Example #1
0
    //------------------------------------------------------
    // Boost()
    //		Boost function
    //
    // var
    //		float fTimer = timesincelevelload
    //------------------------------------------------------

    public void Boost(float v)
    {
        float m_fTimer         = Time.fixedTime + m_fCooldown;
        var   m_PlayerVelocity = Vector3.Dot(m_PlayerRB.transform.forward, Vector3.Normalize(m_PlayerRB.velocity));

        // if button clicked and cooldown, add boost for duration
        if (Input.GetAxis("Fire2") > 0 && m_fTimer >= fCooldown)
        {
            m_PlayerRB.AddForce(m_PlayerRB.transform.forward * boostSpeed, ForceMode.Impulse);
            m_PlayerRB.mass        = m_PlayerRB.mass * BoostMultiply;
            m_PlayerRB.drag        = m_PlayerRB.drag * BoostMultiply;
            m_PlayerRB.angularDrag = m_PlayerRB.angularDrag * BoostMultiply;
            fCooldown   = m_fTimer + m_fCooldown;
            m_fDuration = m_fTimer + m_fDurationDefault;
            m_bBoosting = true;

            // Boost Effect

            PlayerBoost.Play();
            if (m_PlayerParticles != null)
            {
                m_PlayerParticles.Play(m_PlayerParticles.m_Boost);
            }
        }

        // if boosting = true and timer is higher then duration, then return mass drag and angular drag to default values
        if (m_fTimer > m_fDuration && m_bBoosting == true)
        {
            m_PlayerRB.mass        = DefaultMass;
            m_PlayerRB.drag        = DefaultDrag;
            m_PlayerRB.angularDrag = DefaultAngularDrag;
            m_bBoosting            = false;
        }
    }
Example #2
0
    public void OrderSuccess(Order order)
    {
        m_PlayerParticles.Play(m_PlayerParticles.m_GainMoney);

        // Specific Success Stuff
        int nScore = int.Parse(score.text);

        float fQuart     = m_fOrderExpiryTime / 4;
        float fRemaining = (Time.time - order.m_fStartTime);

        if (fRemaining < fQuart)
        {
            nScore += m_nReward_75;
        }
        else if (fRemaining < fQuart * 2)
        {
            nScore += m_nReward_50;
        }
        else if (fRemaining < fQuart * 3)
        {
            nScore += m_nReward_25;
        }
        else
        {
            nScore += m_nReward_00;
        }


        score.text = nScore.ToString();

        if (TicketComplete)
        {
            TicketComplete.Play();
        }
        else
        {
            Debug.LogWarning("Connect TicketComplete you knob");
        }

        // Run Order Complete
        OrderComplete(order);
    }
    // TODO: Troubleshoot Death Animation!

    protected override void OnTakeDamage()
    {
        if (!invulnerable && currentHealth > 0)
        {
            Debug.Log("Player has taken damage!");

            currentHealth--;
            UpdateHealth();

            if (currentHealth != 0)
            {
                PlayerParticles.Play();
                StartCoroutine(RunInvincibilityFrames());
            }
            else
            {
                Died();
            }
        }
    }
    // Update is called once per frame
    void FixedUpdate()
    {
        var pos = transform.position;

        pos.y = 0;
        transform.position = pos;

        if (Vector3.Distance(m_aPrevPos[0], transform.position) > 10f)
        {
            m_aPrevPos[1]   = m_aPrevPos[0];
            m_aPrevPos[0]   = transform.position;
            m_aPrevPos[0].y = 0;
        }

        float fCurrentTime = Time.fixedTime;
        float fDeltaTime   = Time.fixedDeltaTime;

        float fVer = Input.GetAxis("Vertical");
        float fHor = Input.GetAxis("Horizontal");

        // Fast Accel
        Vector3 v3Impulse = transform.forward * m_fAccel * fDeltaTime * fVer;

        Vector3 v3NewVelocity = m_PlayerRB.velocity += v3Impulse;

        float fMaxSpeed = m_fMaxSpeed;

        // Dash

        // IF Can dash
        if (fCurrentTime > m_fBoostEndTime + m_fBoostCooldown)
        {
            if (!m_bDashStarted)
            {
                if (Input.GetButton("Fire2"))
                {
                    m_PlayerParticles.Play(m_PlayerParticles.m_Boost);

                    m_bDashStarted  = true;
                    m_fBoostEndTime = fCurrentTime + m_fBoostDuration;

                    v3NewVelocity += transform.forward * m_fBoostAccel * fDeltaTime * 60;
                    PlayerBoost.Play();
                    m_DashUI.StartCharge(m_fBoostCooldown + m_fBoostDuration);
                }
            }
        }

        // IF Dashing
        if (m_bDashStarted)
        {
            fMaxSpeed = m_fBoostMaxSpeed;

            v3NewVelocity += transform.forward * m_fBoostAccel * fDeltaTime * 60;

            if (fCurrentTime > m_fBoostEndTime)
            {
                m_bDashStarted = false;
                //m_DashUI.StartCharge(m_fBoostCooldown);
            }
        }



        // IF Turning
        if (Mathf.Abs(fHor) > 0.1f)
        {
            // Quick Turn
            float fDot = Vector3.Dot(transform.forward, v3NewVelocity.normalized);
            float fMag = v3NewVelocity.magnitude;

            float fTurnRate = 0.0f;

            if (fMag < m_fMaxTurnSpeed)
            {
                fTurnRate = m_fMaxTurnRate;
            }
            else if (fMag > m_fMinTurnSpeed)
            {
                fTurnRate = m_fMinTurnRate;
            }
            else
            {
                float fLerp = (fMag - m_fMaxTurnSpeed) / (m_fMinTurnSpeed - m_fMaxTurnSpeed);
                fTurnRate = Mathf.Lerp(m_fMaxTurnRate, m_fMinTurnRate, fLerp);
            }

            float fSign = fDot / Mathf.Abs(fDot);

            float fRot = fTurnRate * fDeltaTime * fHor * fSign;

            if (!float.IsNaN(fRot))
            {
                Vector3 v3Angular = m_PlayerRB.angularVelocity;
                v3Angular.y += fRot;
                m_PlayerRB.angularVelocity = v3Angular;
            }
            // Stop Turn

            if (fVer >= 0)
            {
                if (fMag < m_fMaxSpeed * 0.2f)
                {
                    float fStopRot = 0.0f;

                    // Turn On Spot
                    if (m_eRotType == RotType.OnSpot)
                    {
                        fStopRot = m_fStopRot * fDeltaTime * fHor;
                    }

                    // Small fwd movement
                    if (m_eRotType == RotType.SmallFwd)
                    {
                        fStopRot = m_fStopRot * fDeltaTime * fHor;

                        v3NewVelocity += transform.forward * m_fAccel * fDeltaTime;
                    }

                    if (!float.IsNaN(fStopRot))
                    {
                        transform.Rotate(transform.up, fStopRot);
                        //transform.RotateAround(m_CenOfMass.position, transform.up, fStopRot);

                        Vector3 v3Angular = m_PlayerRB.angularVelocity;
                        v3Angular.y += fStopRot;
                        m_PlayerRB.angularVelocity = v3Angular;
                    }
                }
            }
        }

        float fNewDot = Vector3.Dot(transform.forward, v3NewVelocity.normalized);
        float fNewMag = v3NewVelocity.magnitude;

        Vector3 v3Fwd = transform.forward * fNewMag * fNewDot;

        Vector3 v3Side = v3NewVelocity - v3Fwd;

        v3NewVelocity = v3Fwd + (v3Side * (1 - 2 * fDeltaTime));

        // Apply Movement
        if (v3NewVelocity.magnitude > fMaxSpeed)
        {
            v3NewVelocity = v3NewVelocity.normalized * m_fMaxSpeed;
        }

        m_PlayerRB.velocity = v3NewVelocity;

        // RESET
        if (Input.GetButtonDown("ResetPlayer"))
        {
            if (Vector3.Distance(m_aPrevPos[0], transform.position) > 5f)
            {
                transform.position = m_aPrevPos[1];
            }
            else
            {
                transform.position = m_aPrevPos[0];
            }

            m_PlayerRB.rotation = Quaternion.identity;
        }
    }
Example #5
0
    public bool AddFood(Food food)
    {
        var particle = m_PlayerParticles.m_PickUpBurger;

        switch (food.m_sFoodName)
        {
        case "Burger":
            particle = m_PlayerParticles.m_PickUpBurger;
            break;

        case "Chinese":
            particle = m_PlayerParticles.m_PickUpChinese;
            break;

        case "Sushi":
            particle = m_PlayerParticles.m_PickUpSushi;
            break;

        case "Doughnuts":
            particle = m_PlayerParticles.m_PickUpDoughnuts;
            break;

        default:
            Debug.LogError("Wrong particle name, " + name);
            break;
        }

        // IF Left food slot has default
        if (m_LeftFood == m_DefaultFood)
        {
            // Play Particles
            m_PlayerParticles.Play(particle);

            // Set held food to new food and return true
            m_LeftFood          = food;
            m_LeftImage.texture = food.m_FoodTexture;

            var colorFood = m_LeftImage.color;
            colorFood.a       = 255;
            m_LeftImage.color = colorFood;

            if (m_LeftBackImage)
            {
                var color = food.m_TicketColor;
                color.a = m_DefaultBackColour.a;
                m_LeftBackImage.color = color;
            }

            m_CollectOrder.Play();
            return(true);
        }

        // IF Right food slot has default
        if (m_RightFood == m_DefaultFood)
        {
            // Play Particles
            m_PlayerParticles.Play(particle);

            // Set held food to new food and return true
            m_RightFood          = food;
            m_RightImage.texture = food.m_FoodTexture;

            var colorFood = m_RightImage.color;
            colorFood.a        = 255;
            m_RightImage.color = colorFood;

            if (m_RightBackImage)
            {
                var color = food.m_TicketColor;
                color.a = m_DefaultBackColour.a;
                m_RightBackImage.color = color;
            }

            m_CollectOrder.Play();
            return(true);
        }

        // Failed to add food return false
        return(false);
    }