Example #1
0
    public void OnCreditsBackButtonPressed()
    {
        MainMenu gc = GetComponent <MainMenu>();

        GAssert.Assert(null != gc, "Unable to get main menu!");
        gc.ShowMainMenu();
    }
Example #2
0
    // Called by Doors, to initialise the transition of the player between rooms
    //
    public static void BeginRoomTransition(ref GameObject goRoomFrom, ref GameObject goRoomTo)
    {
        GAssert.Assert(null != goRoomTo, "BeginRoomTransition called from a Door that's not setup with two rooms!");
        GameInstance gcGameInstance = GameInstance.Object;

        // Play Some Audio
        gcGameInstance.GetAudioManager().PlayAudio(EGameSFX._SFX_MISC_ROOM_TRANSITION);

        // Do the transition (Camera is responsible for calling Begin/EndRoomTransition!)
        {
            gcGameInstance.GetPlayerState().LockPlayer();
            gcGameInstance.GetPlayerController().BeginRoomTransition();
            gcGameInstance.GetGameCamera().BeginRoomTransition(goRoomTo.transform.position);
            ;
        }


        // NOTE: Order is important here! OnRoomEnter may want to calculate it's origin, which
        //       will only be accurate AFTER Camera.BeginRoomTransition!
        //
        //				Every room MUST have a room controller attached, even if there's no logic!
        //				Doorways assume this, and it simplifies the logic here...
        //
        {
            m_gcActiveRoomController.OnRoomExit();
            m_gcActiveRoomController = goRoomTo.GetComponent <RoomControllerBase>();
            GAssert.Assert(null != m_gcActiveRoomController, "There's no room controller on this room!");
            m_gcActiveRoomController.OnRoomEnter();
        }


        // The player takes longer to transition than the camera does, and we know the duration, so set a timer
        TimerManager.AddTimer(Types.s_fPLAYER_RoomTransitionDuration, EndRoomTransition);
    }
Example #3
0
    // Instantly set player's position to the given location. No error checking
    //
    public static void TeleportPlayer(Vector3 vNewPos, ref GameObject goRoomTo)
    {
        GameInstance gcGameInstance = GameInstance.Object;

        Messenger.Invoke(Types.s_sGF_BeginRoomTransition);

        // Transition  (Camera is NOT responsible for calling Begin/EndRoomTransition!)
        {
            gcGameInstance.GetPlayerState().LockPlayer();
            gcGameInstance.GetPlayerController().BeginTeleport();
            gcGameInstance.GetGameCamera().BeginTeleport(goRoomTo.transform.position);
        }

        // Let the rooms cleanup...
        {
            m_gcActiveRoomController.OnRoomExit();
            m_gcActiveRoomController = goRoomTo.GetComponent <RoomControllerBase>();
            GAssert.Assert(null != m_gcActiveRoomController, "There's no room controller on this room!");
            m_gcActiveRoomController.OnRoomEnter();
        }


        // Set player..
        {
            gcGameInstance.GetPlayerState().UnlockPlayer();
            gcGameInstance.GetPlayerController().EndTeleport();
            GameInstance.Object.GetPlayerObject().transform.position = vNewPos;
            GameGlobals.s_vRoomTransitionTo = vNewPos;
        }

        Messenger.Invoke(Types.s_sGF_EndRoomTransition);
    }
Example #4
0
    // Called on first entry into a new scene (level), just after load.
    // Searches through every gameobject in the scene, so shouldn't be used in
    // any other circumstance!
    //
    // It is assumed that every scene will have an initial RoomController on a game
    // object called: "ROOM_SpawnRoom"
    //
    public static void TransitionToDefaultRoom()
    {
        // Flag for the pause/UI controls that we're in-game.
        // Order is important! OnRomEnter() might immediately set this back to false!
        // GNTODO:  it probably does in all cases... Remove this when Cecconoid handles it properly
        m_bCanPause = true;

        // SUPER DUPER SLOW!
        GameObject goRoomTo = GameObject.Find(Types.s_sRC_DefaultRoomController);

        GAssert.Assert(null != goRoomTo, "GameInstance unable to find the default room controller in this level!");

        // Init the first room!
        m_gcActiveRoomController = goRoomTo.GetComponent <RoomControllerBase>();
        GAssert.Assert(null != m_gcActiveRoomController, "No room controller on the default room gameobject!");
        m_gcActiveRoomController.OnRoomEnter();


        // Because there's always a transition in (Spawn Effect, of screen roll) Player reset needs to delay
        // The rc_RobotronController in Eugatron scene handles all this for us, though...
        if (GameInstance.Object.m_bIsCecconoid)
        {
            TimerManager.AddTimer(2f, EndTransitionToDefaultRoom);
        }
    }
Example #5
0
    public static void WarpPlayerToLevel2()
    {
        GameObject goRoomTo = GameObject.Find(Types.s_sRC_LevelTwoRoomController);

        GAssert.Assert(null != goRoomTo, "GameInstance unable to find the level 2 room controller!");

        GameInstance gcGameInstance = GameInstance.Object;

        Messenger.Invoke(Types.s_sGF_BeginRoomTransition);

        // Transition  (Camera is NOT responsible for calling Begin/EndRoomTransition!)
        {
            gcGameInstance.GetPlayerController().BeginTeleport();
            gcGameInstance.GetGameCamera().BeginTeleport(goRoomTo.transform.position);
        }

        // Let the rooms cleanup...
        {
            m_gcActiveRoomController.OnRoomExit();
            m_gcActiveRoomController = goRoomTo.GetComponent <RoomControllerBase>();
            GAssert.Assert(null != m_gcActiveRoomController, "There's no room controller on this room!");
            m_gcActiveRoomController.OnRoomEnter();
        }

        TimerManager.AddTimer(2f, EndWarpToLevel2);
    }
Example #6
0
 protected override void Init()
 {
     m_gcCanvasGroup = GetComponent <CanvasGroup>();
     GAssert.Assert(null != m_gcCanvasGroup, "LerpCanvasGroupAlpha attached to a gameObjec that's missing a canvas group!" + gameObject.name);
     m_gcCanvasGroup.alpha = m_fStartAlpha;
     m_fEventTime          = TimerManager.fGameTime;
 }
Example #7
0
 public void OnRoomEnter()
 {
     m_goPlayer = GameInstance.Object.GetPlayerObject();
     GAssert.Assert(null != m_goPlayer, "Unable to get player object");
     transform.position = m_vInitPosition;
     m_bIsActive        = true;
 }
Example #8
0
 new void Awake()
 {
     m_gcRgdBdy       = GetComponent <Rigidbody2D>();
     m_gcCircCollider = GetComponent <CircleCollider2D>();
     m_gcGameInstance = GameInstance.Object;
     GAssert.Assert(null != m_gcGameInstance, "Bullet, unable to get GameInstance!");
 }
Example #9
0
    public void OnCollisionEnter2D(Collision2D col)
    {
        // Kill the enemy if we've hit them...
        if (col.gameObject.CompareTag(Types.s_sTag_Enemy))
        {
            TrackHitPoints gc = col.gameObject.GetComponent <TrackHitPoints>();
            if (null != gc)
            {
                gc.DoKilledByEnvironment();
            }

            if (m_bKillEverything)
            {
                gc = GetComponent <TrackHitPoints>();
                GAssert.Assert(null != gc, "DestroyObstacleOnImpact called on go without a TrackHitPoints componetn!");
                gc.DoKilledByEnvironment();
            }
        }

        // Kill the enemy bullet if we've hit them...
        if (col.gameObject.CompareTag(Types.s_sTag_EnemyBullets))
        {
            Destroy(col.gameObject);

            if (m_bKillEverything)
            {
                TrackHitPoints gc = GetComponent <TrackHitPoints>();
                GAssert.Assert(null != gc, "DestroyObstacleOnImpact called on go without a TrackHitPoints componetn!");
                gc.DoKilledByEnvironment();
            }
        }
    }
Example #10
0
    public void OnMuteSFXPressed(bool bState)
    {
        GameAudioManager gc = GameInstance.Object.GetAudioManager();

        GAssert.Assert(null != gc, "Unable to get Audio Manager");
        gc.MuteSFX(bState);
    }
Example #11
0
    protected new void Update()
    {
        base.Update();

        if (m_bPlayerInRange)
        {
            // Start the movement
            MissleMovement gc = GetComponent <MissleMovement>();
            GAssert.Assert(null != gc, "Unable to get missile movement component!");
            gc.StartMovement();

            // Start the animation
            Anim_PingPong gc2 = GetComponent <Anim_PingPong>();
            if (null != gc2)
            {
                gc2.StartAnimation();
            }

            // Change to the active material, if present
            SpriteRenderer gcRenderer = GetComponent <SpriteRenderer>();
            if (null != m_gcActiveMaterial && null != gcRenderer)
            {
                gcRenderer.material = m_gcActiveMaterial;
            }

            // Work here is done...
            this.enabled = false;
        }
    }
Example #12
0
    public void OnNeverDropPressed(bool bState)
    {
        PlayerState gc = GameInstance.Object.GetPlayerState();

        GAssert.Assert(null != gc, "Unable to get player state!");
        gc.SetPlayerCanDrop(!bState);
    }
Example #13
0
    public void OnGiveSomePressed(bool bState)
    {
        PlayerState gc = GameInstance.Object.GetPlayerState();

        GAssert.Assert(null != gc, "Unable to get player state!");
        gc.SetPlayerInventorySome(bState);
    }
Example #14
0
    public void OnSFXSlider(float fVal)
    {
        GameAudioManager gc = GameInstance.Object.GetAudioManager();

        GAssert.Assert(null != gc, "Unable to get Audio Manager");
        gc.SetSFXVol(fVal);
    }
Example #15
0
    // When the player dies:
    // - Drop inventory items
    // - Reset multiplier
    // - Decrement lives
    // - Trigger events so any message subscribers can react
    //
    public uint OnPlayerHasDied()
    {
        m_bPlayerMarkedForDeath = false;

        LockPlayer();

        // Create the explosion
        Instantiate(m_goExplosionEffect, transform.position, Quaternion.identity);

        // Check for achievement
        ++m_iNumberOfDeaths;
        if (m_iNumberOfDeaths > 200)
        {
            GameMode.AchievementUnlocked(Types.EAchievementIdentifier._SweetBangBang);
        }
        else
        {
            Debug.Log("Sweet Bang Bang count: " + m_iNumberOfDeaths);
        }


        // Handle Inventory
        {
            GAssert.Assert(null != m_gcInventory, "Player Inventory not set!");
            if (m_bCanDrop)
            {
                m_gcInventory.DropInventory();
                m_gcInventory.GetPlayerOption().SetActive(false);
            }
            m_gcEquippedWeapon     = m_gcInventory.GetEquippedWeapon();
            m_fCachedMovementSpeed = m_fPlayerMovementSpeed + (m_fPlayerMovementSpeedPowerUp * m_gcInventory.GetSpeedMultiplier());
        }


        // Update state
        {
            m_bIsAlive         = false;
            m_iScoreMultiplier = 1;
            if (m_iLives > 0)
            {
                --m_iLives;
            }
        }

        // Tell the HUD things have changed...
        Messenger.Invoke(Types.s_sHUD_LivesUpdated);
        Messenger.Invoke(Types.s_sHUD_MultiplierUpdated);


        // Check for the achievement
        if (GameInstance.Object.m_bIsCecconoid && m_bIsFirstDeath)
        {
            GameMode.AchievementUnlocked(Types.EAchievementIdentifier._FirstDeath);
            m_bIsFirstDeath = false;
        }

        // Return lives count. GameMode / GameInstance decide what to do when the
        // player is out of lives.
        return(m_iLives);
    }
Example #16
0
    // Only react to player bullets, and even then, only if we're in the active room.
    // (The latter shouldn't ever happen, but just in case...)
    //
    public void OnCollisionEnter2D(Collision2D collision)
    {
        if (!collision.gameObject.CompareTag(Types.s_sTag_PlayerBullets) ||
            m_iState == Types.ESWitchState._IDLE_EXROOM_ACTIVE_FLIP ||
            m_iState == Types.ESWitchState._IDLE_EXROOM_ACTIVE_FLOP ||
            m_iState == Types.ESWitchState._IDLE_INACTIVE)
        {
            return;
        }


        // Switch material
        SpriteRenderer sr = GetComponent <SpriteRenderer>();

        GAssert.Assert(null != sr, "Switch: No sprite renderer attached to this object!");
        sr.material = m_iM_Inactive;


        // Trigger all the objects that care about this switch.
        foreach (GameObject go in m_aResponders)
        {
            var aResponders = go.GetComponents <Types.IRoom_SwitchResponder>();
            foreach (var gc in aResponders)
            {
                gc.OnSwitchFlip();
            }
        }

        // Trigger some audio
        GameInstance.Object.GetAudioManager().PlayAudioAtLocation(transform.position, EGameSFX._SFX_SWITCH_TOGGLED);

        // One time switches just deactivate. No flip flops here...
        m_iState     = Types.ESWitchState._IDLE_INACTIVE;
        this.enabled = false;
    }
Example #17
0
    // GameInstance will call this when the player passes through a doorway,
    // initiating the transition between two rooms...
    //
    // For us, it's the start of the little mini game, so we need to verify
    // our settings and then begin spawning in waves...
    //
    public override void OnRoomEnter()
    {
        // When the game is finished we set a GameEvent so this mini-game can't be repeated
        switch (m_iEvent)
        {
        case ERobotronEvents._RB1_IckleBaddies: m_iEventBitField = Types.s_iGE_RobotronTest; break;

        case ERobotronEvents._RB2_Enforcers: m_iEventBitField = Types.s_iGE_Robotron2; break;

        case ERobotronEvents._RB3_FloatingLaserBrains: m_iEventBitField = Types.s_iGE_Robotron3; break;

        case ERobotronEvents._RB4_LoadsaBaddies: m_iEventBitField = Types.s_iGE_Robotron4; break;

        case ERobotronEvents._RB5_CircularShotTwats: m_iEventBitField = Types.s_iGE_Robotron5; break;
        }

        // If we've already completed this room, do nothing!
        if (GameGlobals.TestGameEvent(m_iEventBitField))
        {
            return;
        }

        // Spawn in the warning Prefab...
        if (null != m_goWarningPrefab)
        {
            Instantiate(m_goWarningPrefab, transform.position, Quaternion.identity);
        }

        // Validate what we need
        {
            GAssert.Assert(null != m_SpawnSet._goEnemyPrefab, "Robotron Room Controller has no Enemy Prefab Assigned!");
            GAssert.Assert(null != m_SpawnSet._goSpawnInEffect, "Robotron Room Controller has Spawn In Effect");
            GAssert.Assert(null != m_SpawnSet._goSpawnWarningEffect, "Robotron Room Controller has Spawn Warning Prefab");
            GAssert.Assert(null != m_SpawnSet._goSpawnWarningEffectShort, "Robotron Room Controller missing spawn effect short");
        }

        // Init any additional objects, these aren't tracked as part of the unlock sequence
        {
            foreach (GameObject go in m_aAdditionalObjects)
            {
                if (null == go)
                {
                    continue;
                }
                go.SetActive(true);
                Types.IRoom_EnemyObject[] aGC = go.GetComponents <Types.IRoom_EnemyObject>();
                foreach (Types.IRoom_EnemyObject gc in aGC)
                {
                    gc.OnRoomEnter();
                }
            }
        }

        m_vRoomOrigin  = GameMode.GetRoomOrigin();
        m_aRoomObjects = new GameObject[m_iEnemiesToSpawn * m_iNumberOfWaves];
        m_bIsActive    = true;

        // Wait for the door to shut before we kick things off...
        m_iTimerHandle = TimerManager.AddTimer(Types.s_fDUR_RoomEntryDoorCloseDelay + 0.35f, FinaliseRoomEntry);
    }
Example #18
0
 // Setup
 //
 virtual public void Start()
 {
     m_gcRgdBdy = GetComponent <Rigidbody2D>();
     GAssert.Assert(null != m_gcRgdBdy, "Unable to get rigidbody!");
     m_bIsActive = true;
     GetRandomPoint();
 }
Example #19
0
    public void OnSettingsButtonPressed()
    {
        MainMenu gc = GetComponent <MainMenu>();

        GAssert.Assert(null != gc, "Unable to get main menu!");
        gc.ShowSettings();
    }
Example #20
0
    private void Start()
    {
        // Re-Init the pad...
        m_PlayerActionsBindings = new PlayerActions();
        m_PlayerActionsBindings.UI_Back.ClearInputState();
        m_PlayerActionsBindings.UI_Confirm.ClearInputState();
        m_PlayerActionsBindings.UI_Pause.ClearInputState();


        m_gcHighScoreUI = GameInstance.Object.GetHighScoreCecconoid();
        GAssert.Assert(null != m_gcHighScoreUI, "Unable to get reference to the high score ui!");



        // Are we entering our initials?
        if (GameGlobals.s_bCEcconoidHighScoreEntryThisGo)
        {
            m_gcEntryInitial = m_gcHighScoreUI.GetTextEntry(m_iEntry);
            GAssert.Assert(null != m_gcEntryInitial, "gs_Eugatron_HighScore_In: Unable to get first text entry for initials");
            m_iState = Types.EHighScoreMenuState._ENTER_NEW_INITIAL1;
        }
        else
        {
            m_gcHighScoreUI.OnShowTable();
            m_iState     = Types.EHighScoreMenuState._SHOW_TABLE;
            m_fEventTime = TimerManager.fGameTime + Types.s_fDUR_GameOverScreen;
        }
    }
Example #21
0
    public override void OnRoomEnter()
    {
        base.OnRoomEnter();

        // Verify...
        {
            m_gcAudioManager = GameInstance.Object.GetAudioManager();
            GAssert.Assert(null != m_gcAudioManager, "Unable to get audio manager");

            m_gcRenderer = GetComponent <SpriteRenderer>();
            GAssert.Assert(null != m_gcRenderer, "Unable to get sprite renderer!");

            GAssert.Assert(null != m_goLaser, "Floating Laser properties not setup in editor!");
            GAssert.Assert(null != m_WarmUpMat, "Floating Laser properties not setup in editor!");
            GAssert.Assert(null != m_InactiveMat, "Floating Laser properties not setup in editor!");
            GAssert.Assert(null != m_ActiveMat, "Floating Laser properties not setup in editor!");
        }


        // Init
        LaserOff(false);
        m_bBehaviourCanUpdate = true;
        m_iState = ELaserState._IDLE_OFF;
        m_gcRenderer.material = m_InactiveMat;
        m_fNextEventTime      = TimerManager.fGameTime + (m_fLaserInactiveTime - Types.s_fDUR_FloatingLaserWarmUp);

        // Warn Players that this level contains lasers...
        m_gcAudioManager.PlayAudio(EGameSFX._SFX_FLOATING_LASER_LEVEL_WARNING);
    }
Example #22
0
    // Why not use the Mixer Group here?
    // Because the Mixer group is under the Player's control, and acts as a final scaler
    // to whatever we do with the Audio Sources.
    //
    public System.Collections.IEnumerator FadeMusicOut(float fTime, bool bUseUITimer)
    {
        GAssert.Assert(null != m_gcActiveMusicAudioSource, "Music Game Object is missing an audio source component");
        m_bCanFadeMusic = true;

        float fInitVol = m_gcActiveMusicAudioSource.volume;

        while (m_gcActiveMusicAudioSource.volume > 0)
        {
            if (!bUseUITimer)
            {
                m_gcActiveMusicAudioSource.volume -= TimerManager.fGameDeltaTime / fTime;
            }
            else
            {
                m_gcActiveMusicAudioSource.volume -= TimerManager.fUIDeltaTime / fTime;
            }

            if (m_bCanFadeMusic)
            {
                yield return(null);
            }
            else
            {
                break;
            }
        }
        StopMusic();
    }
Example #23
0
    public void StartGame()
    {
        // Spawn the player offscreen. SetPlayerDefaults locks it and prevents movement.
        // Player Object remains in the persistent scene, so we don't need to care
        // about what happens between scene loads...
        {
            m_goPlayerObjectReference = GameInstance.Instantiate(m_goPlayerPrefab, new Vector3(100, 100, 0), Quaternion.identity);
            GAssert.Assert(null != m_goPlayerObjectReference, "Unable to instantiate Player Object");
            m_gcPlayerState = m_goPlayerObjectReference.GetComponent <PlayerState>();
            GAssert.Assert(null != m_gcPlayerState, "Unable to get Player State");
            m_gcPlayerController = m_goPlayerObjectReference.GetComponent <PlayerController>();
            GAssert.Assert(null != m_gcPlayerController, "Unable to get Player Controller");
            m_gcPlayerInventory = m_goPlayerObjectReference.GetComponent <PlayerInventory>();
            GAssert.Assert(null != m_gcPlayerInventory, "Unable to get Player Inventory!");
        }

        // Set Game Defaults
        {
            Messenger.ClearAll();
            TimerManager.SetDefaults(1.0f, 1.0f);
            m_gcPlayerInventory.SetDefaults();
            m_gcPlayerState.SetDefaults();
            m_gcGameCamera.SetDefaults();
            GameGlobals.SetDefaults();

            // Put the player in the correct position!
            // GNTODO: This needs to be loaded!
            //
            {
                // teleportPlayerToSpawnPoint...
            }
        }
    }
Example #24
0
 override public void OnRoomEnter()
 {
     OnInit();
     SetCanFire(true, m_fInitialFireDelay);
     m_gcAnimator = GetComponent <Anim_FlickFrameOnRequest>();
     GAssert.Assert(null != m_gcAnimator, "Unable to get flick frame animator!");
 }
Example #25
0
    override public void DoSpawnPrefab()
    {
        // Disabled components can still be called. It's just the Unity functions that
        // don't run :)
        if (!this.enabled)
        {
            return;
        }

        // Quick dice roll to see if we should spawn anything at all...
        if (Random.Range(1f, 100f) < (100f - m_fSpawnPercentageChance))
        {
            return;
        }

        // We been setup correctly?
        GAssert.Assert(m_aPrefabs.Length != 0, "No prefabs setup in SpawnPrefabRandom component");

        Vector3 vPos  = Vector3.zero;
        Vector2 vRand = Vector2.zero;

        // Pick a prefab
        m_goPrefab = m_aPrefabs[Random.Range(0, m_aPrefabs.Length - 1)];

        // And spawn...
        for (int i = 0; i < m_fSpawnCount; ++i)
        {
            vPos    = transform.position;
            vRand   = Random.insideUnitCircle * m_fSpawnRadius;
            vPos.x += vRand.x;
            vPos.y += vRand.y;
            Instantiate(m_goPrefab, vPos, Quaternion.identity);
        }
    }
Example #26
0
    public IEnumerator RunCompletionSequence()
    {
        // Unlock the achievement
        GameMode.AchievementUnlocked(Types.EAchievementIdentifier._CompletedCecconoid);

        bool bSlowingDown = true;

        do
        {
            if (TimerManager.fGameDeltaScale > 0.01f)
            {
                TimerManager.SetGameTimeScale(TimerManager.fGameDeltaScale - 0.015f);
            }
            else
            {
                bSlowingDown = false;
            }
            yield return(new WaitForSeconds(0.1f));
        } while (bSlowingDown);
        yield return(new WaitForSeconds(1f));

        Instantiate(m_goScreenWhitener, transform.position + new Vector3(0f, 0f, -0.76f), Quaternion.identity);
        yield return(new WaitForSeconds(5f));


        CompletionSequenceGetter aLines = GameInstance.Object.GetCompletionSequence();

        GAssert.Assert(null != aLines, "Have the completion sequence lines been added to the game instance?");


        aLines.OnShowInstant();
        aLines.m_aTextLines[0].enabled = true;
        yield return(new WaitForSeconds(3.5f));

        aLines.m_aTextLines[1].enabled = true;
        yield return(new WaitForSeconds(3.5f));

        aLines.m_aTextLines[2].enabled = true;
        yield return(new WaitForSeconds(3.5f));

        aLines.m_aTextLines[3].enabled = true;
        yield return(new WaitForSeconds(2.5f));

        aLines.m_aTextLines[4].enabled = true;
        yield return(new WaitForSeconds(3.5f));

        // Fade screen to black
        GameInstance.Object.HideHud();
        Instantiate(m_goScreenDarkener, transform.position + new Vector3(0f, 0f, -0.80f), Quaternion.identity);
        yield return(new WaitForSeconds(2f));

        aLines.OnHideInstant();

        // Exit game...
        // Move camera off map, so there can be now glithces while we transiton
        //Vector3 vNewPos = transform.position + new Vector3(Types.s_fRoomBoundsX, 0f, 0f);
        //GameInstance.Object.GetGameCamera().WarpToPosition(ref vNewPos);
        Messenger.Invoke(Types.s_sGF_BeginExitGame);
    }
Example #27
0
 // Make sure we're setup correctly each time, rather than rely on the StartFunction...
 public override void StartAnimation()
 {
     m_iAnimCount   = 0;
     m_iTimerHandle = 0;
     m_iDir         = EAnimDirection._FORWARD;
     m_gcRenderer   = GetComponent <SpriteRenderer>();
     GAssert.Assert(m_aAnimationFrames.Length > 0, "PingPongFixedCount not setup!" + gameObject.name);
 }
Example #28
0
    public void SpawnExitKey()
    {
        GAssert.Assert(null != m_goExitKeyPrefab, "Exit Key Prefab has not been setup in the editor!");
        m_goSpawnedExitKey = Instantiate(m_goExitKeyPrefab, transform.position, Quaternion.identity);

        // Unlock the achievement
        GameMode.AchievementUnlocked(Types.EAchievementIdentifier._GotTheKey);
    }
Example #29
0
    // Start is called before the first frame update
    void Start()
    {
        GAssert.Assert(null != m_goPixelShatterPrefab, "No Prefab particle effect assigned... ");
        m_gcSprite = GetComponent <SpriteRenderer>().sprite;
        GAssert.Assert(null != m_gcSprite, "Sprite Renderer has no sprite assigned!");

        m_fEventTime = TimerManager.fGameTime + m_fShatterDelay;
    }
Example #30
0
 // Setup with the references we need
 //
 protected void Awake()
 {
     m_gcRgdBdy       = GetComponent <Rigidbody2D>();
     m_gcCollider     = GetComponent <BoxCollider2D>();
     m_gcGameInstance = GameInstance.Object;
     GAssert.Assert(null != m_gcGameInstance, "Bullet, unable to get GameInstance!");
     m_iDamageRemaining = (int)m_iBulletDamage;
 }