Exemple #1
0
    // Use this for initialization
    void Start()
    {
        door   = GameObject.FindGameObjectWithTag("Door");
        player = GameObject.FindGameObjectWithTag("Player");

        LevelSetup.SetUpLevel(1, loadingScreen, slider, progressText, audioSource, musicVolume);
        Gamemanager.SavePlayer(player.GetComponent <PlayerController>(), Gamemanager.LastLevel);
    }
Exemple #2
0
 private void takeCheckpoint(GameObject cp, int cpIndex)
 {
     Gamemanager.LastCheckpointPosition        = cp.transform.position;
     cp.GetComponent <SpriteRenderer>().sprite = checkpointSprites[1];
     Gamemanager.CheckPointCounter             = cpIndex;
     Gamemanager.DeathCounter = 0;
     Gamemanager.SavePlayer(playerController, Gamemanager.LastLevel);
 }
Exemple #3
0
    public static void LoadPlayer(int levelIndex, GameObject[] cps)
    {
        GameObject       player           = GameObject.FindGameObjectWithTag("Player");
        PlayerController playerController = player.GetComponent <PlayerController>();

        int counter = 0;

        foreach (GameObject cp in cps)
        {
            if (cp.transform.position != Gamemanager.LastCheckpointPosition)
            {
                counter++;
            }
            else
            {
                continue;
            }

            if (counter == cps.Length)
            {
                Gamemanager.LastCheckpointPosition = cps[0].transform.position;
            }
        }

        if (Gamemanager.HighestLevel < levelIndex)
        {
            player.transform.position          = cps[0].transform.position;
            Gamemanager.PlayerHealth           = Gamemanager.PlayerMaxHealth;
            Gamemanager.LastCheckpointPosition = cps[0].transform.position;
            Gamemanager.SavePlayer(playerController, Gamemanager.LastLevel);
        }
        else if (Gamemanager.LastLevel == levelIndex && !Gamemanager.PlayerDead)
        {
            Gamemanager.LoadPlayer(levelIndex);
            player.transform.position = Gamemanager.SavedPlayerPositions[levelIndex];
            Gamemanager.PlayerHealth  = Gamemanager.PlayerMaxHealth;
            Gamemanager.SavePlayer(playerController, Gamemanager.LastLevel);
            Gamemanager.PlayerDead = false;
        }
        else if (Gamemanager.PlayerDead)
        {
            player.transform.position = Gamemanager.LastCheckpointPosition;
            Gamemanager.PlayerHealth  = Gamemanager.PlayerMaxHealth;
            Gamemanager.SavePlayer(playerController, Gamemanager.LastLevel);
            Gamemanager.PlayerDead = false;
        }
        else
        {
            Gamemanager.LoadPlayer(levelIndex);
            player.transform.position = Gamemanager.SavedPlayerPositions[levelIndex];
            PlayerController.Health   = Gamemanager.PlayerHealth;
        }
    }
Exemple #4
0
 public void DeleteSaves()
 {
     SaveSystem.DeleteSaves();
     Gamemanager.SavePlayer();
 }
Exemple #5
0
 public void Exit()
 {
     Gamemanager.SavePlayer();
     Gamemanager.LoadScene("Start menu");
 }
Exemple #6
0
    private void CheckPlayerInput()
    {
        PlayerPhysics.MoveDirectionX = 0;
        PlayerPhysics.MoveDirectionY = 0;

        if (PlayerController.Health > 0 && !PlayerController.CanExit)
        {
            PlayerPhysics.MoveDirectionX = Input.GetAxisRaw("Horizontal");

            if (Input.GetKeyDown(KeyCode.LeftShift))
            {
                PlayerController.IsDoged = true;
            }

            if (Input.GetKeyUp(KeyCode.LeftShift))
            {
                PlayerController.IsDoged = false;
            }

            if (Input.GetKeyDown(KeyCode.I))
            {
                powerShot = StartCoroutine(playerController.EmpoweredShot());
            }

            if (Input.GetKeyUp(KeyCode.I) && !FireEmpowered())
            {
                if (powerShot != null)
                {
                    PlayerController.PowerShot = false;
                    PlayerController.ShotCount = 0;
                    StopCoroutine(powerShot);
                }

                StartCoroutine(playerController.Shoot());
            }
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            PlayerPhysics.Jump();

            if (PlayerController.CanExit || PlayerController.CanRestart)
            {
                playerController.VictoryScreen.SetActive(false);
                playerController.DeathScreen.SetActive(false);
                Gamemanager.RestartGame();
            }
        }

        if (Input.GetKey(KeyCode.Space) && PlayerPhysics.InWater)
        {
            PlayerPhysics.Swim();
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            if (PlayerController.CanExit)
            {
                playerController.VictoryScreen.SetActive(false);
                Gamemanager.LastLevel++;
                Gamemanager.SavePlayer(playerController, Gamemanager.LastLevel);
                Gamemanager.ExitLevel();
            }
            else if (PlayerController.CanUnpause)
            {
                StartCoroutine(playerController.Unpause());
            }
            else if (PlayerController.Health < 1 && PlayerController.CanRestart)
            {
                playerController.DeathScreen.SetActive(false);
                Gamemanager.SavePlayer(playerController, Gamemanager.LastLevel);
                Gamemanager.ExitLevel();
            }
            else if (PlayerController.Health > 0 && !PlayerController.CanUnpause)
            {
                StartCoroutine(playerController.Pause());
            }
        }

        if (Input.GetKeyDown(KeyCode.S))
        {
            if (PlayerController.CanUnpause)
            {
                playerController.PauseScreen.SetActive(false);
                Audiomanager.StopMusic();
                Gamemanager.SavePlayer(playerController, Gamemanager.LastLevel);
                Gamemanager.ExitLevel();
            }
        }

        if (Input.GetKeyDown(KeyCode.E))
        {
            Interact = true;
        }
        else if (Input.GetKeyUp(KeyCode.E))
        {
            Interact = false;
        }

        if (OnLadder)
        {
            PlayerPhysics.MoveDirectionY = Input.GetAxisRaw("Vertical");
        }
    }