Example #1
0
    //Bullet colitions
    private void OnTriggerEnter2D(Collider2D otherCollider)
    {
        LeftLine     myLeftLine   = otherCollider.gameObject.GetComponent <LeftLine>();     //get the sidelines
        RightLine    myRightLine  = otherCollider.gameObject.GetComponent <RightLine>();    //get the sidelines
        BottomLine   myBottomline = otherCollider.gameObject.GetComponent <BottomLine>();   //get the Bottomline
        PlayerScript myPlayer     = otherCollider.gameObject.GetComponent <PlayerScript>(); //get the Player
        EnemyScript  myEnemy      = otherCollider.gameObject.GetComponent <EnemyScript>();  //get the STD


        //if the collliding object is any sideline
        //if the collliding object is any sideline
        if (myRightLine != null)
        {
            MyAudioManager.BallBounce();

            if (MovingStuffVelocity.x > 0)
            {
                MovingStuffVelocity.x *= -1;
            }
            MovingStuffVelocity    = new Vector2(MovingStuffVelocity.x, MovingStuffVelocity.y);
            MovingStuffRB.velocity = MovingStuffVelocity;
            //STDBallSpeedX *= -1;
        }
        //if the collliding object is bottomline
        if (myLeftLine != null)
        {
            MyAudioManager.BallBounce();

            if (MovingStuffVelocity.x < 0)
            {
                MovingStuffVelocity.x *= -1;
            }
            MovingStuffVelocity    = new Vector2(MovingStuffVelocity.x, MovingStuffVelocity.y);
            MovingStuffRB.velocity = MovingStuffVelocity;
            //STDBallSpeedX *= -1;
        }
        //if the collliding object is bottomline
        else if (myBottomline != null)
        {
            transform.position = PointOutSideScreen;                     //bullet disappears
            MoveStdBullet      = false;                                  //StopBulletMovement

            myBlinkerTextObject.transform.position = PointOutSideScreen; //transform condom blinking text
            MyBlinkerCounter = 0;
        }
        else if (myPlayer != null)
        {
            MoveStdBullet      = false;              //StopBulletMovement
            transform.position = PointOutSideScreen; //bullet disappears

            //do stuff
            myPlayer.transform.localScale = new Vector2(PlayerScript.PlayerObjectSize.x / 2f, PlayerScript.PlayerObjectSize.y / 2f); //reduce player size by 50%
            PlayerScript.SharpCondomsPlayerSizeCounter = 1;                                                                          //initiate the playersize counter
            StdPongPlayScript.intCurrentPlayerScore   -= 3;                                                                          //reduce player points


            myBlinkerTextObject.transform.position = PointOutSideScreen; //transform condom blinking text
            MyBlinkerCounter = 0;
        }
    }
 void Start()
 {
     GlobalLineWidthSlider.value      = DefaultLineWidth;
     GlobalShapeToleranceSlider.value = DefaultTolerance;
     JDI = JsonManager.GetComponent <JsonDataImport>();
     // JsonDataImport JDI = JsonManager.GetComponent<JsonDataImport>();
     AM = AudioManager.GetComponent <MyAudioManager>();
     HA = JsonManager.GetComponent <HeightAdjust>();
 }
Example #3
0
    void Awake()
    {
        if (ins != null && ins != this)
        {
            Destroy(this.gameObject);
            return;
        }
        ins = this;
        DontDestroyOnLoad(this.gameObject);

        InitData();
    }
Example #4
0
    private void Start()
    {
        LabelText.text = OrbitManager.gameObject.name;
        OM             = OrbitManager.GetComponent <OrbitManagement>();
        TM             = OrbitManager.GetComponent <TimeManipulator>();
        JsonManager    = GameObject.FindGameObjectWithTag("JsonManager");
        HeightAdjust HA = JsonManager.GetComponent <HeightAdjust>();

        Pedestal            = HA.Pedestal;
        MainSatelliteCanvas = HA.MainSatelliteCanvas;
        MainMenuCanvas      = HA.MainMenuCanvas;
        AudioManager        = GameObject.FindGameObjectWithTag("AudioManager");
        AM = AudioManager.GetComponent <MyAudioManager>();
    }
Example #5
0
    void Awake()
    {
        _instance = this;
        managers  = new List <IGameManager>();

        playerManager = GetComponent <PlayerManager>();
        uiManager     = GetComponent <MyUIManager>();
        itemManager   = GetComponent <ItemManager>();
        audioManager  = GetComponent <MyAudioManager>();

        managers.Add(playerManager);
        managers.Add(uiManager);
        managers.Add(itemManager);
        managers.Add(audioManager);

        StartCoroutine(StartSetupManager());
    }
Example #6
0
    void Start()
    {
        GlobalLineWidthSlider.value      = DefaultLineWidth;
        GlobalShapeToleranceSlider.value = DefaultTolerance;
        JDI = JsonManager.GetComponent <JsonDataImport>();
        // JsonDataImport JDI = JsonManager.GetComponent<JsonDataImport>();
        AM = AudioManager.GetComponent <MyAudioManager>();
        HA = JsonManager.GetComponent <HeightAdjust>();

        // WHY ARE THESE OBSOLETED?
        //GlobalScaleSlider.value = JDI.ScaleValue;
        //NewScaleValue = (int)GlobalScaleSlider.value;
        //CoordinatesText.text = "Coordinates: " + JDI.orbitalDataUnity.Info.Coordinates;
        //UnitsText.text = "Units: " + JDI.orbitalDataUnity.Info.Units;

        //defaults
        //UseTimeStepToggle.isOn = true;
        //TimeStepSlider.value = (float)timeSteps[3];    // 1 min
    }
Example #7
0
    private void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
        }
        else
        {
            Destroy(gameObject);
            return;
        }
        DontDestroyOnLoad(gameObject);

        foreach (Sound s in Sounds)
        {
            s.source        = gameObject.AddComponent <AudioSource>();
            s.source.clip   = s.clip;
            s.source.volume = s.volume;
            s.source.pitch  = s.pitch;
            s.source.loop   = s.loop;
        }
    }
Example #8
0
    //Ball colitions
    private void OnTriggerEnter2D(Collider2D otherCollider)
    {
        // Sidelines mySideline = otherCollider.gameObject.GetComponent<Sidelines>();//get the sidelines
        LeftLine     myLeftLine   = otherCollider.gameObject.GetComponent <LeftLine>();     //get the sidelines
        RightLine    myRightLine  = otherCollider.gameObject.GetComponent <RightLine>();    //get the sidelines
        TopLine      myTopLine    = otherCollider.gameObject.GetComponent <TopLine>();      //get the Topline
        BottomLine   myBottomline = otherCollider.gameObject.GetComponent <BottomLine>();   //get the Bottomline
        PlayerScript myPlayer     = otherCollider.gameObject.GetComponent <PlayerScript>(); //get the Player
        EnemyScript  myEnemy      = otherCollider.gameObject.GetComponent <EnemyScript>();  //get the STD


        //if the collliding object is any sideline
        if (myRightLine != null)
        {
            MyAudioManager.BallBounce();

            if (STDBallVelocity.x > 0)
            {
                STDBallVelocity.x *= -1;
            }
            STDBallVelocity    = new Vector2(STDBallVelocity.x, STDBallVelocity.y);
            STDBallRB.velocity = STDBallVelocity;
            //STDBallSpeedX *= -1;
        }
        if (myLeftLine != null)
        {
            MyAudioManager.BallBounce();

            if (STDBallVelocity.x < 0)
            {
                STDBallVelocity.x *= -1;
            }
            STDBallVelocity    = new Vector2(STDBallVelocity.x, STDBallVelocity.y);
            STDBallRB.velocity = STDBallVelocity;
            //STDBallSpeedX *= -1;
        }
        //if the collliding object is topline
        else if (myTopLine != null)
        {
            MyAudioManager.BallBounce();

            if (STDBallVelocity.y > 0)
            {
                STDBallVelocity.y *= -1;
            }
            STDBallVelocity    = new Vector2(STDBallVelocity.x, STDBallVelocity.y);
            STDBallRB.velocity = STDBallVelocity;

            StdPongPlayScript.MyEnemyHealth -= .10f;       //reduce the enemy health

            StdPongPlayScript.intCurrentPlayerScore += 10; //increase player points
        }
        //if the collliding object is bottomline
        else if (myBottomline != null)
        {
            MyAudioManager.BallBounce();

            if (STDBallVelocity.y < 0)
            {
                STDBallVelocity.y *= -1;
            }
            STDBallVelocity    = new Vector2(STDBallVelocity.x, STDBallVelocity.y);
            STDBallRB.velocity = STDBallVelocity;


            StdPongPlayScript.MyPlayerHealth -= .05f;      //reduce the player health

            StdPongPlayScript.intCurrentPlayerScore -= 10; //reduce player points
        }
        else if (myPlayer != null)
        {
            MyAudioManager.BallBounce();

            int RandomDirection = Random.Range(1, 3);
            int RandomSlantX    = Random.Range(5, 8);
            int RandomSlantY    = Random.Range(6, 10);

            if (RandomDirection == 1)
            {
                STDBallVelocity = new Vector2(RandomSlantX * -1f, RandomSlantY * 1f);
            }
            else
            {
                STDBallVelocity = new Vector2(RandomSlantX * 1f, RandomSlantY * 1f);
            }

            STDBallRB.velocity = STDBallVelocity;
        }
        else if (myEnemy != null)
        {
            MyAudioManager.BallBounce();

            int RandomDirection = Random.Range(1, 3);
            int RandomSlantX    = Random.Range(5, 8);
            int RandomSlantY    = Random.Range(6, 10);

            if (RandomDirection == 1)
            {
                STDBallVelocity = new Vector2(RandomSlantX * -1f, RandomSlantY * -1f);
            }
            else
            {
                STDBallVelocity = new Vector2(RandomSlantX * 1f, RandomSlantY * -1f);
            }

            STDBallRB.velocity = STDBallVelocity;
        }
    }
Example #9
0
    //Bullet colitions
    private void OnTriggerEnter2D(Collider2D otherCollider)
    {
        LeftLine     myLeftLine   = otherCollider.gameObject.GetComponent <LeftLine>();     //get the sidelines
        RightLine    myRightLine  = otherCollider.gameObject.GetComponent <RightLine>();    //get the sidelines
        BottomLine   myBottomline = otherCollider.gameObject.GetComponent <BottomLine>();   //get the Bottomline
        PlayerScript myPlayer     = otherCollider.gameObject.GetComponent <PlayerScript>(); //get the Player
        EnemyScript  myEnemy      = otherCollider.gameObject.GetComponent <EnemyScript>();  //get the STD


        //if the collliding object is any sideline
        //if the collliding object is any sideline
        if (myRightLine != null)
        {
            MyAudioManager.BallBounce();

            if (MovingStuffVelocity.x > 0)
            {
                MovingStuffVelocity.x *= -1;
            }
            MovingStuffVelocity    = new Vector2(MovingStuffVelocity.x, MovingStuffVelocity.y);
            MovingStuffRB.velocity = MovingStuffVelocity;
            //STDBallSpeedX *= -1;
        }
        //if the collliding object is bottomline
        if (myLeftLine != null)
        {
            MyAudioManager.BallBounce();

            if (MovingStuffVelocity.x < 0)
            {
                MovingStuffVelocity.x *= -1;
            }
            MovingStuffVelocity    = new Vector2(MovingStuffVelocity.x, MovingStuffVelocity.y);
            MovingStuffRB.velocity = MovingStuffVelocity;
            //STDBallSpeedX *= -1;
        }
        //if the collliding object is bottomline
        else if (myBottomline != null)
        {
            transform.position = PointOutSideScreen;                     //bullet disappears
            MovePowerUp        = false;                                  //StopBulletMovement

            myBlinkerTextObject.transform.position = PointOutSideScreen; //transform condom blinking text
            MyBlinkerCounter = 0;
        }
        else if (myPlayer != null)
        {
            MovePowerUp        = false;              //StopBulletMovement
            transform.position = PointOutSideScreen; //bullet disappears

            //do stuff
            StdPongPlayScript.MyPlayerHealth        += 0.05f; //increace player immune by 5%
            StdPongPlayScript.intCurrentPlayerScore += 3;     //reduce player points


            myBlinkerTextObject.transform.position = PointOutSideScreen; //transform condom blinking text
            MyBlinkerCounter = 0;


            PlayerPrefs.SetInt("PowerupCount", PlayerPrefs.GetInt("PowerupCount") + 1); //increase the overall count of powerups
        }
    }
 private void Start()
 {
     OM             = OrbitManager.GetComponent <OrbitManagement>();
     GOAudioManager = GameObject.FindGameObjectWithTag("AudioManager");
     AM             = GOAudioManager.GetComponent <MyAudioManager>();
 }
Example #11
0
    //Bullet colitions
    private void OnTriggerEnter2D(Collider2D otherCollider)
    {
        LeftLine     myLeftLine   = otherCollider.gameObject.GetComponent <LeftLine>();     //get the sidelines
        RightLine    myRightLine  = otherCollider.gameObject.GetComponent <RightLine>();    //get the sidelines
        BottomLine   myBottomline = otherCollider.gameObject.GetComponent <BottomLine>();   //get the Bottomline
        PlayerScript myPlayer     = otherCollider.gameObject.GetComponent <PlayerScript>(); //get the Player
        EnemyScript  myEnemy      = otherCollider.gameObject.GetComponent <EnemyScript>();  //get the STD


        //if the collliding object is any sideline
        //if the collliding object is any sideline
        if (myRightLine != null)
        {
            MyAudioManager.BallBounce();

            if (MovingStuffVelocity.x > 0)
            {
                MovingStuffVelocity.x *= -1;
            }
            MovingStuffVelocity    = new Vector2(MovingStuffVelocity.x, MovingStuffVelocity.y);
            MovingStuffRB.velocity = MovingStuffVelocity;
            //STDBallSpeedX *= -1;
        }
        //if the collliding object is bottomline
        if (myLeftLine != null)
        {
            MyAudioManager.BallBounce();

            if (MovingStuffVelocity.x < 0)
            {
                MovingStuffVelocity.x *= -1;
            }
            MovingStuffVelocity    = new Vector2(MovingStuffVelocity.x, MovingStuffVelocity.y);
            MovingStuffRB.velocity = MovingStuffVelocity;
            //STDBallSpeedX *= -1;
        }
        //if the collliding object is bottomline
        else if (myBottomline != null)
        {
            transform.position = PointOutSideScreen; //bullet disappears
            MovePowerUp        = false;              //StopBulletMovement


            myBlinkerTextObject.transform.position = PointOutSideScreen; //transform condom blinking text
            MyBlinkerCounter = 0;
        }
        else if (myPlayer != null)
        {
            MovePowerUp                   = false;                                                                                   //StopBulletMovement
            transform.position            = PointOutSideScreen;                                                                      //bullet disappears
            myPlayer.transform.localScale = new Vector2(PlayerScript.PlayerObjectSize.x * 2f, PlayerScript.PlayerObjectSize.y * 2f); //increase player size by 100%
            PlayerScript.SharpCondomsPlayerSizeCounter = 1;                                                                          //initiate the playersize counter


            myBlinkerTextObject.transform.position = PointOutSideScreen; //transform condom blinking text
            MyBlinkerCounter = 0;
            //do stuff


            PlayerPrefs.SetInt("PowerupCount", PlayerPrefs.GetInt("PowerupCount") + 1); //increase the overall count of powerups
        }
    }