public void Play() { StatsScore.ResetScore(); Debug.Log("Remove asdasdasdadadadsasdasdadasdads", Department.PHYSICS, Color.RED); Input.SetInputManagerActive("GUI", false); SceneManager.RemoveNoDestroy(); }
public void Play() { if (reset) { StatsScore.ResetScore(); } Audio.ChangeVolume(volume); Input.SetInputManagerActive("GUI", false); SceneManager.RemoveNoDestroy(); }
public bool ApplyDamage(float damage) { if (boss_active) { GetComponent <CompAudio>().PlayEvent("BossHurt"); current_hp -= damage; current_interpolation = current_hp / total_hp; hp_bar_boss.GetComponent <BossHPBar>().SetHPBar(current_interpolation); if (current_hp <= 0) { state = AI_STATE.AI_DEAD; phase = BOSS_STATE.BOSS_DEAD; next_action = GetComponent <Die_Action>(); current_action.Interupt(); GetComponent <CompAudio>().PlayEvent("BossDeath"); StatsScore.BossDead(); hp_bar_boss.GetComponent <BossHPBar>().ActivateHPBar(false); hp_bar_boss.SetActive(false); //todosforme GetLinkedObject("enemies_manager").GetComponent <EnemiesManager>().DeleteBoss(); boss_dead = true; } else if (phase != BOSS_STATE.BOSS_PHASE2 && current_hp < total_hp * damaged_limit) { Debug.Log("BOSS PHASE2!!!!!"); phase = BOSS_STATE.BOSS_PHASE2; current_action.Interupt(); next_action = GetComponent <PhaseChange_Action>(); //Change the boss values //mov vel/ attack / damages GetComponent <Movement_Action>().max_accel = phase2_mov_accel; GetComponent <Movement_Action>().max_rot_accel = phase2_rot_accel; GetComponent <BossAttackSwordDown_Action>().damage = phase2_down_damage; GetComponent <BossAttackSwordDown_Action>().preparation_time = phase2_down_time; GetComponent <BossWideAttack_Action>().damage = phase2_wide_damage; GetComponent <BossWideAttack_Action>().preparation_time = phase2_wide_time; } Debug.Log(current_hp); return(true); } else { return(false); } }
public override bool ActionStart() { anim_comp = GetComponent <CompAnimation>(); audio_comp = GetComponent <CompAudio>(); anim_comp.PlayAnimationNode("Die"); //TODO_AI: Die audio audio_comp.PlayEvent("Enemy_SwordDrop"); //PLAY COMBAT MUSIC Audio.ChangeState("MusicState", "None"); GetLinkedObject("event_manager").GetComponent <PerceptionManager>().player_seen = false; Debug.Log("COMBAT OFF", Department.PLAYER, Color.BLUE); StatsScore.KillEnemy(); //Play Dead Audio if (GetComponent <EnemyShield_BT>() != null) { audio_comp.PlayEvent("Enemy3_Dead"); } else if (GetComponent <EnemySpear_BT>() != null) { audio_comp.PlayEvent("Enemy2_Dead"); } else if (GetComponent <EnemySword_BT>() != null) { audio_comp.PlayEvent("Enemy1_Dead"); } //Deactivate Listener if (GetComponent <SpearGuard_Listener>() != null) { GetComponent <SpearGuard_Listener>().SetEnabled(false); } else if (GetComponent <ShieldGuard_Listener>() != null) { GetComponent <ShieldGuard_Listener>().SetEnabled(false); } else if (GetComponent <SwordGuard_Listener>() != null) { GetComponent <SwordGuard_Listener>().SetEnabled(false); } anim_comp.SetClipDuration("Die", duration); GetComponent <CompCollider>().CollisionActive(false); return(true); }
void DisplayTime() { StatsScore.GetTime(); int minutes = (int)StatsScore.time / 60; int seconds = (int)StatsScore.time % 60; string text = minutes.ToString("D2") + ":" + seconds.ToString("D2"); time_text.GetComponent <CompText>().SetText(text); if (StatsScore.time < gold_time) { time_text.GetComponent <CompText>().SetColor(new Vector3(1.0f, 1.0f, 0.0f), 1.0f); } }
void Update() { //Manage Blood Feedback Sprite -------------------- if (alpha > 0.0f) { float decrease_val = Time.deltaTime / blood_time; alpha -= decrease_val; } if (alpha <= 0.0f) { damage = false; } //------------------------------------------------- //Manage Fade to Black ---------------------------- if (dead) { if (mult_dead >= 0.0f) { float decrease_val = Time.deltaTime / dying_time; mult_dead += decrease_val; fade_image.GetComponent <CompImage>().SetAlpha(mult_dead); } if (mult_dead >= 1.0f) { mult_dead = 1.0f; dead = false; reviving = true; } } if (reviving) { curr_dead_time += Time.deltaTime; if (curr_dead_time > fade_maintained_time) { float increase_val = Time.deltaTime / dying_time; mult_dead -= increase_val; fade_image.GetComponent <CompImage>().SetAlpha(mult_dead); } if (mult_dead <= 0.0f) { mult_dead = 0.0f; fade_image.GetComponent <CompImage>().SetAlpha(0.0f); curr_dead_time = 0.0f; reviving = false; characters_manager.dying = false; } } //-------------------------------------------------- mat.SetBool("damage", damage); mat.SetFloat("alpha", alpha); if (total_dead) { if (mult_dead >= 0.0f) { float decrease_val = Time.deltaTime / dying_time; mult_dead += decrease_val; total_fade_image.GetComponent <CompImage>().SetAlpha(mult_dead); } if (mult_dead >= 1.0f) { last_dying_current_timer += Time.deltaTime; float decrease_val = Time.deltaTime / dying_time; you_died_value += decrease_val; you_died_image.GetComponent <CompImage>().SetAlpha(you_died_value); if (last_dying_current_timer >= last_dying_timer && you_died_value >= 1.5f) { if (SceneManager.CheckMultiSceneReady()) { SceneManager.RemoveSecondaryScene(); } SceneManager.LoadScene("LoseMenuV2"); StatsScore.SoftReset(); characters_manager.dying = false; } } } }
void LoadScene() { scene = (SceneToLoad)scene_load; switch (scene) { case SceneToLoad.TUTORIAL: { SceneManager.LoadNewOclusionMap("Map_Level_Tutorial_oclusion"); SceneManager.LoadNewWalkableMap("Map_Level_Tutorial"); SceneManager.LoadScene("Tutorial Real Scene"); StatsScore.SoftReset(); break; } case SceneToLoad.ALPHA2_LEVEL_1_1: { SceneManager.LoadNewOclusionMap("Map_Level_1_1_oclusion"); SceneManager.LoadNewWalkableMap("Map_Level_1_1"); if (DifficultySelector.hard_mode == true) { SceneManager.LoadScene("Alpha2_Level_1_1_HARD"); } else { SceneManager.LoadScene("Alpha2_Level_1_1_EASY"); } StatsScore.SetDefinitiveScore(); StatsScore.SoftReset(); break; } case SceneToLoad.ALPHA2_LEVEL_1_2: { SceneManager.LoadNewOclusionMap("Map_Level_1_2_oclusion"); SceneManager.LoadNewWalkableMap("Map_Level_1_2"); if (DifficultySelector.hard_mode == true) { SceneManager.LoadScene("Alpha2_Level_1_2_HARD"); } else { SceneManager.LoadScene("Alpha2_Level_1_2_EASY"); } StatsScore.SetDefinitiveScore(); StatsScore.SoftReset(); break; } case SceneToLoad.ALPHA2_LEVEL_1_3: { SceneManager.LoadNewOclusionMap("Map_Level_1_3_oclusion"); SceneManager.LoadNewWalkableMap("Map_Level_1_3"); if (DifficultySelector.hard_mode == true) { SceneManager.LoadScene("Alpha2_Level_1_3_HARD"); } else { SceneManager.LoadScene("Alpha2_Level_1_3_EASY"); } StatsScore.SetDefinitiveScore(); StatsScore.SoftReset(); break; } case SceneToLoad.LVL2_ZONE1: { //SceneManager.LoadNewWalkableMap("LVL2_Zone1"); if (SceneManager.CheckMultiSceneReady()) { SceneManager.RemoveSecondaryScene(); } SceneManager.LoadScene("Lvl1_3ToLvl2_1"); StatsScore.SetDefinitiveScore(); StatsScore.SoftReset(); break; } case SceneToLoad.LVL2_ZONE2: { SceneManager.LoadNewOclusionMap("LVL2_Zone2_oclusion"); SceneManager.LoadNewWalkableMap("LVL2_Zone2"); if (DifficultySelector.hard_mode == true) { SceneManager.LoadScene("LVL2_Zone_2_HARD"); } else { SceneManager.LoadScene("LVL2_Zone_2_EASY"); } StatsScore.SetDefinitiveScore(); StatsScore.SoftReset(); break; } case SceneToLoad.LVL2_ZONE3: { SceneManager.LoadNewOclusionMap("LVL2_Zone3_oclusion"); SceneManager.LoadNewWalkableMap("LVL2_Zone3"); if (DifficultySelector.hard_mode == true) { SceneManager.LoadScene("LVL2_Zone_3_HARD"); } else { SceneManager.LoadScene("LVL2_Zone_3_EASY"); } StatsScore.SetDefinitiveScore(); StatsScore.SoftReset(); break; } } }