Exemple #1
0
    void Update()
    {
        if (hasEntered)
        {
            timePassed += Time.deltaTime;
        }

        if (timePassed > 10.5f && !amina.HasToldChildrenToHide)
        {
            audios[1].Stop();
            audios[3].Play();
            amina.TellChildrenToHide();
        }
        else if (timePassed > 14.0f && !abdoul.HasAskedWhatsGoingOn)
        {
            abdoul.AskWhatsGoingOn();
        }
        else if (timePassed > 15.5f && !amina.HasToldChildrenTheSoldiersAreBack)
        {
            amina.TellChildrenTheSoldiersAreBack();
            closetDoor.Close();
            mainDoor.Open();
            amina.FaceSoldiersAndSlideBack();
            audios[2].Play();
            soldier1.EnterSchool();
            soldier2.EnterSchool();
        }
    }
 void OnTriggerExit(Collider collider)
 {
     if (collider.tag == "DoorTrigger")
     {
         DoorScript door = FindDoor(collider.gameObject);
         if (door != null)
         {
             door.Close();
         }
     }
 }
Exemple #3
0
    // Update is called once per frame
    void Update()
    {
        if (!HUDScript.isPaused && !HUDScript.isGameOver)
        {
            //Rotation
            float rotateX = Input.GetAxis("Mouse X") * 2.0f;         //increase mouse sensitivity w/ 2.0
            //float rotateY = Input.GetAxis ("Mouse Y");
            Vector3 rotate = new Vector3(0, rotateX, 0);             //cc.center.x, 0);//rotateX, 0);
            transform.Rotate(rotate);

            /*
             * //raycast detection (for sanity)
             * RaycastHit hit;
             *
             * Vector3 p1 = transform.position + cc.center;
             * float distanceToObstacle = 0;
             *
             * // Cast a sphere wrapping character controller 5 meters forward
             * // to see if it is about to hit anything.
             * if (Physics.SphereCast(p1, cc.height / 2, transform.forward, out hit, 1.5f)) {
             * //Debug.DrawRay(transform.position, (cc.transform.position - transform.position), Color.green); // show path of SphereCast
             * //Debug.Log("rayHit.collider.tag " + hit.collider.tag); // print collider info
             *
             * if (hit.collider.tag == "Enemy" ) {
             * //lower sanity
             * distanceToObstacle = hit.distance;
             * hud.DecSanity(0.4f);
             * }
             * }
             * if (Physics.SphereCast(p1, cc.height / 2, -transform.forward, out hit, 1.5f))
             * {
             * //Debug.DrawRay(transform.position, (cc.transform.position - transform.position), Color.green); // show path of SphereCast
             * //Debug.Log("rayHit.collider.tag " + hit.collider.tag); // print collider info
             *
             * if (hit.collider.tag == "Enemy")
             * {
             * //lower sanity
             * distanceToObstacle = hit.distance;
             * hud.DecSanity(0.4f);
             * }
             * }
             * }
             *
             * //end of raycast detection (for sanity)
             */



            //movement
            //can multiply these to make them go faster
            float forwardSpeed = Input.GetAxis("Vertical") * 2.0f;
            float sideSpeed    = Input.GetAxis("Horizontal") * 2.0f;
            //x(left-right), y(up-down), z(forward-back)

            verticalVelocity += Physics.gravity.y * Time.deltaTime;             //increase speed down over time
            if (Input.GetButtonDown("Crouch") && cc.isGrounded == true)
            {
                cc.height = 0f;
                //cc.radius = 0.1f;
            }
            else if (Input.GetButtonUp("Crouch") && cc.isGrounded == true)
            {
                Vector3    temp      = new Vector3(transform.position.x, transform.position.y + 0.8f, transform.position.z);
                Ray        crouchRay = new Ray(temp, transform.up);
                RaycastHit crouchHit;

                if (Physics.Raycast(crouchRay, out crouchHit, 2.0f))
                {
                    //Debug.Log ("Hit");
                    Debug.DrawLine(crouchRay.origin, crouchHit.point, Color.green);
                    cc.height = 0f;
                }
                else
                {
                    cc.height = 2.5f;
                }
            }


            //
            //	unCrouch();
            //}

            if (RotateBook)
            {
                book.transform.Rotate(0, 0, 35.0f * (Time.deltaTime / 2));
                amountRot += 35.0f * (Time.deltaTime / 2);
                if (amountRot > 35.0f)
                {
                    RotateBook   = false;
                    moveBookcase = true;
                }
            }

            if (moveBookcase && Bookcase.transform.localPosition.x < 22.6f)
            {
                bcs.Play();
                Bookcase.transform.Translate(Vector3.back * 1.0f * Time.deltaTime);
                book.transform.Translate(Vector3.back * 1.0f * Time.deltaTime);
                Skulls.transform.Translate(Vector3.down * 4.0f * Time.deltaTime);
                //back(y-), forward(y++), right(x++), left(x--), up??
                //bcs.Play();
            }
            if (Skulls.transform.position.z < 7.0f && Skulls.transform.position.z > -17.0f)
            {
                Skulls.transform.Translate(Vector3.down * 5.0f * Time.deltaTime);
            }


            if (Input.GetButtonDown("Open"))
            {
                if ((Vector3.Distance(transform.position, book.transform.position) < 5))
                {
                    RotateBook = true;
                }
            }

            if (Input.GetButtonDown("Open"))
            {
                if ((Vector3.Distance(transform.position, Flashlight.transform.position) < 5))
                {
                    HasFlashlight = true;
                    Flashlight.transform.localPosition = new Vector3(-100, -100, -100);
                    //GUI.Label (Rect(10, 10, 100, 20), "Press M to work the flashlight");			}
                }
            }

            if (Input.GetButtonDown("Light") && HasFlashlight == true)
            {
                click.Play();
                if (playerFlashlight.intensity == 0)
                {
                    playerFlashlight.intensity = 7;
                }
                else
                {
                    playerFlashlight.intensity = 0;
                }
            }


            if (Input.GetButtonDown("Jump") && cc.isGrounded == true)                //isgrounded means the character is on the ground
            {
                verticalVelocity = jumpSpeed;
            }
            else if (Input.GetKey(KeyCode.Escape) && !HUDScript.isPaused && !HUDScript.isGameOver)
            {
                hud.PauseGame();
            }
            else if (Input.GetKey("o"))
            {
                //hud.DecSanity(1);
            }
            else if (Input.GetKey("p"))
            {
                //hud.IncSanity(1);
            }
            else if (Input.GetButtonDown("Open"))
            {
                //press e if object is tagged as door get the object and then call OpenClose function in DoorScript
                Vector3    fwd = transform.TransformDirection(Vector3.forward);
                RaycastHit doorhit;
                if (Physics.Raycast(transform.position, fwd, out doorhit))
                {
                    if ((transform.position - doorhit.transform.position).magnitude <= 3.0f)
                    {
                        if (doorhit.collider.tag == "Door")
                        {
                            DoorScript dr = doorhit.transform.gameObject.GetComponent <DoorScript> ();
                            if (dr.isopen())
                            {
                                dr.Close();
                            }
                            else
                            {
                                dr.Open();
                            }
                        }
                        else if (doorhit.collider.tag == "FrontDoor" && HasFlashlight)
                        {
                            DoorScript dr = doorhit.transform.gameObject.GetComponent <DoorScript> ();
                            dr.Open();
                            hud.WonGame();
                        }
                    }
                }
            }

            speed = new Vector3((sideSpeed * 2), verticalVelocity, (forwardSpeed * 2));

            //editing speed to match camera direction
            speed = transform.rotation * speed;


            //cc.SimpleMove (speed);   //cant use simple move if we want any Y components (jumping/falling, etc)
            //simple move has gravity included
            if (!HUDScript.isPaused && !HUDScript.isGameOver)
            {
                cc.Move(speed * Time.deltaTime);
            }
        }

        /*
         * void unCrouch()
         * {
         * cc.height = 2 ;
         * crouching = false;
         * }
         *
         */
    }