Example #1
0
	// Update is called once per frame
	void Update () {
        if (!id.IsHunter() || !id.IsThisPlayer()) {
            return;
        }

        // May not be available on start, so we'll do it here instead
        if (!hidingManager) {
            if (PlayerManager.instance.otherPlayer) {
                hidingManager = PlayerManager.instance.otherPlayer.GetComponent<HidingManager>();
            }
        }
        
	    if (echoCooldownTimer >= echoCooldownTime && Input.GetButtonUp("Fire2")) {
            UseEcho();
            echoCooldownTimer = 0;
            echoMovementCooldownTimer = 0;
        }
        
        if (echoCooldownTimer < echoCooldownTime) {
            echoCooldownTimer += Time.deltaTime;
        }

        // Don't let the player move for a short time after using this ability
        if (echoMovementCooldownTimer < echoMovementCooldownTime) {
            echoMovementCooldownTimer += Time.deltaTime;
        }

		UIManager.instance.UpdateProgress((echoCooldownTimer/echoCooldownTime) * 100);
		ui.SetProgress((echoCooldownTimer/echoCooldownTime) * 100);
    }
Example #2
0
    public override void HunterInteraction(Collider thisPlayer)
    {
        // If the Seeker is in this hiding place, remove them from hiding but don't immediately capture them
        // Call on the seeker object because it was easier thanks to networking issues....
        HidingManager hidingManager = otherPlayer.gameObject.GetComponent <HidingManager>();

        hidingManager.CheckHidingPlace(basketGameObject);
    }
Example #3
0
    public override void OnTriggerExit(Collider thisPlayer)
    {
        base.OnTriggerExit(thisPlayer);
        // Leave grass when the player walks outside
        HidingManager    hidingManager = thisPlayer.gameObject.GetComponent <HidingManager>();
        PlayerMovement3D movement      = thisPlayer.gameObject.GetComponent <PlayerMovement3D>();

        hidingManager.CmdStopHiding();

        movement.inGrass = false;
        movement.onGrass = false;
    }
Example #4
0
    public override void SeekerInteraction(Collider thisPlayer)
    {
        HidingManager hidingManager = thisPlayer.gameObject.GetComponent <HidingManager>();

        // Put the Seeker into hiding mode
        // Don't let them move and make them invisible
        if (!hidingManager.IsHiding())
        {
            hidingManager.CmdHideInObject(basketGameObject);
        }
        else
        {
            hidingManager.CmdStopHiding();
        }
    }
Example #5
0
    public override void SeekerInteraction(Collider thisPlayer)
    {
        HidingManager    hidingManager = thisPlayer.gameObject.GetComponent <HidingManager>();
        PlayerMovement3D movement      = thisPlayer.gameObject.GetComponent <PlayerMovement3D>();

        if (!hidingManager.IsHiding())
        {
            hidingManager.CmdHideInArea();
            movement.onGrass = false;
            movement.inGrass = true;
        }
        else
        {
            hidingManager.CmdStopHiding();
            movement.onGrass = true;
            movement.inGrass = false;
        }
    }
    void Start() {
        if (!isLocalPlayer) {
            return;
        }

        navAgent = GetComponent<NavMeshAgent>();
        hidingManager = GetComponent<HidingManager>();
        hunterEchoAbility = GetComponent<HunterEcho>();
        id = GetComponent<PlayerIdentity>();
		spriteManager = GetComponent<SpriteFollowPlayer>();

		if (!Camera.main.GetComponent<followTarget3D>()) {
			return;
		}

        Camera.main.GetComponent<followTarget3D>().target = transform;
		GameObject.Find("Minimap Camera").GetComponent<followTarget3D>().target = transform;
    }
    void Start()
    {
        if (!isLocalPlayer)
        {
            return;
        }

        navAgent          = GetComponent <NavMeshAgent>();
        hidingManager     = GetComponent <HidingManager>();
        hunterEchoAbility = GetComponent <HunterEcho>();
        id            = GetComponent <PlayerIdentity>();
        spriteManager = GetComponent <SpriteFollowPlayer>();

        if (!Camera.main.GetComponent <followTarget3D>())
        {
            return;
        }

        Camera.main.GetComponent <followTarget3D>().target = transform;
        GameObject.Find("Minimap Camera").GetComponent <followTarget3D>().target = transform;
    }
Example #8
0
    bool validateStatus(Collider other)
    {
        if (ReferenceEquals(other, null))
        {
            return(false);
        }

        PlayerIdentity otherId       = other.gameObject.GetComponent <PlayerIdentity>();
        HidingManager  hidingManager = other.gameObject.GetComponent <HidingManager>();

        if (ReferenceEquals(hidingManager, null))
        {
            return(false);
        }

        // If the hunter clicks they can take the seeker out of hiding
        // All of this stuff needs to be synced to the server instead of just hopefully lining up

        // If the current player is the hunter and the collider they've run into is the Seeker and the Seeker isn't in hiding
        return(thisIsHunter && other.gameObject.tag == "Player" && otherId.IsSeeker() && !otherId.IsThisPlayer() && !hidingManager.IsHiding());
    }
Example #9
0
    // Update is called once per frame
    void Update()
    {
        if (!id.IsHunter() || !id.IsThisPlayer())
        {
            return;
        }

        // May not be available on start, so we'll do it here instead
        if (!hidingManager)
        {
            if (PlayerManager.instance.otherPlayer)
            {
                hidingManager = PlayerManager.instance.otherPlayer.GetComponent <HidingManager>();
            }
        }

        if (echoCooldownTimer >= echoCooldownTime && Input.GetButtonUp("Fire2"))
        {
            UseEcho();
            echoCooldownTimer         = 0;
            echoMovementCooldownTimer = 0;
        }

        if (echoCooldownTimer < echoCooldownTime)
        {
            echoCooldownTimer += Time.deltaTime;
        }

        // Don't let the player move for a short time after using this ability
        if (echoMovementCooldownTimer < echoMovementCooldownTime)
        {
            echoMovementCooldownTimer += Time.deltaTime;
        }

        UIManager.instance.UpdateProgress((echoCooldownTimer / echoCooldownTime) * 100);
        ui.SetProgress((echoCooldownTimer / echoCooldownTime) * 100);
    }