Example #1
0
    //Stops the level after a crash
    public void StopLevel()
    {
        levelGenerator.StopGeneration(2);

        StartCoroutine(FunctionLibrary.CallWithDelay(guiManager.ShowCrashScreen, levelGenerator.CurrentDistance(), 2.5f));
    }
Example #2
0
 //Revives the player, launches a sonic wave, and continue the level generation
 public void ReviveUsed()
 {
     playerManager.Revive();
     StartCoroutine(FunctionLibrary.CallWithDelay(levelGenerator.ContinueGeneration, 0.75f));
 }
Example #3
0
    //Sinks the submarine until it crashes to the sand
    private void Sink()
    {
        float crashDepth     = maxDepth - 0.8f;
        float crashDepthEdge = 0.5f;

        float distance = this.transform.position.y - crashDepth;

        //If the sub is too close to minDepth
        if (distanceToMin < depthEdge)
        {
            //Calculate maximum speed at this depth (without this, the sub would leave the gameplay are)
            newSpeed = maxVerticalSpeed * (minDepth - this.transform.position.y) / depthEdge;

            //If the newSpeed is greater the the current speed
            if (newSpeed < speed)
            {
                //Make newSpeed the current speed
                speed = newSpeed;
            }
        }
        //If the distance to the sand is greater than 0.1
        if (distance > 0.1f)
        {
            //Reduce speed
            speed -= Time.deltaTime * maxVerticalSpeed * 0.6f;

            //If the distance to the sand smaller than the crashDepthEdge
            if (distance < crashDepthEdge)
            {
                //Calculate new speed for impact
                newSpeed = maxVerticalSpeed * (crashDepth - this.transform.position.y) / crashDepthEdge;

                //If newSpeed is greater than speed
                if (newSpeed > speed)
                {
                    //Apply new speed to speed
                    speed = newSpeed;
                }
            }

            //Apply the above to the submarine
            MoveAndRotate();

            //If distance to sand smaller than 0.2
            if (distance < 0.25f)
            {
                //Enable smoke emission
                smoke.enableEmission = true;
            }
        }
        //If the distance to the sand is smaller than 0.1
        else
        {
            //Disable this function from calling, and stop the level
            playerStatus = PlayerStatus.Crashed;
            levelManager.StopLevel();

            //Disable the smoke
            StartCoroutine(FunctionLibrary.CallWithDelay(DisableSmoke, 2));
        }
    }