private void OnTriggerEnter2D(Collider2D collision) { PlayerCharacterScript obj = collision.GetComponent <PlayerCharacterScript>(); if (obj != null) { if (progCtrl.getTryingOut()) { Vector2 position = rigib.position; Vector2 targetPosition = position; targetPosition.x = position.x + 1f * horizontal; RaycastHit2D raycast = Physics2D.Raycast(position, targetPosition, 1); if (raycast.collider != null && raycast.collider.CompareTag("Wall")) { Debug.Log("Wall."); } else if (targetPosition.x < position.x) { //obj.setPushing(); rigib.MovePosition(targetPosition); } } } }
//========================================================================================== // monobehaviour methods //========================================================================================== // Use this for initialization void Start() { _playerTransform = GameObject.FindGameObjectWithTag("Player").transform.Find("body"); _playerScript = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerCharacterScript>(); EventManager.Instance.OnAnchorGrabbedEvent += OnAnchorGrabbedEvent; }
// Use this for initialization void Start() { // Get objects that aren't set by me in the Unity editor. PlayerCharacterScriptObject = PlayerGameObject.GetComponent <PlayerCharacterScript>(); HelathBarRectTransform = HealthBar.GetComponent <RectTransform>(); HealthBarOverlayRectTransform = HealthBarOverlay.GetComponent <RectTransform>(); }
private void OnTriggerExit2D(Collider2D collision) { PlayerCharacterScript player = collision.GetComponent <PlayerCharacterScript>(); if (player != null) { player.setWallJump(false); } }
private void OnTriggerStay2D(Collider2D other) { PlayerCharacterScript player = other.GetComponent <PlayerCharacterScript>(); if (player) { Debug.Log("Ground detected. " + rigid.position.y); } }
void OnTriggerEnter2D(Collider2D coll) { PlayerCharacterScript controller = coll.GetComponent <PlayerCharacterScript>(); if (controller != null) { controller.setAnimationFreeze(); unfreeze = true; } }
/// <summary> /// Specified player interacts with this object. /// Creates dialogBox and allows player to toggle through whole message. /// Needed to implement IInteractable. /// </summary> /// <param name="player">Player</param> public void Interact(PlayerCharacterScript player) { if (dialogBox == null) { WriteMsg(); } else { ToggleMessage(); } }
public void LoadMenu() { SessionScore = (int)UIManager.Instance.Score; if (SessionScore > BestSessionScore) { BestSessionScore = SessionScore; } int oldLevel = ComputeLevel(TotalScore) + 1; OldTotalScore = TotalScore; TotalScore += SessionScore; int newLevel = ComputeLevel(TotalScore) + 1; //***** int totalPossibleScore = 0; foreach (int x in _levelExperience) { totalPossibleScore += x; } if (TotalScore > totalPossibleScore) { TotalScore = totalPossibleScore; } //***** if (newLevel > oldLevel && newLevel % 5 == 0) { AmplitudeHelper.Instance.LogEvent("lvl " + newLevel + " reached"); } //*************************** PlayerPrefs.SetInt("TotalScore", TotalScore); PlayerPrefs.SetInt("BestSessionScore", BestSessionScore); //*************************** PlayerCharacterScript player = GameObject.FindObjectOfType <PlayerCharacterScript>(); var customProperties = new Dictionary <string, object>() { { "Environment", EnvironmentName }, { "Stage Score", SessionScore }, { "Altitude", player.HighestAltitude }, { "Character", CharacterName }, { "Last Chunk", player.CurrentChunkName } }; AmplitudeHelper.Instance.LogEvent("Stage End", customProperties); //*************************** SceneManager.LoadSceneAsync("Scenes/Menu"); }
private void OnTriggerEnter2D(Collider2D coll) { PlayerCharacterScript player = coll.GetComponent <PlayerCharacterScript>(); if (player != null && progCtrl.getDoorActive()) { player.setAnimationFreeze(); unfreeze = true; anim[0].SetActive(true); } }
private void OnTriggerStay2D(Collider2D coll) { PlayerCharacterScript controller = coll.GetComponent <PlayerCharacterScript>(); if (controller != null && destruct) { controller.levelUp(); controller.unFreeze(); Destroy(gameObject); } }
private void OnTriggerEnter2D(Collider2D coll) { PlayerCharacterScript player = coll.GetComponent <PlayerCharacterScript>(); if (player != null && player.getLevel() >= 2 && !isVineBridge || player != null && progCtrl.getBridge() && isVineBridge) { player.setAnimationFreeze(); destination = new DestinationControllerScript(x, y, player.getPosition()); destination.setPlayerInstance(player); unfreeze = true; anim[0].SetActive(true); } }
private void OnTriggerStay2D(Collider2D collision) { PlayerCharacterScript player = collision.GetComponent <PlayerCharacterScript>(); if (player != null && progCtrl.getFlyer()) { before.SetActive(false); after.SetActive(true); coll.SetActive(false); progCtrl.setBridge(); Destroy(this); } }
void OnTriggerEnter2D(Collider2D other) { player = other.GetComponent <PlayerCharacterScript>(); if (player != null && (isVineBridge && progCtrl.getFlyer()) || player != null && !isVineBridge) { if (isTryingOut && tryingOutCount <= 3) { tryingOutCount += 1; } else { active = true; } } }
public void Awake() { if (NestID < 0) { Debug.Log("biep boep m**********r! set my nest"); } GameObject[] Pla = GameObject.FindGameObjectsWithTag("Player"); foreach (GameObject player in Pla) { Players.Add(player.GetComponent <PlayerCharacterScript>()); if (player.GetComponent <PlayerCharacterScript>().playerID == NestID) { Myborb = player.GetComponent <PlayerCharacterScript>(); } } InvokeRepeating(nameof(CheckIfPlayerNear), 0, Intervallcheck); }
// Use this for initialization void Start() { _playerTransform = GameObject.FindGameObjectWithTag("Player").transform.Find("body"); _playerScript = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerCharacterScript>(); _acceleration = GameManagerScript.Instance.GetAccelerationStep(0); AudioClip music = GameManagerScript.Instance.StageMusic; if (music != null) { AudioSource audioSource = this.transform.Find("Music").GetComponent <AudioSource>(); audioSource.clip = music; audioSource.Play(); } if (!GameManagerScript.Instance.UseBackgroundSprite && GameManagerScript.Instance.CameraBackgroundPrefab != null) { Instantiate(GameManagerScript.Instance.CameraBackgroundPrefab, this.transform); } }
/// <summary> /// Set initial references to neccesary objects and validate data. /// Executes initial layering of scenery, npcs and interactables. /// </summary> private void SetInitialReference() { player = GameObject.Find("Player").GetComponent <PlayerCharacterScript>(); //set intial layering for all scenery elements var tmp = GameObject.Find("Scenery").GetComponent <Transform>(); foreach (Transform curr in tmp) { Renderer r = curr.GetComponent <Renderer>(); r.sortingOrder = GetLayer(curr.position.y); } //set intial layering for all interatables elements tmp = GameObject.Find("Interactables").GetComponent <Transform>(); foreach (Transform curr in tmp) { Renderer r = curr.GetComponent <Renderer>(); r.sortingOrder = GetLayer(curr.position.y); } GetNPCs(); }
public void setPlayer(PlayerCharacterScript player) { this.player = player; }
/// <summary> /// Specified player interacts with this object. /// Works with players inventory. /// Needed to implement IInteractable. /// </summary> /// <param name="player">Player</param> public void Interact(PlayerCharacterScript player) { player.UpdateInventory(item, (count > 0) ? count : 0); player.RemoveInteractable(this.gameObject); Destroy(this.gameObject); }
/// <summary> /// Set initial references to neccesary objects and validate data. /// </summary> private void SetInitialReference() { player = GameObject.Find("Player").GetComponent <PlayerCharacterScript>(); }
/// <summary> /// Specified player interacts with this object. /// Needed to implement IInteractable. /// </summary> /// <param name="player">Player</param> public void Interact(PlayerCharacterScript player) { this.Use(); }
public void LoadMenu() { PlayerCharacterScript player = GameObject.FindObjectOfType <PlayerCharacterScript>(); Dictionary <string, object> customProperties; //************************************************************** //Send EventManager StageEnded event EventManager.Instance.SendOnStageEndedEvent((int)player.HighestAltitude, GameManagerScript.Instance.CharacterName); //************************************************************** // ChallengeInfo challengeInfo = null; foreach (ChallengeInfo info in _challengeList) { if (info.name == _challenge.Name) { challengeInfo = info; break; } } if (challengeInfo != null) { int level = ComputeLevel(TotalScore + SessionScore); int score = (int)(_challenge.X * (level + 1) * challengeInfo.multiplier * _challengeScoreMultiplierByLevel[level]); int x = _challenge.X; int current = _challenge.Current; if (score > _challenge.Score) { switch (_challenge.Name) { case "ForeverAltitudeChallenge": _challenge = new ForeverAltitudeChallenge(x, score, current); break; case "ForeverAnchorChallenge": _challenge = new ForeverAnchorChallenge(x, score, current); break; case "ForeverMoonstoneChallenge": _challenge = new ForeverMoonstoneChallenge(x, score, current); break; case "ForeverRockChallenge": _challenge = new ForeverRockChallenge(x, score, current); break; case "StageAltitudeChallenge": _challenge = new StageAltitudeChallenge(x, score, current); break; case "StageAnchorChallenge": _challenge = new StageAnchorChallenge(x, score, current); break; case "StageMoonstoneChallenge": _challenge = new StageMoonstoneChallenge(x, score, current); break; case "CharacterChallenge": break; case "StageRockChallenge": _challenge = new StageRockChallenge(x, score, current); break; } } } //************************************************************** //Update Score SessionScore = (int)UIManager.Instance.Score; if (_challenge.Completed) { SessionScore += _challenge.Score; string challengeName = _challenge.Name; int challengeLifetime = _challenge.Lifetime; int challengeTargetValue = _challenge.X; customProperties = new Dictionary <string, object>() { { "challenge name", challengeName }, { "challenge lifetime", challengeLifetime }, { "challenge targetValue", challengeTargetValue } }; AmplitudeHelper.Instance.LogEvent("Challenge completed", customProperties); } if (SessionScore > BestSessionScore) { BestSessionScore = SessionScore; } int oldLevel = ComputeLevel(TotalScore) + 1; OldTotalScore = TotalScore; TotalScore += SessionScore; int newLevel = ComputeLevel(TotalScore) + 1; //************************************************************** //Clamp Score int totalPossibleScore = 0; foreach (int aaa in _levelExperience) { totalPossibleScore += aaa; } if (TotalScore > totalPossibleScore) { TotalScore = totalPossibleScore; } //************************************************************** //Update PlayerPrefs PlayerPrefs.SetInt("TotalScore", TotalScore); PlayerPrefs.SetInt("BestSessionScore", BestSessionScore); PlayerPrefs.SetInt("ChallengeCurrent", _challenge.Current); PlayerPrefs.SetInt("ChallengeScore", _challenge.Score); //************************************************************** // Send Amplitude LevelUp event if (newLevel > oldLevel && newLevel % 5 == 0) { AmplitudeHelper.Instance.LogEvent("lvl " + newLevel + " reached"); } //************************************************************** //Send Amplitude StageEnd event customProperties = new Dictionary <string, object>() { { "Environment", EnvironmentName }, { "Stage Score", SessionScore }, { "Altitude", player.HighestAltitude }, { "Character", CharacterName }, { "Last Chunk", player.CurrentChunkName } }; AmplitudeHelper.Instance.LogEvent("Stage End", customProperties); //************************************************************** //Load Menu scene SceneManager.LoadSceneAsync("Scenes/Menu"); }