Exemple #1
0
    void Update()
    {
        switch (playstate)
        {
        case PLAYSTATE.NONE:
            transform.rotation = new Quaternion(0, 0, 0, 0);
            gameObject.GetComponentInChildren <Animator>().SetBool("Right", false);
            break;

        case PLAYSTATE.RIGHT:
            if (right2 == false)
            {
                transform.Translate(speed * Time.deltaTime, 0, 0);
            }
            if (right2 == true)
            {
                left2 = false;
                transform.Translate(speed * Time.deltaTime, 0, 0);
                cameraObj[0].GetComponent <MainCameraMove>().camerastate = MainCameraMove.CAMERASTATE.RIGHT;
                if (transform.position.x > 4)
                {
                    playstate          = PLAYSTATE.NONE;
                    transform.position = new Vector3(4, 0.2f, -0.2f);
                    cameraObj[1].GetComponent <MiniMapScripts>().minimapstate = MiniMapScripts.MINIMAPSTATE.NONE;
                }
            }
            break;

        case PLAYSTATE.LEFT:
            if (left2 == false)
            {
                transform.Translate(speed * Time.deltaTime, 0, 0);
                if (transform.position.x < -1.7f)
                {
                    transform.position = new Vector3(-1.7f, 0.2f, -0.2f);
                    playstate          = PLAYSTATE.NONE;
                    cameraObj[1].GetComponent <MiniMapScripts>().minimapstate = MiniMapScripts.MINIMAPSTATE.NONE;
                }
            }
            if (left2 == true)
            {
                right2 = false;
                cameraObj[0].GetComponent <MainCameraMove>().camerastate = MainCameraMove.CAMERASTATE.LEFT;
                transform.Translate(speed * Time.deltaTime, 0, 0);
                if (transform.position.x < -1.7f)
                {
                    transform.position = new Vector3(-1.7f, 0.2f, -0.2f);
                    playstate          = PLAYSTATE.NONE;
                    cameraObj[1].GetComponent <MiniMapScripts>().minimapstate = MiniMapScripts.MINIMAPSTATE.NONE;
                }
            }
            break;

        case PLAYSTATE.DEAD:
            Destroy(gameObject);
            break;

        default:
            break;
        }
        if (hpMg.GetComponent <HPManager>().playerGauge.transform.localScale.x <= 0)
        {
            playstate = PLAYSTATE.DEAD;
        }
    }
Exemple #2
0
 public void LeftMove()
 {
     playstate          = PLAYSTATE.LEFT;
     transform.rotation = new Quaternion(0, -180, 0, 0);
     gameObject.GetComponentInChildren <Animator>().SetBool("Right", true);
 }
Exemple #3
0
 public void NoneState()
 {
     gameObject.GetComponentInChildren <Animator>().SetBool("Skill", false);
     playstate = PLAYSTATE.NONE;
     cameraObj[0].GetComponent <MainCameraMove>().camerastate = MainCameraMove.CAMERASTATE.NONE;
 }
Exemple #4
0
 public void RightMove()
 {
     playstate = PLAYSTATE.RIGHT;
     gameObject.GetComponentInChildren <Animator>().SetBool("Right", true);
 }
    void Update()
    {
        if (playerHP > 40)
        {
            playerHP = 40;
        }
        powerCount.GetComponent <UILabel>().text = powerCT.ToString();
        switch (playerHP)
        {
        case 0:
            playHeart[0].SetActive(false);
            playHeart[1].SetActive(false);
            playHeart[2].SetActive(false);
            playHeart[3].SetActive(false);
            break;

        case 10:
            playHeart[0].SetActive(true);
            playHeart[1].SetActive(false);
            playHeart[2].SetActive(false);
            playHeart[3].SetActive(false);
            break;

        case 20:
            playHeart[0].SetActive(true);
            playHeart[1].SetActive(true);
            playHeart[2].SetActive(false);
            playHeart[3].SetActive(false);
            break;

        case 30:
            playHeart[0].SetActive(true);
            playHeart[1].SetActive(true);
            playHeart[2].SetActive(true);
            playHeart[3].SetActive(false);
            break;

        case 40:
            playHeart[0].SetActive(true);
            playHeart[1].SetActive(true);
            playHeart[2].SetActive(true);
            playHeart[3].SetActive(true);
            break;

        default:
            break;
        }
        if (multiShot == true)
        {
            coolT += Time.deltaTime;
            bulletMG[0].SetActive(false);
            bulletMG[1].SetActive(true);
            bulletMG[2].SetActive(true);
            bulletMG[3].SetActive(false);
            playState = PLAYSTATE.MULTI;
        }
        if (powerShot == true)
        {
            coolT     = 0;
            coolT2   += Time.deltaTime;
            multiShot = false;
            bulletMG[0].SetActive(false);
            bulletMG[1].SetActive(false);
            bulletMG[2].SetActive(false);
            bulletMG[3].SetActive(true);
            playState = PLAYSTATE.POWER;
        }
        if (magnetics == true)
        {
            coolT4   += Time.deltaTime;
            playState = PLAYSTATE.MAGNET;
        }
        if (hyperMode == true)
        {
            coolT3   += Time.deltaTime;
            playState = PLAYSTATE.HYPER;
        }
        switch (playState)
        {
        case PLAYSTATE.NONE:
            //Time.timeScale = 1;
            break;

        case PLAYSTATE.MULTI:
            if (coolT > resPawnT)
            {
                multiShot = false;
                if (multiShot == false)
                {
                    coolT     = 0;
                    playState = PLAYSTATE.NONE;
                    bulletMG[0].SetActive(true);
                    bulletMG[1].SetActive(false);
                    bulletMG[2].SetActive(false);
                    bulletMG[3].SetActive(false);
                }
            }
            if (playerHP <= 0)
            {
                multiShot = false;
                playState = PLAYSTATE.DEAD;
            }
            break;

        case PLAYSTATE.POWER:
            if (coolT2 > resPawnT2)
            {
                powerShot = false;
                if (powerShot == false)
                {
                    coolT2    = 0;
                    playState = PLAYSTATE.NONE;
                    bulletMG[0].SetActive(true);
                    bulletMG[1].SetActive(false);
                    bulletMG[2].SetActive(false);
                    bulletMG[3].SetActive(false);
                }
            }
            if (playerHP <= 0)
            {
                powerShot = false;
                playState = PLAYSTATE.DEAD;
            }
            break;

        case PLAYSTATE.HYPER:
            coolT     = 0;
            coolT2    = 0;
            multiShot = false;
            powerShot = false;
            this.GetComponent <ShakingCamera>().shaking = false;
            Time.timeScale = 3f;
            this.GetComponent <PlayerMoving>().playerSpeed = 1.6f;
            hyperBK[0].SetActive(true);
            hyperBK[1].SetActive(true);
            hyperBK[2].SetActive(true);
            bosst[0].SetActive(true);
            bosst[1].SetActive(true);
            bulletMG[0].SetActive(false);
            bulletMG[1].SetActive(false);
            bulletMG[2].SetActive(false);
            bulletMG[3].SetActive(false);
            bulletMG[4].SetActive(false);
            bulletMG[5].SetActive(false);
            bulletMG[6].SetActive(false);
            fireMG[0].GetComponent <FireManager>().fireB2 = false;
            fireMG[1].GetComponent <FireManager>().fireB2 = false;
            fireMG[2].GetComponent <FireManager>().fireB2 = false;
            if (coolT3 > resPawnT3)
            {
                hyperMode = false;
                if (hyperMode == false)
                {
                    this.GetComponent <PlayerMoving>().playerSpeed = 6f;
                    coolT3 = 0;
                    hyperBK[0].SetActive(false);
                    hyperBK[1].SetActive(false);
                    hyperBK[2].SetActive(false);
                    bosst[0].SetActive(false);
                    bosst[1].SetActive(false);
                    bulletMG[0].SetActive(true);
                    bulletMG[1].SetActive(false);
                    bulletMG[2].SetActive(false);
                    bulletMG[3].SetActive(false);
                    bulletMG[4].SetActive(true);
                    fireMG[0].GetComponent <FireManager>().fireB2 = true;
                    fireMG[1].GetComponent <FireManager>().fireB2 = true;
                    fireMG[2].GetComponent <FireManager>().fireB2 = true;
                    playState      = PLAYSTATE.NONE;
                    Time.timeScale = 1;
                }
            }
            if (playerHP <= 0)
            {
                hyperMode = false;
                playState = PLAYSTATE.DEAD;
            }
            break;

        case PLAYSTATE.MAGNET:
            magnetics = true;
            magnetic.SetActive(true);
            if (coolT4 > resPawnT4)
            {
                magnetics = false;
                if (magnetics == false)
                {
                    coolT4 = 0;
                    magnetic.SetActive(false);
                    playState = PLAYSTATE.NONE;
                }
            }
            if (playerHP <= 0)
            {
                magnetics = false;
                playState = PLAYSTATE.DEAD;
            }
            break;

        case PLAYSTATE.DEAD:
            gameObject.SetActive(false);
            gameOver.GetComponent <FillMount>().overFill = true;
            break;

        default:
            break;
        }
        if (playerHP <= 0)
        {
            scoreMG.GetComponent <ScoreManager>().disScore = false;
            playState = PLAYSTATE.DEAD;
        }
        if (playerHP < 0)
        {
            playerHP = 0;
        }
        if (playerHP > 0)
        {
            scoreMG.GetComponent <ScoreManager>().disScore = true;
        }
    }
 public void PlayerIdle()
 {
     playstate = PLAYSTATE.NONE;                                                               //플레이스테이트에 NONE로 이동
     mainCamera.GetComponent <MainCameraMove>().camerastate = MainCameraMove.CAMERASTATE.NONE; //메인카메라에 있는 스크립트에 카메라스테이트를 NONE로 바꿔준다
 }
 public void LeftMove()
 {
     playstate = PLAYSTATE.LEFT;//플레이스테이트에 LEFT로 이동
 }
 public void RightMove()
 {
     playstate = PLAYSTATE.RIGHT;//플레이스테이트에 RIGHT로 이동
 }