Example #1
0
    public void SetState(ISerialDataStore state)
    {
        SaveBulletMan past = (SaveBulletMan)state;

        bulletIndex = past.bulletIndex;
        nextFire    = past.nextFire;
    }
Example #2
0
    public void SetState(ISerialDataStore state)
    {
        SaveUI past = (SaveUI)state;

        IsAlive               = past.IsAlive;
        filterImg.enabled     = past.filterImgEnabled;
        filterImg.color       = GetAlphaChange(filterImg, past.alphaFilter);
        deathText.enabled     = past.deathTextEnabled;
        deathText.color       = GetAlphaChange(deathText, past.alphaText);
        deathAnimationTrigger = past.deathAnimationTrigger;

        timeBar.transform.position   = new Vector2(past.timeBarPositionX, past.timeBarPositionY);
        timeBar.transform.localScale = new Vector2(past.timeBarScale, past.timeBarScale);

        Time.timeScale = past.timeScale;
        pastStates.TogglePause(past.isPaused);

        rewindPrompt.enabled   = past.rewindPrompting;
        restartPrompt.enabled  = past.restartPrompting;
        outOfJuiceText.enabled = past.outOfJuicing;

        rewindPrompt.color   = GetAlphaChange(rewindPrompt, past.rewindPromptAlpha);
        restartPrompt.color  = GetAlphaChange(restartPrompt, past.restartPromptAlpha);
        outOfJuiceText.color = GetAlphaChange(outOfJuiceText, past.outOfJuiceAlpha);
    }
Example #3
0
    /*
     * CollectStates - gets the current state from each serialize object
     */
    ISerialDataStore[] CollectStates()
    {
        ISerialDataStore[] allCurrentStates = new ISerialDataStore[allSerialObjects.Length];

        for (int i = 0; i < allSerialObjects.Length; i++)
        {
            allCurrentStates[i] = allSerialObjects[i].GetCurrentState();
        }

        return(allCurrentStates);
    }
Example #4
0
    public void SetState(ISerialDataStore state)
    {
        SaveBullet past = (SaveBullet)state;

        isInPlay           = past.isInPlay;
        timeLeftInPLay     = past.timeLeftInPLay;
        rb.velocity        = new Vector2(past.velocityX, past.velocityY);
        transform.position = new Vector2(past.positionX, past.positionY);
        IsMovingRight      = past.IsMovingRight;

        if (past.IsMovingRight)
        {
            transform.localScale = new Vector3(1, 1, 1);
        }
        else
        {
            transform.localScale = new Vector3(-1, 1, 1);
        }
    }
Example #5
0
    public void SetState(ISerialDataStore state)
    {
        SavePlayer past = (SavePlayer)state;

        isExitingRewind = true;
        rb.isKinematic  = true;

        rb.velocity   = Vector2.zero; // Needed to cancel velocity applied during rewind
        acceleration  = past.acceleration;
        velocityX     = past.velocityX;
        velocityY     = past.velocityY;
        IsMovingRight = past.IsMovingRight;

        lastX = past.lastX;

        isEitherDown = past.isEitherDown;
        isLeftDown   = past.isLeftDown;
        isRightDown  = past.isRightDown;
        isLeftDown   = past.isLeftUp;
        isRightUp    = past.isRightUp;

        isGrounded = past.grounded;
        jumps      = past.jumps;

        wallJumps    = past.wallJumps;
        canWallJump  = past.canWallJump;
        coolDownJump = past.coolDownJump;

        jumpBuffer = maxJumpBuffer;

        transform.position = new Vector3(past.positionX, past.positionY, transform.position.z);

        rightHorizontalAxisDown = past.rightHorizontalAxisDown;
        leftHorizontalAxisDown  = past.leftHorizontalAxisDown;

        rb.freezeRotation = past.freezeRotation;
        rb.rotation       = past.rotation;

        transform.localScale = new Vector3(past.localXScale, 1, 1);
    }
Example #6
0
    public void SetState(ISerialDataStore state)
    {
        SaveEnemy past = (SaveEnemy)state;

        isMovingRight  = past.isMovingRight;
        isGrounded     = past.isGrounded;
        isAlive        = past.isAlive;
        timeLeftInPlay = past.timeLeftInPlay;

        transform.position = new Vector3(past.positionX, past.positionY, 0); // Don't use rigid body to update or it will be jitters
        rb.velocity        = Vector2.zero;

        rb.isKinematic     = past.isKinematic;
        rb.angularVelocity = 0f;

        // Can't use rb.rotation due to it causing jittery movement
        // Have to convert normal 2d rotation to 3d to use transform.rotation
        // The 2D rotation value is actually along the Z-Axis
        Vector3 currentRot = transform.rotation.eulerAngles;
        Vector3 newRot     = new Vector3(currentRot.x, currentRot.y, past.rotation);

        transform.rotation = Quaternion.Euler(newRot);
    }
Example #7
0
    public void SetState(ISerialDataStore state)
    {
        SaveCloud past = (SaveCloud)state;

        transform.position = new Vector3(past.positionX, transform.position.y, transform.position.z);
    }
Example #8
0
    public void SetState(ISerialDataStore state)
    {
        SaveSceneController past = (SaveSceneController)state;

        jumpTriggersRestart = past.jumpTriggersRestart;
    }
Example #9
0
    public void SetState(ISerialDataStore state)
    {
        SaveCamera past = (SaveCamera)state;

        transform.position = new Vector3(past.positionX, past.positionY, -10);
    }