Example #1
0
 public void SetBuildPoint(PlantPoint plantPoint)
 {
     //Cuadno el plant poin esta vacio para sacar el buildUI
     currentPlantPoint = plantPoint;
     buildUI.position  = currentPlantPoint.transform.position;
     buildCanvas.SetActive(true);
 }
Example #2
0
 public void SetPlantPoint(PlantPoint plantPoint)
 {
     //Si el plantPoint tiene una planta se activa el plantpointUI con la informacion de la planta.
     currentPlantPoint = plantPoint;
     plantUI.position  = currentPlantPoint.transform.position;
     plantCanvas.SetActive(true);
 }
Example #3
0
 // Start is called before the first frame update
 void Start()
 {
     if (icon_Plant_Behaviour == null)
     {
         icon_Plant_Behaviour = gameObject.transform.parent.gameObject.GetComponentInChildren <Icon_Plant_Behaviour>();
     }
     plantPoint = gameObject.transform.parent.gameObject.GetComponent <PlantPoint>();
     StartCoroutine(EatPlant());
     StartCoroutine(RotateRat());
 }
Example #4
0
 public void SelectBuildPoint(PlantPoint plantPoint)     //Metodo que se llamara cada vez que el jugador haga click sobre un plant point.
 {
     if (currentPlantPoint == plantPoint)
     {
         DeselectBuildPoint();
         return;
     }
     currentPlantPoint = plantPoint;
     SetBuildPoint(currentPlantPoint);
 }
Example #5
0
 //Metodos para el manejo de los plantpoints y la UI
 public void SelectPlantPoint(PlantPoint plantPoint)     //Metodo que se llamara cada vez que el jugador haga click sobre un plant point.
 {
     if (currentPlantPoint == plantPoint)
     {
         DeselectPlantPoint();
         return;
     }
     currentPlantPoint = plantPoint;
     UIManager.Instance.SetPlantPoint(currentPlantPoint);
 }
Example #6
0
    void UpdatePlant(Spawner spawner)
    {
        List <PlantPoint> plantPoints = spawner.PatchOfSoil.PlantPoints;

        for (int i = 0; i < plantPoints.Count; i++)
        {
            PlantPoint plantPoint = plantPoints[i];
            if (plantPoint.HasCrop)
            {
                plantPoint.Plant.GetComponent <Plant_Behaviour>().StartRound = true;
            }
            plantPoint.RoundStarted = true;
        }
    }
Example #7
0
 //This method checks if the current plantPoint has a plant on it or not
 //depending on the value it tell the UIManager wich canvas deactivate
 private void ClearPlantPoint()
 {
     if (CurrentPlantPoint)
     {
         if (CurrentPlantPoint.currentPlant)
         {
             UIManager.Instance.DeselectPlantPoint();
         }
         else if (!CurrentPlantPoint.currentPlant)
         {
             UIManager.Instance.DeselectBuildPoint();
         }
         CurrentPlantPoint = null;
     }
     else
     {
         return;
     }
 }
Example #8
0
 //This are the built-in methos for detecting trigger collision.
 //Here is called each time an object enters in collision with the sphereCollider
 public void OnTriggerEnter(Collider collider)
 {
     //If the object that entered collision is tagged as PlantPoint. Here for telling the
     //script to not check any collision that is not a plantPoint
     if (collider.CompareTag("PlantPoint"))
     {
         Debug.Log("Detecto un plantPoint" + collider.gameObject.GetComponent <PlantPoint>());
         CurrentPlantPoint = collider.gameObject.GetComponent <PlantPoint>();
         if (CurrentPlantPoint.currentPlant)
         {
             UIManager.Instance.SelectPlantPoint(CurrentPlantPoint);
         }
         else if (!currentPlantPoint.currentPlant)
         {
             UIManager.Instance.SelectBuildPoint(CurrentPlantPoint);
         }
     }
     else
     {
         return;
     }
 }
Example #9
0
        private void OnTriggerEnter(Collider collision)
        {
            if (collision.gameObject.tag == "AmmoChest")
            {
                playerManager.EnableFillingAmmoIcon();
                barrelCollidingWithAmmoChest = true;
            }
            else if (collision.gameObject.tag == "HarvestChest")
            {
                playerManager.EnableFillingHarvestIcon();
                barrelCollidingWithHarvestChest = true;
            }
            else if (collision.gameObject.GetComponent <PlantModel>() != null)
            {
                nastyCollidedGameObject = collision.gameObject;
                playerManager.EnableHarvestIcon();
                barrelCollidingWithPlant = true;
            }
            else if (collision.gameObject.GetComponent <PlantPoint>() != null)
            {
                nastyCollidedGameObject = collision.gameObject;
                playerManager.EnablePlantIcon();
                barrelCollidingWithPlantPoint = true;
                PlantPointScript = collision.gameObject.GetComponent <PlantPoint>();
            }
            else if (collision.gameObject.GetComponent <Rat_Movement_Logic>() != null)
            {
                nastyCollidedGameObject = collision.gameObject;

                shotGunBehaviourScript_.BarrelOnRat = true;
                shotGunBehaviourScript_.RatOnBarrel = nastyCollidedGameObject;
            }
            else
            {
                DisablePlayerIcons();
            }
        }
Example #10
0
        private void GetPlayerInput()
        {
            Ray        ray = new Ray(Harvest_Raycast_SpawnPoint.position, Harvest_Raycast_SpawnPoint.forward);
            RaycastHit hit;

            if (Physics.Raycast(ray, out hit, Cam_Ray_Length))
            {
                Debug.DrawLine(ray.origin, hit.point);

                gameobjectCollided = hit.collider.gameObject;

                if (gameobjectCollided.GetComponent <PlantModel>() != null)
                {
                    if (gameobjectCollided.GetComponentInParent <Plant_Behaviour>().CanBeHarvested())
                    {
                        playerManager.EnableHarvestIcon();
                    }
                    else
                    {
                        playerManager.DisableHarvestIcon();
                    }

                    if (Input.GetKeyDown(KeyCode.Q) || Input.GetKeyDown(KeyCode.E))
                    {
                        Harvest(gameobjectCollided);
                    }
                }
                else if (gameobjectCollided.GetComponent <PlantPoint>() != null)
                {
                    PlantPointScript = gameobjectCollided.GetComponent <PlantPoint>();

                    if (!PlantPointScript.HasCrop)
                    {
                        playerManager.EnablePlantIcon();
                    }
                    else
                    {
                        playerManager.DisablePlantIcon();
                    }

                    if (Input.GetKeyDown(KeyCode.Q) || Input.GetKeyDown(KeyCode.E))
                    {
                        Plant(gameobjectCollided);
                    }
                }
                else if (gameobjectCollided.gameObject.tag == "AmmoChest")
                {
                    playerManager.EnableFillingAmmoIcon();

                    if (Input.GetKeyDown(KeyCode.Q) || Input.GetKeyDown(KeyCode.E))
                    {
                        shotGunBehaviourScript_.FillBulletsPocket();
                        Debug.Log("Fill ammo now!");
                    }
                }
                else if (gameobjectCollided.gameObject.tag == "HarvestChest")
                {
                    playerManager.EnableFillingHarvestIcon();
                    if (Input.GetKeyDown(KeyCode.Q) || Input.GetKeyDown(KeyCode.E))
                    {
                        playerManager.updateScore();
                    }
                }
                else
                {
                    DisablePlayerIcons();
                }
            }
            else
            {
                DisablePlayerIcons();
            }

            IfBarrelInsideTheObject(nastyCollidedGameObject);

            RotateView();
            // the jump state needs to read here to make sure it is not missed
            if (!m_Jump)
            {
                m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
            }

            if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
            {
                StartCoroutine(m_JumpBob.DoBobCycle());
                PlayLandingSound();
                m_MoveDir.y = 0f;
                m_Jumping   = false;
            }
            if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
            {
                m_MoveDir.y = 0f;
            }

            m_PreviouslyGrounded = m_CharacterController.isGrounded;
        }
Example #11
0
 public void DeselectBuildPoint()        //Function for deselection the plantpoint
 {
     currentPlantPoint = null;
     HideBuildUI();
 }