void reviveAllPlayers() { player1.GetComponent <P1>().isSad = false; player2.GetComponent <P2>().isSad = false; player3.GetComponent <P3>().isSad = false; player4.GetComponent <P4>().isSad = false; }
void Update() { if (P1 != null) { newPosP1 = P1.GetComponent <Transform>(); } if (P2 != null) { newPosP2 = P2.GetComponent <Transform>(); } // Player 1 leads if (newPosP1.position.x > newPosP2.position.x) { ranking[0] = "player 1"; ranking[1] = "player 2"; } // Player 2 leads if (newPosP2.position.x > newPosP1.position.x) { ranking[0] = "player 2"; ranking[1] = "player 1"; } }
public void ComputeSpringForces() { ClothNode p1node = P1.GetComponent <ClothNode>(); ClothNode p2node = P2.GetComponent <ClothNode>(); Vector3 displacement = P2.transform.position - P1.transform.position; float distance = displacement.magnitude; Vector3 direction = displacement / distance; // 1 Dimension velocities b/c a spring exists in 1 Dimension // Used in Dampen Force formula float node1Velocity = Vector3.Dot(displacement.normalized, p1node.velocity); float node2Velocity = Vector3.Dot(displacement.normalized, p2node.velocity); // Spring Force = -spring factor * (distance - rest length) float Fspring = -springConstant * (distance - restLength); // Dampen Force = -Dampen Factor * (difference of velocity) float Fdampen = -damperConstant * (node2Velocity - node1Velocity); // 1 Dimension Spring Dampen Force // Sum of Spring Force and Dampen Force float SpringDampenforce = Fspring + Fdampen; // Converting it back into a 3 Dimensional force Vector3 p2force = SpringDampenforce * direction; Vector3 p1force = -p2force; // Applying it to nodes p1node.force += p1force; p2node.force += p2force; }
public void activation() { QnsCall(); ReadEntries(); LogGameItems(); //Player two's turn if (x1 == false) { O1.GetComponent <CanvasGroup> ().blocksRaycasts = true; O1.SetActive(false); O2.GetComponent <CanvasGroup> ().blocksRaycasts = true; O2.SetActive(false); O3.GetComponent <CanvasGroup> ().blocksRaycasts = true; O3.SetActive(false); O4.GetComponent <CanvasGroup> ().blocksRaycasts = true; O4.SetActive(false); T1.SetActive(false); HideOptBox1(); P1.SetActive(true); P2.SetActive(true); P3.SetActive(true); P4.SetActive(true); T2.SetActive(true); ShowOptBox2(); tr2.resetClock2(); optionTxt2(); x1 = true; } //Player one's turn else { P1.GetComponent <CanvasGroup> ().blocksRaycasts = true; P1.SetActive(false); P2.GetComponent <CanvasGroup> ().blocksRaycasts = true; P2.SetActive(false); P3.GetComponent <CanvasGroup> ().blocksRaycasts = true; P3.SetActive(false); P4.GetComponent <CanvasGroup> ().blocksRaycasts = true; P4.SetActive(false); T2.SetActive(false); HideOptBox2(); O1.SetActive(true); O2.SetActive(true); O3.SetActive(true); O4.SetActive(true); T1.SetActive(true); ShowOptBox1(); tr1.resetClock1(); optionTxt1(); x1 = false; } }
public void Select_SinglePlayer() { P1.GetComponent <CharacterSelection>().playersSelected = true; P2.GetComponent <CharacterSelection>().playersSelected = true; CharacterStoredInfo.instance.singlePlayer = true; Canvas_Start.SetActive(false); Canvas_Options.SetActive(false); SceneManager.LoadScene("Chapters&Levels"); }
public void SinglePlayer() { P1.GetComponent <CharacterSelection>().playersSelected = true; P2.GetComponent <CharacterSelection>().playersSelected = true; CharacterStoredInfo.instance.singlePlayer = true; levelStart.SetActive(false); levelSelect.SetActive(true); EventSystem es = GameObject.Find("EventSystem").GetComponent <EventSystem>(); es.SetSelectedGameObject(null); es.SetSelectedGameObject(levelSelectFirstButton); }
// Update is called once per frame void Update() { ball.gameObject.transform.position += ball.transform.forward * Time.deltaTime * speedBall; P1.GetComponent <Animator>().SetTrigger("run"); P2.GetComponent <Animator>().SetTrigger("run"); P1.transform.position = new Vector3(P1.transform.position.x, 0, P1.transform.position.z); P2.transform.position = new Vector3(P2.transform.position.x, 0, P2.transform.position.z); timer += Time.deltaTime; P1.gameObject.transform.position += P1.gameObject.transform.forward * Time.deltaTime * characterSpeed2; P2.gameObject.transform.position += P2.gameObject.transform.forward * Time.deltaTime * characterSpeed2; if (timer >= timeToChange) { GameObject.FindObjectOfType <LevelChanger>().FadeToNextLevel(); } }
private void HotBallLogic() { timerBallTime += Time.deltaTime; if (timerBallTime >= ballTime) { timerBallTime = 0; PM.HitPlayerParticles(ball.transform); state = stateOfMatch.endPoint; timerBallTime = 0; if (currentSideOfBall == 1) { P1.GetComponent <PlayerMovement>().defeated = true; P1.GetComponent <PlayerMovement>().HittedFront(); DissolveManagerP1(); point = pointOfStart.player2; PM.StartBurningGroundP1(); FindObjectOfType <AudioManager>().PlayRandomPitch("ExplosionSound"); ScoreP2Script.scoreP2++; } else { P2.GetComponent <PlayerMovement>().defeated = true; P2.GetComponent <PlayerMovement>().HittedFront(); DissolveManagerP2(); point = pointOfStart.player1; PM.StartBurningGroundP2(); FindObjectOfType <AudioManager>().PlayRandomPitch("ExplosionSound"); ScoreP1Script.scoreP1++; } } if (timerBallTime >= ballTime - timeInFlames) { PM.StartFireTrail(); } else { PM.EndFireTrail(); } }
private void RestartPlayers() { if (P1.GetComponent <PlayerMovement>().defeated) { P1.GetComponent <PlayerMovement>().defeated = false; P1.transform.position = P1initialPosition.position; P1.GetComponent <PlayerMovement>().RestartAnimations(); //P1.GetComponent<PlayerMovement>().isOnGround = false; } if (P2.GetComponent <PlayerMovement>().defeated) { P2.GetComponent <PlayerMovement>().defeated = false; P2.transform.position = P2initialPosition.position; P2.GetComponent <PlayerMovement>().RestartAnimations(); //P2.GetComponent<PlayerMovement>().isOnGround = false; } StartCoroutine(WaitBeforeWakingUp()); }
private void GameOverManager() { if (time_left <= 0) { GameObject.FindObjectOfType <AudioManager>().PlayRandomPitch("AirHorn"); ball.GetComponent <BallScript>().ballStopped = true; ball.GetComponent <BallScript>().hitted = false; RestartTimerBall(); PM.EndFireTrail(); match_started = false; //para que no corra el tiempo ball.transform.position = new Vector3(-10000, ball.transform.position.y, ball.transform.position.z); if (ScoreP1Script.scoreP1 == ScoreP2Script.scoreP2) //Draw { //completar empate GameObject.FindObjectOfType <LevelChanger>().FadeToNextLevel(); } else { RestartDissolve(); if (ScoreP1Script.scoreP1 > ScoreP2Script.scoreP2) //win P1 { WINNER = 1; GameObject.FindObjectOfType <CameraHolderScript>().MoveToP1(); P1initialPosition = WinPointP1; P1.GetComponent <PlayerMovement>().defeated = true; //P1.GetComponent<PlayerMovement>().isOnGround = true; DissolveManagerP1(); } else //win P2 { WINNER = 2; GameObject.FindObjectOfType <CameraHolderScript>().MoveToP2(); P2initialPosition = WinPointP2; P2.GetComponent <PlayerMovement>().defeated = true; DissolveManagerP2(); } StartCoroutine(WaitBetweenRounds()); } state = stateOfMatch.endGame; } }
private void RestartPlayersEndGame() { if (P1.GetComponent <PlayerMovement>().defeated) { //P1.GetComponent<PlayerMovement>().defeated = false; P1.transform.position = P1initialPosition.position; P1.transform.rotation = P1initialPosition.rotation; //print("BREACKPOINT1"); P1.GetComponent <PlayerMovement>().isOnGround = true; //P1.GetComponent<PlayerMovement>().RestartAnimations(); //P1.GetComponent<PlayerMovement>().isOnGround = false; } if (P2.GetComponent <PlayerMovement>().defeated) { //P2.GetComponent<PlayerMovement>().defeated = false; P2.transform.position = P2initialPosition.position; P2.transform.rotation = P2initialPosition.rotation; P2.GetComponent <PlayerMovement>().isOnGround = true; //P2.GetComponent<PlayerMovement>().RestartAnimations(); //P2.GetComponent<PlayerMovement>().isOnGround = false; } }
private void Update() { moveInput.x = Input.GetAxisRaw("HorizontalP" + playerId); if (!characterSelected && !playersSelected) { if (moveInput.x < 0 && position > positionMin && !changedLocation) { position--; changedLocation = true; } if (moveInput.x > 0 && position < positionMax && !changedLocation) { position++; changedLocation = true; } if (moveInput == Vector2.zero) { changedLocation = false; } switch (position) { case -1: transform.position = controllerNight.position; if (Input.GetButtonDown("JumpP" + playerId)) { P1.GetComponent <CharacterSelection>().controllerNight.gameObject.SetActive(false); P2.GetComponent <CharacterSelection>().controllerNight.gameObject.SetActive(false); P1.GetComponent <CharacterSelection>().positionMin++; P2.GetComponent <CharacterSelection>().positionMin++; CharacterStoredInfo.instance.night = playerId; checkmark.SetActive(true); characterSelected = true; if (P1.transform.position.x == P2.transform.position.x) { if (!P1.GetComponent <CharacterSelection>().characterSelected) { P1.GetComponent <CharacterSelection>().position++; } if (!P2.GetComponent <CharacterSelection>().characterSelected) { P2.GetComponent <CharacterSelection>().position++; } } } break; case 0: transform.position = controllerStart.position; break; case 1: transform.position = controllerDay.position; if (Input.GetButtonDown("JumpP" + playerId)) { P1.GetComponent <CharacterSelection>().controllerDay.gameObject.SetActive(false); P2.GetComponent <CharacterSelection>().controllerDay.gameObject.SetActive(false); P1.GetComponent <CharacterSelection>().positionMax--; P2.GetComponent <CharacterSelection>().positionMax--; CharacterStoredInfo.instance.day = playerId; checkmark.SetActive(true); characterSelected = true; if (P1.transform.position.x == P2.transform.position.x) { if (!P1.GetComponent <CharacterSelection>().characterSelected) { P1.GetComponent <CharacterSelection>().position--; Debug.Log("P1"); } if (!P2.GetComponent <CharacterSelection>().characterSelected) { P2.GetComponent <CharacterSelection>().position--; Debug.Log("P2"); } } } break; } } if (P1.GetComponent <CharacterSelection>().characterSelected&& P2.GetComponent <CharacterSelection>().characterSelected) { if (Input.GetButtonDown("JumpP" + playerId)) { P1.GetComponent <CharacterSelection>().playersSelected = true; P2.GetComponent <CharacterSelection>().playersSelected = true; SceneManager.LoadScene("Chapters&Levels"); } } }
private void SetCharSelectionActive() { P1.GetComponent <CharacterSelection>().playersSelected = false; P2.GetComponent <CharacterSelection>().playersSelected = false; }
public GameObject Pt; // collision point private void Start() { P1.GetComponent <Renderer>().material.color = Color.black; P2.GetComponent <Renderer>().material.color = Color.black; Pt.GetComponent <Renderer>().material.color = Color.red; }
private void RestartMovementPlayers() { P1.GetComponent <PlayerMovement>().isOnGround = false; P2.GetComponent <PlayerMovement>().isOnGround = false; }
// Update is called once per frame void Update() { timer += Time.deltaTime; ball.gameObject.transform.position += ball.transform.forward * Time.deltaTime * speedBall; P1.transform.position = new Vector3(P1.transform.position.x, 0, P1.transform.position.z); P2.transform.position = new Vector3(P2.transform.position.x, 0, P2.transform.position.z); switch (state) { case 1: //ball.gameObject.transform.position += ball.transform.forward * Time.deltaTime * speedBall; if (timer >= endPhase1) { state = 2; } break; case 2: P1.GetComponent <Animator>().SetTrigger("mirar"); P2.GetComponent <Animator>().SetTrigger("mirar"); if (timer >= endPhase2) { state = 3; } break; case 3: if (!DRAW_SCENE) { Vector3 relativePos1 = ball.transform.position - P1.transform.position; Quaternion rotation1 = Quaternion.LookRotation(relativePos1); P1.transform.rotation = Quaternion.Slerp(P1.transform.rotation, rotation1, Time.deltaTime * steerVelocity); Vector3 relativePos2 = ball.transform.position - P1.transform.position; Quaternion rotation2 = Quaternion.LookRotation(relativePos1); P2.transform.rotation = Quaternion.Slerp(P2.transform.rotation, rotation2, Time.deltaTime * steerVelocity); } //P2.transform.rotation = Quaternion.Slerp(P2.transform.rotation, rotation, Time.deltaTime * steerVelocity); //P2.transform.rotation = rotation; P1.GetComponent <Animator>().SetTrigger("run"); P2.GetComponent <Animator>().SetTrigger("run"); P1.gameObject.transform.position += P1.gameObject.transform.forward * Time.deltaTime * characterSpeed; P2.gameObject.transform.position += P2.gameObject.transform.forward * Time.deltaTime * characterSpeed; if (timer >= endPhase3) { state = 4; } break; case 4: if (!DRAW_SCENE) { Vector3 relativePos3 = ball.transform.position - P1.transform.position; Quaternion rotation3 = Quaternion.LookRotation(relativePos3); P1.transform.rotation = Quaternion.Slerp(P1.transform.rotation, rotation3, Time.deltaTime * steerVelocity); Vector3 relativePos4 = ball.transform.position - P1.transform.position; Quaternion rotation4 = Quaternion.LookRotation(relativePos4); P2.transform.rotation = Quaternion.Slerp(P2.transform.rotation, rotation4, Time.deltaTime * steerVelocity); /*relativePos = ball.transform.position - transform.position; * rotation = Quaternion.LookRotation(relativePos); * P1.transform.rotation = Quaternion.Slerp(P1.transform.rotation, rotation, Time.deltaTime * steerVelocity); * P2.transform.rotation = Quaternion.Slerp(P2.transform.rotation, rotation, Time.deltaTime * steerVelocity);*/ P1.gameObject.transform.position += P1.gameObject.transform.forward * Time.deltaTime * characterSpeed2; P2.gameObject.transform.position += P2.gameObject.transform.forward * Time.deltaTime * characterSpeed2; } /* else * { * P1.gameObject.transform.position += P1.gameObject.transform.forward * Time.deltaTime * characterSpeed2; * P2.gameObject.transform.position += P2.gameObject.transform.forward * Time.deltaTime * characterSpeed2; * } */ if (timer >= endPhase4) { if (!DRAW_SCENE) { GameObject.FindObjectOfType <LevelChanger>().FadeToNextLevel(); } else { GameObject.FindObjectOfType <LevelChanger>().FadeToLevel(0); GameObject.FindObjectOfType <AudioManager>().StopSound("TitleTheme"); } } break; } }
// Update is called once per frame void Update() { if (match_started) { GameOverManager(); } CheckPositionOfBall(); CheckWallsOpen(); RainManager(); PostProcessingManager(); if (match_started) { time_left -= Time.deltaTime; TimerScript.matchTime = time_left; EnvironmentChanger(); } switch (state) { case stateOfMatch.notStarted: ball.transform.position = startPointP1.position; currentSideOfBall = 1; previousSideOfBall = 1; if (!ball.GetComponent <BallScript>().ballStopped) { state = stateOfMatch.running; ball.GetComponent <BallScript>().hitted = true; } //print("no ha empezado"); break; case stateOfMatch.running: //doChangesWhileRunning(); //print("empezamos"); HotBallLogic(); break; case stateOfMatch.endPoint: ball.GetComponent <BallScript>().ballStopped = true; ball.GetComponent <BallScript>().hitted = false; RestartTimerBall(); PM.EndFireTrail(); if (point == pointOfStart.player1) { ball.transform.position = startPointP1.position; PM.StartParticlesP1(); currentSideOfBall = 1; previousSideOfBall = 1; } else { ball.transform.position = startPointP2.position; PM.StartParticlesP2(); currentSideOfBall = 2; previousSideOfBall = 2; } StartCoroutine(WaitBetweenRounds()); state = stateOfMatch.startPoint; GameObject.FindObjectOfType <AudioManager>().PlayRandomPitch("EnergyConcentration"); ball.GetComponent <BallScript>().ResetVelocity(); ball.GetComponent <BallScript>().ResetMaterial(); break; case stateOfMatch.startPoint: //print("estamos aqui"); if (!ball.GetComponent <BallScript>().ballStopped) { state = stateOfMatch.running; ball.GetComponent <BallScript>().hitted = true; } break; case stateOfMatch.endGame: timerEnd += Time.deltaTime; if (timerEnd >= TimeShowingWinner) { GameObject.FindObjectOfType <AudioManager>().StopSound("Fireworks"); GameObject.FindObjectOfType <AudioManager>().StopSound("CinematicSound"); GameObject.FindObjectOfType <LevelChanger>().FadeToLevel(0); } if (WINNER == 1) { P1.GetComponent <Animator>().SetTrigger("Winner"); //PM.PlayConfettiP1(); } else { if (WINNER == 2) { P2.GetComponent <Animator>().SetTrigger("Winner"); //PM.PlayConfettiP2(); } } break; } }