Example #1
0
 // Update is called once per frame
 void Update()
 {
     if (PMC.isMoving() && !isMoving)
     {
         GetComponent <ParticleSystem>().Play();
         isMoving = true;
     }
     else if (!PMC.isMoving() && isMoving)
     {
         GetComponent <ParticleSystem>().Stop();
         isMoving = false;
     }
 }
Example #2
0
    void ManageAudio()
    {
        if (player.state != PlayerMasterController.PlayerStates.DEAD)
        {
            bool moving = player.isMoving();
            if (moving && !wasMoving)
            {
                stepCount = stepSilence;
            }

            if (player.onSurface() && moving)
            {
                if (stepCount >= stepSilence)
                {
                    sc.Play((int)PlayerSounds.WALK_STEP);
                    stepCount = 0f;
                }
                stepCount += Time.deltaTime;
            }

            wasMoving = moving;
        }
        else
        {
            if (alive)
            {
                sc.Play((int)PlayerSounds.DEATH);
                alive = false;
            }
        }
    }
Example #3
0
    // Use this for initialization
    void Start()
    {
        player = GetComponent <PlayerMasterController> ();
        sc     = GetComponent <SoundController> ();

        wasMoving = player.isMoving();
        alive     = true;
    }
    // Update is called once per frame
    void Update()
    {
        //*
        if (player.state == PlayerMasterController.PlayerStates.ON_GROUND)
        {
            sprint = player.isRunning() && player.isMoving();
            wall   = false;
            Jump   = false;
            air    = false;
        }
        else if (player.state == PlayerMasterController.PlayerStates.JUMPING)
        {
            Jump = true;
            wall = false;
        }
        else if (player.state == PlayerMasterController.PlayerStates.ON_WALL)
        {
            Jump = false;
            air  = false;
        }
        else if (player.state == PlayerMasterController.PlayerStates.ON_AIR)
        {
            air    = true;
            Jump   = false;
            wall   = false;
            sprint = false;
        }
        else if (player.state == PlayerMasterController.PlayerStates.DEAD)
        {
            if (!dead)
            {
                reset();
                death = true;
                dead  = true;
                StartCoroutine(WaitForExit(4));
            }
        }

        if (player.state != PlayerMasterController.PlayerStates.DEAD && dead)
        {
            death = false;
        }

        setBools(wall, Jump, sprint, air, death);

        /*/
         * bool sideWalking = player.state == PlayerMasterController.PlayerStates.ON_WALL;
         *
         * if (player.onSurface()) {
         *      jump = false;
         *      anim.SetBool ("air", false);
         *      anim.SetBool("Jump", false);
         *
         *      if (sideWalking && !wall) {
         *              wall = true;
         *              anim.SetBool ("wall", true);
         *              anim.speed = 1.0F;
         *      }
         * } else if (player.state == PlayerMasterController.PlayerStates.ON_AIR) {
         *      if (!sideWalking && wall) {
         *              wall = false;
         *              anim.SetBool ("wall", false);
         *              anim.speed = 1.0F;
         *      } else if(!jump) {
         *              anim.SetBool ("air", true);
         *              anim.SetBool ("Jump", false);
         *              anim.speed = 1.0F;
         *      }
         * } else if (player.state == PlayerMasterController.PlayerStates.DEAD) {
         *      if (!dead) {
         *              dead = true;
         *              anim.SetBool ("death", true);
         *      } else {
         *              anim.SetBool ("death", false);
         *      }
         * }
         * //*/
    }