/// <summary> /// /// </summary> private void Hit() { // No harm if we're in god mode if (GodModeTimeCounter > 0) { return; } switch (this.ArmorState) { case ePlayerArmorState.FullArmor: this.ArmorState = ePlayerArmorState.Naked; this.GodModeTimeCounter = 3; mAudioSource.clip = this.AudioHit; mAudioSource.Play(); this.JumpBackwards(); break; case ePlayerArmorState.Frog: this.ArmorState = ePlayerArmorState.Naked; this.GodModeTimeCounter = 3; mAudioSource.clip = this.AudioHit; mAudioSource.Play(); this.JumpBackwards(); break; case ePlayerArmorState.Naked: this.DieArthurDie(); break; } }
/// <summary> /// /// </summary> public void Pickup(Pickup pPickup) { switch (pPickup.Type) { case ePickupType.Armor: this.ArmorState = ePlayerArmorState.FullArmor; this.mAudioSource.clip = this.AudioTreasurePickup; this.mAudioSource.Play(); break; case ePickupType.Axe: this.CurrentWeapon = eWeapon.Axe; this.mAudioSource.clip = this.AudioWeaponPickup; this.mAudioSource.Play(); break; case ePickupType.Cross: this.Score += 200; this.mAudioSource.clip = this.AudioTreasurePickup; this.mAudioSource.Play(); break; case ePickupType.Dagger: this.CurrentWeapon = eWeapon.Dagger; this.mAudioSource.clip = this.AudioWeaponPickup; this.mAudioSource.Play(); break; case ePickupType.Torch: this.CurrentWeapon = eWeapon.Torch; this.mAudioSource.clip = this.AudioWeaponPickup; this.mAudioSource.Play(); break; case ePickupType.Shield: this.CurrentWeapon = eWeapon.Shield; this.mAudioSource.clip = this.AudioWeaponPickup; this.mAudioSource.Play(); break; case ePickupType.Spear: this.CurrentWeapon = eWeapon.Spear; this.mAudioSource.clip = this.AudioWeaponPickup; this.mAudioSource.Play(); break; } }
/// <summary> /// This method is called when arthur dies, so it resets its state and position to the initial value /// </summary> public void ResetPlayer() { this.transform.position = mInitialPosition; this.ArmorState = ePlayerArmorState.FullArmor; this.State = ePlayerState.Idle; }
/// <summary> /// /// </summary> public void HitByDragonShot() { this.ArmorState = ePlayerArmorState.Frog; mAudioSource.clip = this.AudioHit; mAudioSource.Play(); }