previousCamRight + playerInput.z * previousCamForward;
        }
        transform.LookAt(transform.position + playerDirection);
        #endregion
        ///Jump
        #region Jump
        if (grounded && Input.GetButtonDown("Jump") && onLadder == false)
        {
            Jump();
        }
        #endregion
        ///Whip
        #region Whip
        if (Input.GetMouseButtonDown(0))
        {
            //Destroy(Instantiate(whip, whipHandler.position, transform.rotation), 0.2f);
        }
        #endregion
        //Ladder
        #region Ladder
        if (isInside)
        {
            if (Input.GetKeyDown(KeyCode.E))
            {
                if (onLadder)
                {
                    onLadder = false;
                }
                else
                {
                    onLadder = true;
                }
            }
        }
        else
        {
            onLadder = false;
        }

        if (onLadder)
        {
            if (Input.GetKey(KeyCode.W))
            {
                climbinDirection = Climbing.UP;
            }
            else if (Input.GetKey(KeyCode.S))
            {
                climbinDirection = Climbing.DOWN;
            }
            else
            {
                climbinDirection = Climbing.NONE;
            }
        }
        #endregion
        //Restarts
        #region Restart
        if (Input.GetKeyDown(KeyCode.R))
        {
            SceneManager.LoadScene("MainScene");
        }
        #endregion
    }
 private void Awake()
 {
     m_Rigidbody = GetComponent <Rigidbody>();
     _colliding  = GetComponent <PlayerColliding>();
     _climbing   = GetComponent <Climbing>();
 }
Example #17
0
    public void ChangeState(playerFSM newPFSM, params object[] items)
    {
        if (newPFSM == currentPFSM)
        {
            return;
        }

        previousPFSM = currentPFSM;
        currentPFSM  = newPFSM;
        IState newState = null;

        switch (newPFSM)
        {
        case playerFSM.Running:
            if (running == null)
            {
                running = new Running((GameObject)items[0], (float)items[1], (Animator)items[2], (Rigidbody2D)items[3], (int)items[4]);
            }
            else
            {
                running.PassValues((GameObject)items[0], (float)items[1], (Animator)items[2], (Rigidbody2D)items[3], (int)items[4]);
            }
            newState = running;
            break;

        case playerFSM.Jumping:
            if (jumping == null)
            {
                jumping = new Jumping((Animator)items[0], (Rigidbody2D)items[1], (float)items[2]);
            }
            else
            {
                jumping.PassValues((Animator)items[0], (Rigidbody2D)items[1], (float)items[2]);
            }
            newState = jumping;
            break;

        case playerFSM.Climbing:
            if (climbing == null)
            {
                climbing = new Climbing((Animator)items[0], (Rigidbody2D)items[1], (float)items[2]);
            }
            else
            {
                climbing.PassValues((Animator)items[0], (Rigidbody2D)items[1], (float)items[2]);
            }
            Debug.Log(items[2] + " === ");
            newState = climbing;
            break;

        case playerFSM.Dashing:
            break;

        case playerFSM.Sliding:
            break;

        case playerFSM.Idle:
            if (idle == null)
            {
                idle = new Idle((Animator)items[0], (Rigidbody2D)items[1]);
            }
            else
            {
                idle.PassValues((Animator)items[0], (Rigidbody2D)items[1]);
            }
            newState = idle;
            break;
        }



        if (currentState != newState)
        {
            if (currentState != null)
            {
                currentState.Exit();
            }

            previousState = currentState;
            currentState  = newState;

            currentState.Enter();
        }
    }