Exemple #1
0
    //A new changing function that either randomizes the player movement, or perfectly matches.
    public void masterPlayerSpriteChange(int spriteIndex, ARROW_TYPE arrowClassification)
    {
        SpriteRenderer temp = playerSprite.GetComponent <SpriteRenderer> ();

        /*if (arrowClassification == ARROW_TYPE.FRIEND)
         * {
         *      temp.sprite = playerSpriteSheet [listMark];
         * }*/
        //If arrow_type is class, it is randomized
        // GARRAH: What does friendMove indicate? What does this code do?
        //  If friendMove is true, our player moves according to key-press
        //  If friendMove is false, the player's movement is randomized
        if (arrowClassification == ARROW_TYPE.CLASS && friendMove == false)
        {
            int rand = Random.Range(0, 4);

            while (rand == spriteIndex)
            {
                rand = Random.Range(0, 4);
            }

            temp.sprite = playerSpriteSheet [rand];
        }
        else if (arrowClassification == ARROW_TYPE.FRIEND)
        {
            temp.sprite = playerSpriteSheet [spriteIndex];
            friendMove  = true;
        }
    }
Exemple #2
0
    public void setPlayerSpritePose(MGDirectionUtils.MGDirection poseDirection, ARROW_TYPE arrowType)
    {
        SpriteRenderer temp = playerSprite.GetComponent <SpriteRenderer>();

        /*if (arrowClassification == ARROW_TYPE.FRIEND)
         * {
         *  temp.sprite = playerSpriteSheet [listMark];
         * }*/
        //If arrow_type is class, it is randomized
        // GARRAH: What does friendMove indicate? What does this code do?
        //  If friendMove is true, our player moves according to key-press
        //  If friendMove is false, the player's movement is randomized
        if (arrowType == ARROW_TYPE.CLASS && friendMove == false)
        {
            int rand = Random.Range(0, 4);

            while (rand == ConvertDirectionToSpriteIndex(poseDirection))
            {
                rand = Random.Range(0, 4);
            }

            temp.sprite = playerSpriteSheet[rand];
        }
        else if (arrowType == ARROW_TYPE.FRIEND)
        {
            temp.sprite = playerSpriteSheet[ConvertDirectionToSpriteIndex(poseDirection)];
            friendMove  = true;
        }
    }
 public void ChangeCharacterPose(MGDirectionUtils.MGDirection poseDirection, ARROW_TYPE arrowType)
 {
     if (arrowType == ARROW_TYPE.FRIEND)
     {
         friendPosePrev = poseDirection;
         callSprScr.setFriendPose(friendPosePrev);
     }
     else if (arrowType == ARROW_TYPE.CLASS)
     {
         classPosePrev = poseDirection;
         callSprScr.setClassPose(classPosePrev);
     }
 }
    //New score func that checks on the arrow type now
    public void IncreaseScore(ARROW_TYPE arrowEnum)
    {
        if (friendSprOn == false && nameOfLevel == LEVEL_2D_NAMES.STAGE_1)
        {
            Score++;
            //callSprScr.IdleInvoker ();
            callSprScr.IdleInvoker_Friend();
        }
        else if (friendSprOn == true && nameOfLevel == LEVEL_2D_NAMES.STAGE_1)
        {
            if (arrowEnum == ARROW_TYPE.FRIEND)
            {
                Score++;

                //Some lazy code for the arrow to disappear, Sorry Garrah.
                arrowObj.GetComponent <SpriteRenderer> ().color -= new Color(0, 0, 0, 0.2f);


                //Due to the fact that this implicitly implies it is stage one,
                //It calls the particle effect.
                callSprScr.ActivateParticleEffect();

                //Makes it so that the game over timer doesn't tick down.
                friendHit = true;
            }
            //The actual tick down timer.
            else if (arrowEnum == ARROW_TYPE.CLASS)
            {
                if (friendHit == false)
                {
                    loseScriptCall.LoseCountdownFunction();
                }
            }
            //callSprScr.IdleInvoker ();
            callSprScr.IdleInvoker_Friend();
        }

        arrowScr.disableArrow();

        if (nameOfLevel == LEVEL_2D_NAMES.STAGE_1)
        {
            arrowScrFrd.disableArrow();
        }

        if (nameOfLevel == LEVEL_2D_NAMES.STAGE_2)
        {
            Score++;
            callSprScr.IdleInvoker();
        }
    }