Class representing the changes applied to the player by an element. This class is used by the PlayerMovementController to know the effects of elements that the player come across.
 /// <summary>
 /// Element Effect. An EffectTransformation object type is returned with the modification applied by the effect.
 /// The EffectTransformation object indicates the new direction(<see cref="newDirection"/>) for the Player.
 /// </summary>
 /// <param name="isTreated">true = the element is treated definitively. / false = the element effect may be requested again.</param>
 public override EffectTransformation Effect(bool isTreated = false)
 {
     EffectTransformation eTransf = new EffectTransformation ();
     eTransf.newDirection = newDirection;
     eTransf.newPosition = transform.position;
     return eTransf;
 }
 public override EffectTransformation Effect(bool isTreated = false)
 {
     EffectTransformation effect = new EffectTransformation ();
     effect.isEnergy = true;
     energy.AddEnergy ();
     return effect;
 }
Example #3
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 /// <summary>
 /// Element Effect. An EffectTransformation object type is returned with the modification applied by the effect.
 /// If the bridge is down (closed), the EffectTransformation object indicates that the element is water.
 /// If the bridge is up (opened), there is no effect.
 /// </summary>
 /// <param name="isTreated">true = the element is treated definitively. / false = the element effect may be requested again.</param>
 public override EffectTransformation Effect(bool isTreated = false)
 {
     EffectTransformation effect = new EffectTransformation();
     if (!this.isDown) {
         effect.isWater = true;
         return effect;
     }
     return new EffectTransformation(false);
 }
 /// <summary>
 /// Element Effect. An EffectTransformation object type is returned with the modification applied by the effect.
 /// The EffectTransformation contain the position of the associated teleporter.
 /// </summary>
 /// <param name="isTreated">true = the element is treated definitively. / false = the element effect may be requested again.</param>
 public override EffectTransformation Effect(bool isTreated = false)
 {
     if (AssociatedTeleporter!=null && DeactivatedTime<=0) {
         EffectTransformation eTransf = new EffectTransformation ();
         eTransf.newPosition = AssociatedTeleporter.transform.position;
         AssociatedTeleporter.Deactivate(10);
         return eTransf;
     }
     return new EffectTransformation(false);
 }
 /// <summary>
 /// Return the effect of the square. If there are no more objectives to pick, the player win
 /// </summary>
 public override EffectTransformation Effect(bool isTreated = false)
 {
     EffectTransformation effect = new EffectTransformation ();
     effect.isObjectif = true;
     if (nbobjectif<=0) {
         effect.isChangingSomething = true;
         effect.isWinner = true;
     }
     return effect;
 }
 /// <summary>
 /// return the effect of this element. If isTreated, decrement the objectives count in the finalCase
 /// </summary>
 /// <param name="isTreated">If set to <c>true</c> the objective is pick.</param>
 /// <returns> EffectTransformation that isObjectif</returns>
 public override EffectTransformation Effect(bool isTreated = false)
 {
     EffectTransformation effect = new EffectTransformation ();
     effect.isObjectif = true;
     if (isTreated)
     {
         FinalCase.PickObjectif();
     }
     return effect;
 }
	private void TreatmentIfObstacle(EffectTransformation eTransf)
	{
		if (eTransf.isObstacle && playerAssociated!=null)
			playerAssociated.Explode();
	}
 public override EffectTransformation Effect(bool isTreated = false)
 {
     EffectTransformation effect = new EffectTransformation ();
     effect.isObjectif = true;
     return effect;
 }
Example #9
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 public override EffectTransformation Effect(bool isTreated = false)
 {
     EffectTransformation effect = new EffectTransformation ();
     effect.isStartingJump = true;
     return effect;
 }