Example #1
0
    // Use this for initialization
    void Start()
    {
        mainCamera   = Camera.main.transform;
        inputManager = FindObjectOfType <InputManager>();
        //cameraControl = mainCamera.GetComponent<SpringCamera>();
        cameraControl = FindObjectOfType <SpringCamera>();
        rb            = GetComponent <Rigidbody>();
        repulsor      = GetComponent <Repulsor>();
        gameManager   = FindObjectOfType <GameManager>();
        audioSource   = GetComponent <AudioSource>();
        //impactInfoManager = FindObjectOfType<ImpactInfoManager>();
        bulletPool = FindObjectOfType <BulletPool>();

        // TODO: No hacerlo tan hardcodeado
        bulletPool.RegisterBullets(elipticProyectilePrefab, 30, 10);

        //
        PlayerReference.Initiate(gameObject);

        //
        lastAxisXZ = Vector3.forward;

        //
        proyectileToUse = elipticProyectilePrefab;
        proyectileRb    = proyectileToUse.GetComponent <Rigidbody>();
        PlayerReference.currentProyectileRB = proyectileRb;

        // Recordar que la masa va en gramos (de momento)
        currentMuzzleSpeed = gameManager.playerAttributes.forcePerSecond.CurrentValue / (gameManager.playerAttributes.massPerSecond / 1000);
        // Debug.Log("Muzzle speed :" + currentMuzzleSpeed);
    }
Example #2
0
 /// <summary>
 /// Load the data from the correspondant level info
 /// </summary>
 void LoadLevelDataArcade()
 {
     // TODO: Revisar como gestionamos esto
     //levelInfo = gameManager.GetCurrentLevelInfo();
     levelInfo        = gameManager.CurrentLevelInfo;
     victoryCondition = levelInfo.victoryCondition;
     enemiesToDestroy = levelInfo.enemiesToDefeat;
     // Esto habrĂ¡ que manejarlo de otro modo
     // Forzamos provisonalmente que se equipen las asignadas
     // Attack
     gameManager.playerAttributes.unlockedAttackActions = levelInfo.attackActionsAvailable;
     // Control chorras para la Build
     if (PlayerReference.playerControl == null)
     {
         PlayerReference.Initiate(FindObjectOfType <RobotControl>().gameObject);
     }
     // Control de habilidades del prota para el formato de niveekes de ka demo
     // Attack
     //if (gameManager.unlockedAttackActions > 1)
     //    PlayerReference.playerControl.ActiveAttackMode = (AttackMode)(gameManager.unlockedAttackActions - 1);
     //// Defense
     //gameManager.unlockedDefenseActions = levelInfo.defenseActionsAvailable;
     //if (gameManager.unlockedDefenseActions > 1)
     //    PlayerReference.playerControl.ActiveDefenseMode = (DefenseMode)(gameManager.unlockedDefenseActions - 1);
     //// Jump
     //gameManager.unlockedJumpActions = levelInfo.jumpActionsAvailable;
     //if (gameManager.unlockedJumpActions > 1)
     //    PlayerReference.playerControl.ActiveJumpMode = (JumpMode)(gameManager.unlockedJumpActions - 1);
     //// Sprint
     //gameManager.unlockedSprintActions = levelInfo.sprintActionsAvailable;
     //if (gameManager.unlockedSprintActions > 1)
     //    PlayerReference.playerControl.ActiveSprintMode = (SprintMode)(gameManager.unlockedSprintActions - 1);
     //
     terrainManager.InitiateManager(levelInfo);
     //
     if (enemyManager != null)
     {
         enemyManager.InitiateManager(levelInfo);
     }
 }