public void ShootPlayer() { if (GameManager.self.scoreManager.TotalShotsAmount > 0) { GameObject obj = Instantiate(Stickman, transform.position, Quaternion.identity); BotController botController = obj.GetComponent <BotController>(); botControllers.Add(botController); GameManager.self.scoreManager.PlayerShooted(); if (GameManager.self.scoreManager.TotalShotsAmount == 0) { botController.LastStickman(); } #if UNITY_IOS if (GameManager.TapticEnabled) { TapticEngine.TriggerLight(); } #endif } anim.Play(GameManager.self.StringToHashes[49], -1, 0); }
public void Triggered(ContactPoint[] contactPoints, Collision collision) { if (!AIisStanding) { return; } AIisStanding = false; MaincapsuleCollider.enabled = false; DisableKinematic(false); if (MovmentC != null) { StopCoroutine(MovmentC); } if (RunToBombC != null) { StopCoroutine(RunToBombC); } anim.enabled = false; selfMaterial.material = GameManager.self.BotMaterial; if (collision.gameObject.name.Equals(GameManager.HeadName)) { GameManager.self.scoreManager.AddScore(1); } else { GameManager.self.scoreManager.AddScore(1); } #if UNITY_IOS if (GameManager.TapticEnabled) { TapticEngine.TriggerLight(); } #endif if (piramidaController != null) { piramidaController.DisableAboveRagdoll(); } HitEffects.SetActive(true); HitEffects.transform.position = contactPoints[0].point; if (switchParent) { SwitchTransformParent(); } }
public void FallDown() { if (!AIisStanding) { return; } AIisStanding = false; MaincapsuleCollider.enabled = false; DisableKinematic(false); anim.enabled = false; AddRandomRotation(); selfMaterial.material = GameManager.self.BotMaterial; GameManager.self.scoreManager.AddScore(1); #if UNITY_IOS if (GameManager.TapticEnabled) { TapticEngine.TriggerLight(); } #endif if (piramidaController != null) { piramidaController.DisableAboveRagdoll(); } if (RunToBombC != null) { StopCoroutine(RunToBombC); } if (switchParent) { SwitchTransformParent(); } }
public void Light() { Debug.Log("Triggered Light Haptic"); TapticEngine.TriggerLight(); }
IEnumerator MovementRoutine() { Vector3 startPos; Vector3 endPos; float t; float startT; float currentMovementSpeed = maximumMinumumSpeed.y; charController.Moving(); bool continueMovement = true; ControlEnabled = false; yield return(new WaitForSeconds(0.08f)); GameManager.self.soundManager.fixPitch(); GameManager.self.scoreManager.ResetRawCounter(); while (continueMovement) { #if UNITY_IOS if (GameManager.TapticEnabled) { TapticEngine.TriggerLight(); } #endif ControlEnabled = false; StopFollowStair(); if (!CheckIfGameOverMove()) { startPos = transform.position; StepsCounter += 1; endPos = CalculateNewPos(startPos); StairController enteredStairController = GameManager.self.sceneManager.StairEntered(StepsCounter); GameManager.self.sceneManager.StairPassed(StepsCounter - 1); t = 0; startT = Time.time; while (t < 1) { yield return(new WaitForFixedUpdate()); t = (Time.time - startT) / currentMovementSpeed; transform.position = Vector3.Lerp(startPos, endPos, t); transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(enteredStairController.transform.localEulerAngles), t); } transform.position = Vector3.Lerp(startPos, endPos, 1); currentMovementSpeed -= movementAcceleration; if (currentMovementSpeed < maximumMinumumSpeed.x) { currentMovementSpeed = maximumMinumumSpeed.x; } StepCompleted(enteredStairController); ControlEnabled = true; continueMovement = isPointerDown; } else { break; } } }