Example #1
0
    void StartRetreatJumpTranslation()
    {
        _currentJumpState = PlayerSpriteJumpState.Retreating;
        _timeElapsed      = 0;

        //StartJumpAnimation(_activeSpriteScript);
    }
Example #2
0
    public void PrepForBattle(bool bIsPVP, float StartingHealth, int wVictoriesNeededToWin, int wCurrentVictores)
    {
        _bIsPVP = bIsPVP;

        RefreshHealth(StartingHealth, StartingHealth);

        if (_bIsPVP)
        {
            PVESpritePanel.SetActive(true);
            PVPSpritePanel.SetActive(false);
        }
        else
        {
            PVESpritePanel.SetActive(false);
            PVPSpritePanel.SetActive(true);
        }

        if (wVictoriesNeededToWin <= 1)
        {
            //If the party only needs one victory to win, then we don't need to keep count of victories
            for (int i = 1; i <= 4; i++)
            {
                GetVictorySprite(i).SetActive(false);
            }
        }
        else
        {
            //We only support up to 3 victories per player. Because we're lazy coders
            for (int i = 1; i <= 4; i++)
            {
                if (i <= wVictoriesNeededToWin)
                {
                    //Show this sprite
                    GetVictorySprite(i).SetActive(true);

                    //Tell it whether to make it bright or make it boring.
                    if (i <= wCurrentVictores)
                    {
                        //The party has already won this many games. Make it shine!
                        GetVictorySprite(i).GetComponent <Renderer>().material = SpriteActiveMaterial;
                    }
                    else
                    {
                        //The party has yet to win this many games. Make it dull.
                        GetVictorySprite(i).GetComponent <Renderer>().material = SpriteSubdueMaterial;
                    }
                }
                else
                {
                    //Hide this sprite. It's more than we need.
                    GetVictorySprite(i).SetActive(false);
                }
            }
        }

        _currentJumpState = PlayerSpriteJumpState.None;
        //Reset jumper positions
        ResetAllJumpPositions();
    }
Example #3
0
    void StopJumpTranslation()
    {
        _timeElapsed      = 0;
        _currentJumpState = PlayerSpriteJumpState.None;

        EndJumpAnimation(_activeSpriteScript);
        //SendPressNotification();
    }
Example #4
0
    void StartPressingTranslation()
    {
        _timeElapsed      = 0;
        _currentJumpState = PlayerSpriteJumpState.Pressing;

        //EndJumpAnimation(_activeSpriteScript);
        SendPressNotification();
    }
Example #5
0
    void StartAttackJumpTranslation(PlayerSprite player)
    {
        StartJumpAnimation(_activeSpriteScript);

        Transform playerSpriteTransform = GetPlayerSpriteTransform(player);

        if (playerSpriteTransform != null)
        {
            _activePlayerSpriteStartPosition = GetStartPosition(player);
            _currentJumpState = PlayerSpriteJumpState.Attacking;
            _timeElapsed      = 0;
        }
    }
Example #6
0
    Vector3 GetJumpingSpritePositon(PlayerSpriteJumpState jumpState, float timeElapsed, float jumpDuration, Vector3 currentStartPosition, Vector3 buttonPosition)
    {
        if (jumpState == PlayerSpriteJumpState.None)
        {
            //Don't do anything. No jump is happening. This should never even be called.
            return(currentStartPosition);
        }
        else if (jumpState == PlayerSpriteJumpState.Pressing)
        {
            //He's standing on the button for just a split second.
            //Just have him hold the standing point.

            return(buttonPosition);
        }
        else
        {
            if (timeElapsed > jumpDuration)
            {
                timeElapsed = jumpDuration;
            }

            //Jumping, either towards or away. Render the current position.
            Vector3 startPoint;
            Vector3 endPoint;

            if (jumpState == PlayerSpriteJumpState.Attacking)
            {
                startPoint = currentStartPosition;
                endPoint   = buttonPosition;
            }
            else
            {
                startPoint = buttonPosition;
                endPoint   = currentStartPosition;
            }

            float x = startPoint.x + (((endPoint.x - startPoint.x) / jumpDuration) * timeElapsed);
            float y = startPoint.y + (((endPoint.y - startPoint.y) / jumpDuration) * timeElapsed);
            float z = startPoint.z;


            //Y bonus parabola
            float ybonus = 1 - ((4 / (jumpDuration * jumpDuration)) * Mathf.Pow((timeElapsed - (jumpDuration / 2)), 2));
            ybonus *= JumpYMultiplier;
            return(new Vector3(x, y + ybonus, z));
        }
    }
Example #7
0
    // Use this for initialization
    void Awake()
    {
        _healthBar   = gameObject.GetComponentInChildren <HealthBar>(true);
        _audioSource = GetComponent <AudioSource>();

        //If we have to add multiple text boxes then we will need this script to sort through them and select the proper textbox
        Text[] textBoxes = gameObject.GetComponentsInChildren <Text>(true);
        if (textBoxes != null)
        {
            foreach (Text text in textBoxes)
            {
                if (text.gameObject.name == "PlayerHealthText")
                {
                    _healthText = text;
                    break;
                }
            }
        }

        PVPSprite[] pvpSprites = gameObject.GetComponentsInChildren <PVPSprite>(true);
        if (pvpSprites != null)
        {
            foreach (PVPSprite x in pvpSprites)
            {
                if (x.gameObject.name == "PVP1")
                {
                    _pvp1 = x;
                }
                else if (x.gameObject.name == "PVP2")
                {
                    _pvp2 = x;
                }
            }
        }

        _activeSpriteScript = null;
        _currentJumpState   = PlayerSpriteJumpState.None;
        SetJumpStartPositions();
        _characterSpriteEndPosition = new Vector3(ButtonX, ButtonY, 1);
    }