void Start()
 {
     rb   = GetComponent <Rigidbody>();
     jump = new Vector3(0.0f, 100.0f, 0.0f);
     //Added to test InvertedGravity
     player_grv_individualGravity = this.GetComponent <GRV_IndividualGravity>();
     //Finish Add
 }
Example #2
0
    // ------------------------------------------------------------------------------
    // FUNCTIONS
    // ------------------------------------------------------------------------------

    /* ------------------------------------------------------------------------------
     * Function Name:
     * Return types: N/A
     * Argument types: N/A
     * Author:
     * Date Created:
     * Last Updated:
     * ------------------------------------------------------------------------------
     * Purpose:
     * ------------------------------------------------------------------------------
     */

    /* ------------------------------------------------------------------------------
     * Function Name: Start
     * Return types: N/A
     * Argument types: N/A
     * Author:
     * Date Created:
     * Last Updated:
     * ------------------------------------------------------------------------------
     * Purpose:
     * ------------------------------------------------------------------------------
     */

    private void Start()
    {
        destroyTime           = timeTillFall * 10;
        rb                    = this.GetComponent <Rigidbody>();
        grv_IndividualGravity = this.GetComponent <GRV_IndividualGravity>();

        rb.isKinematic = true;
        grv_IndividualGravity.enabled = false;
    }
    //End Update

    private void OnCollisionStay(Collision collision)
    {
        //Only run if the object has an individualGravity script attached
        if (collision.gameObject.GetComponent <GRV_IndividualGravity>() != null)
        {
            GRV_IndividualGravity grv_IndividualGravity = collision.gameObject.GetComponent <GRV_IndividualGravity>();

            //Runs a for loop to find the element in the gravityFigures list
            for (int i = 0; i < gravityFigures.Count; i++)
            {
                //Once it finds the gravity figure associated with the segmentGravity of the individualGravity script
                if (gravityFigures[i] == grv_IndividualGravity.SegmentGravity)
                {
                    if (i - differnceInGravityNeeded > 0)
                    {
                        upwardBreaking = gravityFigures[i - differnceInGravityNeeded];
                    }
                    else    //Set to 0 if there isn't a gravity that is within the above range
                    {
                        upwardBreaking = 0;
                    }

                    if (i + differnceInGravityNeeded <= gravityFigures.Count - 1)
                    {
                        downwardBreaking = gravityFigures[i + differnceInGravityNeeded];
                    }
                    else    //Set just outside of gGun settings if a gravity isn't within the range above.
                    {
                        downwardBreaking = gravityFigures[gravityFigures.Count - 1] + 1;
                    }
                    //Debug.Log("Found a match and it is: " + gravityFigures[i] + " | downwardBreaking is: " + downwardBreaking + " | upwardBreaking is: " + upwardBreaking);
                }
            }

            //Destroying the platform from ABOVE
            if (topCollision && grv_IndividualGravity.GunGravity >= downwardBreaking && grv_IndividualGravity.GunGravity != 0)
            {
                Destroy(gameObject.transform.parent.gameObject);
            }

            //Destroying the platform from BELOW
            else if (!topCollision && grv_IndividualGravity.GunGravity <= upwardBreaking && grv_IndividualGravity.GunGravity != 0)
            {
                Destroy(gameObject.transform.parent.gameObject);
            }
        }
    }
Example #4
0
    void Awake()
    {
        rb = GetComponent <Rigidbody>();
        //lL = FindObjectOfType<WLD_LevelLoader>(); //Ref to levelLoader script - will need to update to ref specific Teleporter's Segement selection later
        //Added to test InvertedGravity
        player_grv_individualGravity = this.GetComponent <GRV_IndividualGravity>();
        //Finish Add
        //plr_Jump = GetComponent<PLR_Jump>();
        plr_Shoot    = FindObjectOfType <PLR_Shoot>();
        healthScript = this.GetComponent <WLD_HealthDmg>();

        rb.isKinematic = false;
        rb.useGravity  = false;

        isFrozen = false;

        hashIDs = FindObjectOfType <UNA_HashIDs>();
        anim    = playerGFX.GetComponentInChildren <Animator>();
    }