Example #1
0
    //Initialize
    private void OnEnable()
    {
        interval      = rightPos.position - leftPos.position;
        stairRenderer = stair.GetComponent <Renderer>();
        stairLength   = stairRenderer.bounds.size.x;

        //auto correct (the generated pos is always set to be the obj center, thus the edge need "reduce")
        rightPos.position = rightPos.position - interval.normalized * stairLength;
        leftPos.position  = leftPos.position + interval.normalized * stairLength;

        //generate one at center when activated?
        //Instantiate(stair, leftPos.position + interval / 2, Quaternion.identity);
        lastGeneratePos = leftPos.position + interval / 2;
        if (gap <= 0)
        {
            needGapCheck = false;
        }
        if (attachTo != null)
        {
            needtoAttach = true;
        }
        if (FindObjectOfType <StairManager>() == null)
        {
            Debug.LogWarning("This scene lacks a object containing StairManager.cs, thus some funct. of the " + GetType().Name + ".cs won't work.");
        }
        else
        {
            theStairManager = FindObjectOfType <StairManager>();
        }
        executable = true;
    }
    void Start()
    {
        animator = GetComponent <Animator> ();
        pc       = GetComponent <PlayerController> ();
        sprite   = GetComponent <SpriteRenderer> ();
        status   = GetComponent <StatusManager> ();
        stairMan = GetComponent <StairManager> ();
        hurting  = false;

        disableControl = false;
    }
 //Gets executed as soon as the game obejct is initialized
 private void Awake()
 {
     currentSprite = PlayerPrefs.GetInt("Sprite", 0);
     Debug.Log("The Current Sprite Index is:" + currentSprite);
     gameObject.GetComponent <SpriteRenderer>().sprite = theShopManager.sprites[currentSprite];
     gameObject.SetActive(true);
     myRigidBody     = GetComponent <Rigidbody2D>();
     theStairManager = GameObject.FindObjectOfType <StairManager>();
     startPrompt.SetActive(true);
     isPlaying = false;
 }
    // Use this for initialization
    void Start()
    {
        // init input manager
        initInputEventHandler();
        animator         = GetComponent <Animator> ();
        whipAttManager   = GetComponent <WhipAttackManager> ();
        stairManager     = GetComponent <StairManager> ();
        collManager      = GetComponent <CollisionManager> ();
        subWeaponManager = GetComponent <SubWeaponManager> ();
        hurtManager      = GetComponent <HurtManager> ();

        collManager.ExitGround += handleOnExitGround;
        Flip();          // since the raw sprite face left
    }
Example #5
0
    void OnTriggerEnter2D(Collider2D coll)
    {
        Debug.Log("collided");

        GameObject collidedObj = coll.gameObject;


        // get the four corner points of both object
        Vector2 objLL = collidedObj.collider2D.bounds.min;
        Vector2 objUR = collidedObj.collider2D.bounds.max;
        Vector2 myLL  = collider2D.bounds.min;
        Vector2 myUR  = collider2D.bounds.max;


        List <float> collDepth = new List <float> (
            new float[4] {
            float.MaxValue, float.MaxValue, float.MaxValue, float.MaxValue
        });

//		if(objUR.x >= myLL.x && objLL.x <= myLL.x)             // Player on left
        collDepth[0] = objUR.x - myLL.x;
//		if(objLL.x <= myUR.x && objUR.x >= myUR.x)             // Player on Right
        collDepth[1] = myUR.x - objLL.x;
//		if(objUR.y>= myLL.y && objLL.y <= myLL.y)             // Player on Bottom
        collDepth[2] = objUR.y - myLL.y;
//		if(objLL.y <= myUR.y && objUR.y>= myUR.y)             // Player on Top
        collDepth[3] = myUR.y - objLL.y - 0.02f;



        // return the closest intersection
        collIndex = collDepth.IndexOf(Mathf.Min(collDepth.ToArray()));

        CollisionManager cmScript = collidedObj.GetComponent <CollisionManager>();

        if (cmScript != null)
        {
            if (collidedObj.tag == Globals.playerTag)
            {
                StairManager smScript = collidedObj.GetComponent <StairManager>();
                if (smScript && smScript.isOnStair())
                {
                    collIndex = 3;
                }
            }
            cmScript.playerCollisionEnter(collIndex, this.gameObject.collider2D.bounds.max.y);
            collIdTable.Add(collidedObj.GetInstanceID(), collIndex);
        }
    }
    void OnTriggerEnter2D(Collider2D other)
    {
        Debug.Log("STAIR: Enter Trigger of Going up stairs");
        GameObject player = other.gameObject;

        StairManager stairMan = player.GetComponent <StairManager>();

        if (!stairMan)
        {
            Debug.Log("The colliding game object doesn't have stair manager");
            return;
        }

        stairMan.switchToState(StairManager.ON_STAIR_AREA.PrepDown,
                               stairFacing, gameObject);
    }
    void OnTriggerExit2D(Collider2D other)
    {
        Debug.Log("STAIR: Exit Trigger of Going up stairs");
        GameObject player = other.gameObject;

        StairManager stairMan = player.GetComponent <StairManager>();

        if (!stairMan)
        {
            Debug.Log("The colliding game object doesn't have stair manager");
            return;
        }
        if (stairMan.onStairArea == StairManager.ON_STAIR_AREA.PrepDown)
        {
            stairMan.onStairArea = StairManager.ON_STAIR_AREA.Not;
        }
    }
Example #8
0
    void OnTriggerStay2D(Collider2D coll)
    {
        GameObject collObj = coll.gameObject;

        Debug.Log("ready to change scene on stair" + collObj.tag);

        if (collObj.tag == Globals.playerTag)
        {
            PlayerController plScript = collObj.GetComponent <PlayerController>();
            StairManager     smScript = collObj.GetComponent <StairManager>();
            StatusManager    stScript = collObj.GetComponent <StatusManager>();
            if (smScript.isOnStair())
            {
                if ((targetScene.Equals("Scene_01") && plScript.facingRight == false) ||
                    (targetScene.Equals("Scene_02") && plScript.facingRight == true))
                {
                    Debug.Log("changed to " + targetScene + " on stair");
                    stScript.portalNum = thisPortalNum;

                    stScript.enterStairPortal(targetScene);
                }
            }
        }
    }