Example #1
0
 //Start out by making sure the color of the rocket is consistent
 //and getting the audio for the launch
 void Start()
 {
     sky = RenderSettings.skybox;
     sky.SetFloat("_AtmosphereThickness", 0);
     ColorChange.ChangeColor(ColorChange.getColor());
     audio = ScreenChanges.audio2;
 }
Example #2
0
 private void HandleColorSwap()
 {
     Player.Color playerColor = player.currentColor;
     cc.TurnOffMesh(playerColor);
     cc.ChangeColor(fairy.GetColor());
     player.currentColor = fairy.GetColor();
     fairycc.TurnOffMesh(fairy.GetColor());
     fairycc.ChangeColor(playerColor);
     fairy.SetColor(playerColor);
     if (player.currentColor == Player.Color.Blue)
     {
         player.TurnDoubleJumpOn();
     }
     else
     {
         player.TurnDoubleJumpOff();
     }
 }
Example #3
0
    private void OnCollisionEnter(Collision collision)
    {
        GameObject  ring         = GameObject.Find(ringName); //change the color on the ring
        ColorChange colorChanger = ring.GetComponent <ColorChange>();

        colorChanger.ChangeColor();
        AudioSource score = GetComponent <AudioSource>();

        score.Play();
    }
Example #4
0
 //Called once per frame, polls for inputs of all kinds
 void Update()
 {
     delay_timer += 1;
     //Quit with Q
     if (Input.GetKeyDown(KeyCode.Q))
     {
         print(":)");
         System.Diagnostics.Process.GetCurrentProcess().Kill();
     }
     //Option Selection Keys
     if (Input.GetKeyDown(KeyCode.A))
     {
         Selector.prev_option();
     }
     if (Input.GetKeyDown(KeyCode.D))
     {
         Selector.next_option();
     }
     //Manual Click Key - DON'T DO THIS ON THE GAMEPLAY SCREEN - LEADS TO WEIRD BEHAVIOR
     if (Input.GetKeyDown(KeyCode.S) && SceneManager.GetActiveScene().name != "Gameplay")
     {
         Manual_Click.click();
     }
     //Color Changing Keys
     if (Input.GetKeyDown(KeyCode.J))
     {
         ColorChange.ChangeColor(0);
     }
     if (Input.GetKeyDown(KeyCode.K))
     {
         ColorChange.ChangeColor(1);
     }
     if (Input.GetKeyDown(KeyCode.L))
     {
         ColorChange.ChangeColor(2);
     }
     //Fuel and Angle Controllers
     if (Input.GetKey(KeyCode.F))
     {
         GameState.select_fuel();
     }
     else
     {
         GameState.unselect_fuel();
     }
     if (Input.GetKey(KeyCode.G))
     {
         GameState.select_angle();
     }
     else
     {
         GameState.unselect_angle();
     }
 }
Example #5
0
    private void OnTriggerEnter(Collider other)
    {
        Instantiate(ps, this.transform);

        ColorChange cc = FindObjectOfType <ColorChange>();

        cc.BordersEnabled(true);

        if (this.tag == "TelePU")
        {
            cc.ChangeColor(properties.telePUColor);
            properties.teleActivated = true;
        }
        else if (this.tag == "JumpPU")
        {
            cc.ChangeColor(properties.jumpPUColor);
            properties.jumpActivated = true;
        }


        this.GetComponent <MeshRenderer>().enabled = false;
        Destroy(this.gameObject, 2.0f);
    }
Example #6
0
    IEnumerator Teleport()
    {
        this.GetComponent <BoxCollider>().enabled = false;
        rb.useGravity  = false;
        material.color = new Color(material.color.r, material.color.g, material.color.b, 0.5f);

        //Teleport Duration
        yield return(new WaitForSeconds(properties.teleportDuration));

        this.GetComponent <BoxCollider>().enabled = true;
        rb.useGravity  = true;
        material.color = new Color(material.color.r, material.color.g, material.color.b, 1.0f);

        ColorChange cc = FindObjectOfType <ColorChange>();

        cc.ChangeColor(properties.telePUColor);
        cc.BordersEnabled(false);
    }
Example #7
0
    private IEnumerator ChangeInsideScene()
    {
        AsyncOperation op = SceneManager.UnloadSceneAsync(scenesName[currentScene]);

        while (!op.isDone)
        {
            yield return(null);
        }

        if (++currentScene >= scenesName.Length)
        {
            currentScene = 0;
        }
        op = SceneManager.LoadSceneAsync(scenesName[currentScene], LoadSceneMode.Additive);

        while (!op.isDone)
        {
            yield return(null);
        }
        cg.ChangeColor();
    }
Example #8
0
    private void Update()
    {
        if (controllable)
        {
            Vector2 directionalInput = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
            player.SetDirectionalInput(directionalInput);



            if (Input.GetKeyDown(KeyCode.LeftShift))
            {
                //player.HandleDash();
            }


            if (Input.GetButtonDown("Jump"))
            {
                player.OnJumpInputDown();
            }


            if (Input.GetButtonUp("Jump"))
            {
                player.OnJumpInputUp();
            }

            if (Input.GetKeyDown(KeyCode.S))
            {
                if (inBlue)
                {
                    GameObject fuzz = Instantiate(blueFuzz, currCrack.transform.position, Quaternion.identity);
                    fuzz.GetComponent <ParticlesToPlayer>().player = gameObject;

                    cc.TurnOffMesh(player.currentColor);
                    cc.ChangeColor(Player.Color.Blue);
                    player.TurnDoubleJumpOn();
                    player.currentColor = Player.Color.Blue;
                    playerSFX.PlayAbsorb();
                }
                else if (inRed)
                {
                    GameObject fuzz = Instantiate(redFuzz, currCrack.transform.position, Quaternion.identity);
                    fuzz.GetComponent <ParticlesToPlayer>().player = gameObject;
                    cc.TurnOffMesh(player.currentColor);
                    cc.ChangeColor(Player.Color.Red);
                    player.TurnDoubleJumpOff();
                    player.currentColor = Player.Color.Red;
                    playerSFX.PlayAbsorb();
                }
                else if (inYellow)
                {
                    GameObject fuzz = Instantiate(yellowFuzz, currCrack.transform.position, Quaternion.identity);
                    fuzz.GetComponent <ParticlesToPlayer>().player = gameObject;
                    cc.TurnOffMesh(player.currentColor);
                    cc.ChangeColor(Player.Color.Yellow);
                    player.TurnDoubleJumpOff();
                    player.currentColor = Player.Color.Yellow;
                    playerSFX.PlayAbsorb();
                }
                else if (inGreen)
                {
                    GameObject fuzz = Instantiate(greenFuzz, currCrack.transform.position, Quaternion.identity);
                    fuzz.GetComponent <ParticlesToPlayer>().player = gameObject;
                    cc.TurnOffMesh(player.currentColor);
                    cc.ChangeColor(Player.Color.Green);
                    player.TurnDoubleJumpOff();
                    player.currentColor = Player.Color.Green;
                    playerSFX.PlayAbsorb();
                }
                //Handle Stone filling
                else if (nearStone)
                {
                    playerSFX.PlayInsert();

                    GameObject newParticles;
                    if (player.currentColor == Player.Color.Red)
                    {
                        newParticles = Instantiate(redFuzz, transform.position, Quaternion.identity);
                    }
                    else if (player.currentColor == Player.Color.Blue)
                    {
                        newParticles = Instantiate(blueFuzz, transform.position, Quaternion.identity);
                    }
                    else if (player.currentColor == Player.Color.Yellow)
                    {
                        newParticles = Instantiate(yellowFuzz, transform.position, Quaternion.identity);
                    }
                    else
                    {
                        newParticles = Instantiate(greenFuzz, transform.position, Quaternion.identity);
                    }
                    currStone.GetComponent <Stone>().Fill(player.currentColor);
                    newParticles.GetComponent <ParticlesToPlayer>().player = currStone;
                    currStone.GetComponent <TurnColorOn>().ColorWorld();


                    checkpoint = currStone.transform.position;
                }
            }

            if (Input.GetKeyDown(KeyCode.D))
            {
                if (fairy)
                {
                    HandleColorSwap();
                }
            }
            if (Input.GetKeyDown(KeyCode.Q))
            {
                HandleFairyChange();
            }
        }
    }
 //Start out by making sure the color of the rocket is consistent
 //and getting the audio for the launch
 void Start()
 {
     ColorChange.ChangeColor(ColorChange.getColor());
     audio = ScreenChanges.audio2;
 }