public void LoadMainMenu()
 {
     // Destroy HealthStatus and Player
     Destroy(this.gameObject);
     TorchController.ResetTorches();
     TutorialTextFadeController.alreadyFaded = false;
     SceneManager.LoadScene("MainMenuScene");
 }
Example #2
0
 public override void OnExecute(TriggerAction.TYPE action)
 {
     base.OnExecute(action);
     if (action == TriggerAction.TYPE.Ignite)
     {
         TorchController.Get().OnDynamiteIgnite(this);
     }
 }
 private void GetReferences()
 {
     _pMovement       = GetComponent <PlayerMovement>();
     _camScript       = GetComponentInChildren <CamMouseLook>();
     _interactRay     = GetComponent <InteractRay>();
     _torchController = _camScript.GetComponentInChildren <TorchController>();
     _inventory       = GetComponent <Inventory>();
 }
Example #4
0
    void Start()
    {
        cam       = Camera.main;
        bagPickup = false;
        locket    = false;

        printText = canvas.GetComponent <TextControl>();

        audioSource = this.gameObject.GetComponent <AudioSource>();

        torch = this.gameObject.GetComponent <TorchController>();
    }
 private void Firing()
 {
     if (!fired)
     {
         if (InputManager.Fire())
         {
             torch.SetActive(false);
             flyingTorch               = Instantiate(flyingTorchPrefab, torch.transform.position, torch.transform.rotation);
             torchController           = flyingTorch.GetComponent <TorchController>();
             torchController.direction = lightDirection;
             fired = true;
         }
     }
 }
Example #6
0
 protected override void Attack()
 {
     if (!this.CanAttack())
     {
         if (!this.m_ComboBlocked && !PlayerConditionModule.Get().IsLowStamina())
         {
             AnimatorStateInfo currentAnimatorStateInfo = this.m_Animator.GetCurrentAnimatorStateInfo(1);
             if ((currentAnimatorStateInfo.shortNameHash == this.m_NMeleeAttackRightSwing && currentAnimatorStateInfo.normalizedTime > 0.2f) || currentAnimatorStateInfo.shortNameHash == this.m_ReleaseStateRight1 || (currentAnimatorStateInfo.shortNameHash == this.m_NMeleeAttackRightReturn && currentAnimatorStateInfo.normalizedTime < 0.5f))
             {
                 this.m_ReleaseComboScheduled = true;
             }
             if (currentAnimatorStateInfo.shortNameHash == this.m_NMeleeAttackRightSwing && currentAnimatorStateInfo.normalizedTime > 0.5f && currentAnimatorStateInfo.normalizedTime < 1f && !this.m_Animator.GetBool(this.m_BAttackLeft))
             {
                 this.m_ComboScheduled = true;
                 return;
             }
             if (currentAnimatorStateInfo.shortNameHash == this.m_ReleaseStateRight1)
             {
                 this.m_ComboScheduled = true;
                 return;
             }
             if (currentAnimatorStateInfo.shortNameHash == this.m_NMeleeAttackLeftSwing && currentAnimatorStateInfo.normalizedTime > 0.5f && currentAnimatorStateInfo.normalizedTime < 1f && !this.m_Animator.GetBool(this.m_BAttackRight))
             {
                 this.m_ComboScheduled = true;
                 return;
             }
             if (this.m_Animator.GetBool(this.m_BAttackRightRelease))
             {
                 this.m_Animator.SetBool(this.m_BAttackRight, true);
                 this.m_ComboScheduled = true;
             }
         }
         return;
     }
     if (!this.IsAttack())
     {
         base.Attack();
         bool flag = false;
         if (!TorchController.Get().IsActive() && (this.m_Player.GetFPPController().IsDuck() || this.m_Player.GetLookController().m_LookDev.y < -40f))
         {
             flag = true;
         }
         if (flag)
         {
             this.m_Animator.SetBool(this.m_BAttackUp, true);
             this.m_AttackDirection = AttackDirection.Up;
         }
         else
         {
             this.m_Animator.SetBool(this.m_BAttackRight, true);
             this.m_AttackDirection = AttackDirection.Right;
         }
     }
     this.m_Animator.SetBool(this.m_BAttackRightRelease, false);
     this.m_Animator.SetBool(this.m_BAttackLeftRelease, false);
     this.m_Animator.SetBool(this.m_BAttackUpRelease, false);
     this.m_LastAttackTime        = Time.time;
     this.m_ComboScheduled        = false;
     this.m_ComboBlocked          = false;
     this.m_ReleaseComboScheduled = false;
     this.m_ReleaseCombo          = false;
     this.m_HitObjects.Clear();
 }
Example #7
0
    private void UpdateInteractiveInput()
    {
        if (!InteractButtonPressed())
        {
            return;
        }

        var interactElement = GameController.instance.activeInteractiveElement as MonoBehaviour;

        if (interactElement != null)
        {
            if (GameController.instance.activeInteractiveElement as TreeController != null)
            {
                if (!_charAnimator.isChopping)
                {
                    // Cut the tree only if character ended chopping animation
                    GameController.instance.activeInteractiveElement.Interact();
                    _charAnimator.ChopAnimation();
                }
            }
            else
            {
                GameController.instance.activeInteractiveElement.Interact();

                if (_characterHands.currentlyHolding == Holdable.Wood ||
                    _characterHands.currentlyHolding == Holdable.Torch)
                {
                    if (_carriedTorch != null)
                    {
                        Destroy(_carriedTorch.gameObject);
                    }

                    _characterHands.AddWoodToFire();

                    return;
                }

                if (!interactElement.CompareTag("Fire"))
                {
                    return;
                }

                var torchFuel = _characterHands.PickTorch();

                _carriedTorch = TorchController.Craft(_torchPrefab, _transform, torchFuel);

                return;
            }
        }

        if (_carriedTorch == null)
        {
            return;
        }

        _carriedTorch.Place(_transform.position + _transform.forward);
        _carriedTorch.transform.parent = null;
        _carriedTorch.gameObject.SetActive(true);
        _carriedTorch = null;
        _characterHands.SetHolding(Holdable.Nothing);
    }