// Start is called before the first frame update
    void Start()
    {
        rb = GetComponent <Rigidbody>();
        game_master_script = GameObject.Find("GameMaster").GetComponent <GameMasterScript>();
        camera_script      = GameObject.Find("Main Camera").GetComponent <CameraControls>();

        GameObject win_trigger = GameObject.FindWithTag("Goal");

        win_trigger_trans  = win_trigger.GetComponent <Transform>();
        win_trigger_script = win_trigger.GetComponent <WinTrigger>();

        eye_trans = eye.GetComponent <Transform>();
        eye_mat   = eye.GetComponent <MeshRenderer>().materials[0];

        //beam_mat = beam.GetComponent<MeshRenderer>().materials[0];
        beam_trans = beam.GetComponent <Transform>();
        beam.SetActive(false);
        beaming = false;

        moving    = false;
        direction = new Vector3();
        next_pos  = rb.position;

        rotation = rb.rotation.y;
        pushing  = false;
        speed    = Utility.CHARACTER_SPEED;

        elevator_trigger = false;

        //emission_color = Color.black;
        intensity = 0;
        SetLight(intensity);
    }
        public static CampaignNode InitializeCampaign()
        {
            //Initialize Tutorial Mission Instantiators
            WinCondition            winCon    = new WinCondition();
            TutorialMoneyInitialier moneyInit = new TutorialMoneyInitialier();

            //Initialize Tutorial Missin Triggers
            WinTrigger    win = new WinTrigger();
            SpeakTrigger  tutorial_First_Mayor       = new SpeakTrigger(SpeakerType.Mayor, 1, "I will get your medicine");
            SpeakTrigger  tutorial_First_Shopkeeper  = new SpeakTrigger(SpeakerType.ShopKeeper, 1, "Do you know where to find money?");
            PickupTrigger tutorialMoneyCollection    = new PickupTrigger("Money", 5);
            SpeakTrigger  tutorial_Second_Shopkeeper = new SpeakTrigger(SpeakerType.ShopKeeper, 1, "Here is the money you asked for");
            PickupTrigger pickUpMedicine             = new PickupTrigger("Mayor_Medicine", 1);
            SpeakTrigger  tutorial_Second_Mayor      = new SpeakTrigger(SpeakerType.Mayor, 1, "Here is your medicine");

            CampaignNode temp;
            CampaignNode next;

            //Contruct the campaign tree
            next = new CampaignNode(null, null, win, 7, "You Win!", winCon);
            temp = new CampaignNode(next, null, tutorial_Second_Mayor, 6, "Return to the Mayor to give him his medicine");
            //next = temp;
            //temp = new CampaignNode(next, null, pickUpMedicine, 5, "Pickup Medicine from the Shopkeeper");
            next = temp;
            temp = new CampaignNode(next, null, tutorial_Second_Shopkeeper, 4, "Return to the Shopkeeper with the money");
            next = temp;
            temp = new CampaignNode(next, null, tutorialMoneyCollection, 3, "Collect 5 money to pay the Shopkeeper for the Mayor's medicine", moneyInit);
            next = temp;
            temp = new CampaignNode(next, null, tutorial_First_Shopkeeper, 2, "Talk to the Shopkeeper about the Mayor's medicine");
            next = temp;
            temp = new CampaignNode(next, null, tutorial_First_Mayor, 1, "Talk to the Mayor");
            return(temp);
        }
Example #3
0
 // Start is called before the first frame update
 void Start()
 {
     InvokeRepeating("SlowDecreaseHunger", 5.0f, 0.4f);
     img.fillAmount = hunger;
     healthScript   = GetComponent <PlayerHealth>();
     winTrigger     = endTrigger.GetComponent <WinTrigger>();
 }
Example #4
0
    public void Reset(bool playerDied = false)
    {
        complete = false;

        foreach (Enemy enemy in enemies)
        {
            Destroy(enemy.gameObject);
        }

        enemies = new List <Enemy>();

        var spawners = FindObjectsOfType <EnemySpawner>();

        foreach (EnemySpawner spawner in spawners)
        {
            spawner.Reset();
        }

        WinTrigger trigger = FindObjectOfType <WinTrigger>();

        trigger.Reset();

        if (!playerDied)
        {
            StartCoroutine("SendPlayerToStart");
        }
    }
Example #5
0
 // Start is called before the first frame update
 void Start()
 {
     InvokeRepeating("ResetDestination", 0.0f, recalculateTime);
     hungerScript        = player.GetComponent <PlayerHunger>();
     healthScript        = player.GetComponent <PlayerHealth>();
     playerRb            = player.GetComponent <Rigidbody>();
     winTrigger          = endTrigger.GetComponent <WinTrigger>();
     rb                  = GetComponent <Rigidbody>();
     dustEmitter         = GetComponent <DustEmitter>();
     dustEmitter.stopped = false;
 }
Example #6
0
    public LevelActiveState(LevelFSM stateMachine, LevelController levelController)
    {
        _stateMachine = stateMachine;

        _winTrigger       = levelController.WinTrigger;
        _playerSpawner    = levelController.PlayerSpawner;
        _gameSession      = GameSession.Instance;
        _playtimeScreen   = levelController.LevelHUD.PlaytimeScreen;
        _cameraController = levelController.CameraController;

        _menuInput = levelController.MenuInput;
    }
Example #7
0
    private void OnTriggerExit(Collider other)
    {
        WinTrigger w = other.GetComponent <WinTrigger>();

        if (w)
        {
            inWinTrigger = false;
        }
        Tree t = other.GetComponent <Tree>();

        if (t)
        {
            currentTree        = null;
            woodNotice.enabled = false;
        }
    }
Example #8
0
    private void OnTriggerEnter(Collider other)
    {
        WinTrigger w = other.GetComponent <WinTrigger>();

        if (w)
        {
            inWinTrigger = true;
        }
        Tree t = other.GetComponent <Tree>();

        if (t)
        {
            currentTree = t;
            if (t.hasWood)
            {
                woodNotice.enabled = true;
            }
        }
    }
 // Use this for initialization
 void Start()
 {
     winScreen.SetActive(false);
     myTrigger = GameObject.Find("Screen Wipe").GetComponent <WinTrigger>();
 }
Example #10
0
 public void OnWinTriggered(WinTrigger win)
 {
     Debug.Log("win triggered");
     Destroy(win.gameObject);
     SceneManager.LoadScene(2);
 }