Example #1
0
    public void OnCollisionEnter2D(Collision2D col)
    {
        SwitchBehavior sb = col.collider.GetComponent <SwitchBehavior>();
        PlayerBehavior pb = col.collider.GetComponent <PlayerBehavior>();

        //print(col.collider.gameObject.name);
        if (sb != null)
        {
            audioMan.playClipHere("hit", transform.position);
            //print("in there bois");
            sb.hitMe();
        }
        else if (pb != null)
        {
            pb.onDeath();
        }
        else if (playSound)
        {
            audioMan.playClipHere("miss", transform.position);
            //print("no switch on collider");
        }
        if (destroyOnHit)
        {
            GameObject.Destroy(this.gameObject);
        }
    }
 // Use this for initialization
 void Start()
 {
     initialPos = movingPlatform.transform.position;
     downPos = new Vector3(initialPos.x, initialPos.y - 26.0f, initialPos.z);
     leftPos = new Vector3(initialPos.x - 20.0f, initialPos.y, initialPos.z);
     switchOneStatus = switchOne.GetComponent<SwitchBehavior> ();
     switchTwoStatus = switchTwo.GetComponent<SwitchBehavior> ();
 }
 private SwitchBehavior GetSwitchBehavior()
 {
     if (switchBehavior == null)
     {
         switchBehavior = GetComponent <SwitchBehavior>();
     }
     return(switchBehavior);
 }
Example #4
0
 void Awake()
 {
     try { sB01 = GameObject.FindGameObjectWithTag("SwitchHub01").GetComponent <SwitchBehavior>(); }
     catch (NullReferenceException) { }
     try { sB02 = GameObject.FindGameObjectWithTag("SwitchHub02").GetComponent <SwitchBehavior>(); }
     catch (NullReferenceException) { }
     try { sB03 = GameObject.FindGameObjectWithTag("SwitchHub03").GetComponent <SwitchBehavior>(); }
     catch (NullReferenceException) { }
 }
 // Use this for initialization
 void Start()
 {
     switchOneStatus = switchOne.GetComponent<SwitchBehavior> ();
     switchTwoStatus = switchTwo.GetComponent<SwitchBehavior> ();
     switchThreeStatus = switchThree.GetComponent<SwitchBehavior> ();
     switchFourStatus = switchFour.GetComponent<SwitchBehavior> ();
     switchFiveStatus = switchFive.GetComponent<SwitchBehavior> ();
     switchSixStatus = switchSix.GetComponent<SwitchBehavior> ();
 }
    private void SwapSprites()
    {
        SwitchBehavior s = GetSwitchBehavior();

        s.sSwitch        = loopSwitch;
        s.sSwitchPressed = loopSwitchPressed;
        s.GetComponent <SpriteRenderer>().sprite      = s.isPressed ? loopSwitchPressed : loopSwitch;
        s.door.GetComponent <SpriteRenderer>().sprite = doorLooping;
    }
 // Use this for initialization
 void Start()
 {
     initialPos1 = movingPlatform1.transform.position;
     downPos1 = new Vector3(initialPos1.x, initialPos1.y - 33.0f, initialPos1.z);
     rightPos1 = new Vector3(initialPos1.x + 20.0f, initialPos1.y, initialPos1.z);
     initialPos2 = movingPlatform2.transform.position;
     upPos2 = new Vector3(initialPos2.x, initialPos2.y + 14.0f, initialPos2.z);
     switchOneStatus = switchOne.GetComponent<SwitchBehavior> ();
     switchTwoStatus = switchTwo.GetComponent<SwitchBehavior> ();
     switchThreeStatus = switchThree.GetComponent<SwitchBehavior> ();
 }
Example #8
0
 public void OnCollisionEnter(Collision Collision)
 {
     if (Collision.gameObject.name.Contains("Switch"))
     {
         Debug.Log("Block Fell on Switch");
         GameObject     Switch         = Collision.gameObject;
         SwitchBehavior SwitchBehavior = Switch.GetComponent <SwitchBehavior>();
         SwitchBehavior.ApplyBlockOnSwitch(transform);
         transform.rigidbody.isKinematic = true;
     }
 }
    // Use this for initialization
    void Start()
    {
        controlManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent<ControlManager>();
        controlManager.GetControl(PlayerActions.Jump);
        tutorialText.text = "Feeling Stuck? \n" +
            "Try hitting " + controlManager.GetControl (PlayerActions.Ragequit);

        secondsToFall = 4;
        dropBehavior = dropSwitch.GetComponent<SwitchBehavior> ();
        floorBehavior = floorSwitch.GetComponent<SwitchBehavior> ();
        lowerStartPos = loweringPlatform.transform.position;
        lowerStartScl = loweringPlatform.transform.localScale;
        lowerDirection = lowerEndPos - lowerStartPos;
        lowerScale = lowerEndScl - lowerStartScl;
        lowerDirection *= 1 / secondsToFall;
        lowerScale *= 1 / secondsToFall;
        timeSinceButtonPress = 0;
        toggleSwitchPressed = false;

        ToggleHook(toggledDown);
    }
Example #10
0
    // Update is called once per frame
    void Update()
    {
        int numberOn = 0; // variable to count how many triggers are on

        for (int t = 0; t < triggers.Length; t++)
        {
            SwitchBehavior sb = triggers[t].GetComponent <SwitchBehavior>();
            if (sb.isSwitchOn())
            {
                numberOn++;
            }
        }

        if (numberOn == triggers.Length)
        {
            triggered = true;
        }
        else
        {
            triggered = false;
        }
    }
Example #11
0
    void Update()
    {
        if (FindObjectOfType <PauseMenu>().paused)
        {
            return;
        }

        //Reference to playerHusk location
        Vector2 playerLocation = playerHusk.transform.position;

        gameOver = playerHealth.GetGameOver();

        if (gameOver) //Don't do behavior
        {
            showBothTeams();
            followCamera.Follow = playerHusk.transform;
        }
        else //Play the game
        {
            if (FindObjectOfType <BasicMovement>() == null)
            {
                ControlCheck = false;
            }
            else
            {
                ControlCheck = true;
            }

            //if wavestart ==true and basicmovement script is not found
            if (newWave == true && FindObjectOfType <BasicMovement>() == null)
            {
                Debug.Log("BasicMovement not found on waveStart");
                Debug.Log("Camera moving to playerHusk");

                //set Camera to follow the husk body so you can click on it
                followCamera.Follow = playerHusk.transform;

                newWave = false;
            }

            // If right mouse button is clicked
            if (Input.GetMouseButtonDown(1))
            {
                // Perform a raycast to see what we clicked
                Ray          ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit2D hitInfo;

                hitInfo = Physics2D.GetRayIntersection(ray);

                // If we actually clicked on something
                if (hitInfo.collider != null)
                {
                    //reference for hit object
                    SBehavior = hitInfo.collider.GetComponent <SwitchBehavior>(); //Checks if is switchable

                    // If the hit object is switchable
                    if (SBehavior != null)
                    {
                        //prep: set player object tag to player inactive
                        Debug.Log("Set player husk to inactive");

                        //Prep: set husk tag to inactive
                        playerHusk.gameObject.tag = "Player Inactive";

                        //reference SBehavior to change the objects behavior to 3 (inactive)
                        playerHusk.GetComponent <SwitchBehavior>().setBehavior(3);

                        //Check that you correctly set behavior
                        Debug.Log("Current Behavior: " + SBehavior.GetComponent <SwitchBehavior>().getBehavior());

                        //If current is player
                        if (SBehavior.GetComponent <SwitchBehavior>().getBehavior() == 3)
                        {
                            //currentBehavior = 3 //(player inactive)
                            Debug.Log("'this' -> means the player husk!");

                            Debug.Log("Running Switch_bodies");

                            //currentBehavior = 2 //(player active)
                            playerHusk.GetComponent <SwitchBehavior>().setBehavior(2);

                            switchBodies(hitInfo.collider.gameObject); //here
                        }

                        //If current is enemy
                        if (SBehavior.GetComponent <SwitchBehavior>().getBehavior() == 1)
                        {
                            //currentBehavior = 1 //(enemy)
                            Debug.Log("'this' -> means the enemy!");

                            SBehavior.GetComponent <SwitchBehavior>().setBehavior(2);
                            Debug.Log("New Behavior: " + SBehavior.GetComponent <SwitchBehavior>().getBehavior());

                            Debug.Log("Running Switch_bodies");
                            switchBodies(hitInfo.collider.gameObject);
                        }
                    }
                }
            }
            if (Input.GetKeyDown(KeyCode.B))
            {
                showBlueTeam();
            }
            if (Input.GetKeyDown(KeyCode.R))
            {
                showRedTeam();
            }
            if (Input.GetKeyDown(KeyCode.G))
            {
                showBothTeams();
            }
        }
    }
 // Use this for initialization
 void Start()
 {
     doorInitialPosition = finalDoor.transform.position;
     switchOneStatus = switchOne.GetComponent<SwitchBehavior> ();
     switchTwoStatus = switchTwo.GetComponent<SwitchBehavior> ();
 }
 // Use this for initialization
 void Start()
 {
     switchOneBehavior = switchOne.GetComponent<SwitchBehavior>();
     puzzleSolved = false;
 }
 // Use this for initialization
 void Start()
 {
     switchOneStatus = switchOne.GetComponent<SwitchBehavior> ();
     switchTwoStatus = switchTwo.GetComponent<SwitchBehavior> ();
 }
Example #15
0
    void OnTriggerEnter(Collider col)
    {
        SwitchBehavior sb = GetComponent <SwitchBehavior>();

        sb.setOn(true);
    }
Example #16
0
    void OnTriggerExit(Collider col)
    {
        SwitchBehavior sb = GetComponent <SwitchBehavior>();

        sb.setOn(false);
    }