// Use this for initialization void Start() { PlayerCollisionController player = FindObjectOfType <PlayerCollisionController>(); int level = player.level; if (level == 1) { blockCollections = new Sprite[] { block1, block2, block3, block4, block5, block6, block7 }; } else if (level == 2) { blockCollections = new Sprite[] { block_level2 }; } else if (level == 3) { blockCollections = new Sprite[] { block_level3_1, block_level3_2, block_level3_3, block_level3_4, block_level3_5 }; } else { print("Error in PlatformPlacer.cs for level checking."); } currPos = transform.position; float randY = currPos.y; for (int i = 0; i < NUM_LEVEL_OF_PLATFORMS; i++) { randY -= Random.Range(GAP_BTW_PLATFORM_MIN, GAP_BTW_PLATFORM_MAX); generateBlockAtLevel(currPos.x, randY); } }
/* * Called when the jump button is held down * * Triggers a ledge vault if a suitable ledge is in front of the player */ public void JumpHold() { if (!vaulting && PlayerCollisionController.GetVaultHeight() > 0f) { StartCoroutine("PerformVault"); } }
private void Awake() { ballController = GetComponent <PlayerBallController>(); collisionController = GetComponent <PlayerCollisionController>(); movementController = GetComponent <PlayerMovementController>(); healthController = GetComponent <PlayerHealthController>(); }
private static void savePlayerState(PlayerCollisionController player, PlayerBaseController playerBaseController) { GlobalPlayerScript.Instance.lives = player.lives; GlobalPlayerScript.Instance.diamonds = player.diamonds; GlobalPlayerScript.Instance.specialDiamonds = player.specialDiamonds; GlobalPlayerScript.Instance.hasJetpackUpgrade = playerBaseController.hasJetpackUpgrade; GlobalPlayerScript.Instance.hasShovelUpgrade = playerBaseController.hasShovelUpgrade; GlobalPlayerScript.Instance.level = 2; }
// Use this for initialization void Start() { player = FindObjectOfType <PlayerCollisionController>(); player_upgrades = FindObjectOfType <PlayerBaseController>(); loadPlayerState(); hoverText.enabled = false; isShopOpen = false; vendingMachineInterface.enabled = false; hideAllButtons(); }
// Use this for initialization void Start() { hideEatButton(); playerCollisionController = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <PlayerCollisionController>(); score_manager = GetComponent <ScoreManager> (); speech_bubble.alpha = 0; killCount = 0; animated_score.color = Color.clear; }
private void OnTriggerEnter(Collider other) { if (other.gameObject.layer == LayerMask.NameToLayer("Player") || other.gameObject.layer == LayerMask.NameToLayer("PlayerImmunity")) { if (PlayerCollisionController.DamageableNotification != null) { PlayerCollisionController.DamageableNotification(this); } } }
// Use this for initialization void Start() { posAdvanceDoor = advanceDoor.transform.position.x; posExitDoor = exitDoor.transform.position.x; isMoveTowardsAdvance = false; isMoveTowardsExit = false; playerAttr = FindObjectOfType <PlayerCollisionController>(); playerBaseController = FindObjectOfType <PlayerBaseController>(); isDiamondPaid = false; isPayingDiamond = false; }
// Use this for initialization void Start() { posExitDoor = exitDoor.transform.position.x; isMoveTowardsExit = false; playerAttr = FindObjectOfType <PlayerCollisionController>(); playerUpgrades = FindObjectOfType <PlayerBaseController>(); isPayingSoul = false; isPayingDiamond = false; isSoulPaid = false; isDiamondPaid = false; }
void Awake() { UXControllerClass = GameObject.FindWithTag("GameController").GetComponent <UXController> (); spawnEnemiesClass = GameObject.FindWithTag("GameController").GetComponent <SpawnEnemies> (); nextSceneClass = GameObject.FindWithTag("GameController").GetComponent <NextScene>(); if (!UXController.isGameOver) { playerCollisionControllerClass = GameObject.FindWithTag("Player").GetComponent <PlayerCollisionController>(); } healthControllerClass = gameObject.GetComponent <HealthController>(); }
/* * Performs a vault to the height of the ledge in front of the player */ private IEnumerator PerformVault() { vaulting = true; while (PlayerCollisionController.GetVaultHeight() > 0f) { // Get the force required to move the player up to the level of the ledge float force = Mathf.Sqrt(PlayerCollisionController.GetVaultHeight() * -2 * -GlobalGravityControl.GetGravityStrength()); rb.velocity = transform.up * force; yield return(0); } vaulting = false; }
public override void Attack() { if (!isDamagingAnim()) { return; } float topLeftX = transform.position.x - WORM_ATTACK_RANGE_X; float topLeftY = transform.position.y + 0.25f; float btmRightX = transform.position.x + WORM_ATTACK_RANGE_X; float btmRightY = transform.position.y - 0.25f; Collider2D[] col = Physics2D.OverlapAreaAll(new Vector2(topLeftX, topLeftY), new Vector2(btmRightX, btmRightY), 1 << 16); foreach (Collider2D collider in col) { PlayerCollisionController controller = collider.gameObject.GetComponent <PlayerCollisionController>(); if (!controller.getHurt()) { controller.enforceInjury(); } } }
/// <summary> /// Funzione di inizializzazione del player /// </summary> public void Init(Player _player, PlayerCollisionController _collisionCtrl) { collisionCtrl = _collisionCtrl; PlayerCollisionController.OnStickyCollision += HandleOnStickyCollision; PlayerCollisionController.OnPlayerLanding += HandleOnPlayerLanding; PlayerInputManager.OnJumpPressed += HanldeOnJumpPressed; PlayerInputManager.OnJumpRelease += HanldeOnJumpReleased; player = _player; player.OnPlayerDeath += HandlePlayerDeath; //Calcolo la gravità gravity = -(2 * maxJumpHeight) / Mathf.Pow(JumpTimeToReachTop, 2); fallingGravity = gravity * fallingSpeedMultiplier; //Calcolo la velocità del salto maxJumpVelocity = Mathf.Abs(gravity) * JumpTimeToReachTop; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); canMove = false; ejecting = false; }
/// <summary> /// Funzione che muove i passeggeri /// </summary> /// <param name="beforeMovePlatform"></param> public void MovePassengers(bool beforeMovePlatform) { for (int i = 0; i < passengerMovement.Count; i++) { PassengerMovement passenger = passengerMovement[i]; if (passenger.moveBeforePassenger == beforeMovePlatform) { PlayerCollisionController collisionCtrl = passenger.transform.GetComponentInParent <PlayerCollisionController>(); if (collisionCtrl != null) { if (!collisionCtrl.GetCollisionInfo().StickyCollision()) { collisionCtrl.transform.Translate(collisionCtrl.CheckMovementCollisions(passenger.velocity, passenger.standingOnPlatform)); } } else { passenger.transform.Translate(passenger.velocity); } } } }
// Use this for initialization void Start() { Scene currScene = SceneManager.GetActiveScene(); isTutorialScene = Equals(currScene.name, "TutorialLevel"); if (!isTutorialScene) { player = FindObjectOfType <PlayerCollisionController>(); player_upgrades = FindObjectOfType <PlayerBaseController>(); soulDiamond.enabled = false; soulDiamondCount.enabled = false; isLevelScene = (!Equals(currScene.name, "Level 1.5") && !Equals(currScene.name, "Level 2.5")); if (isLevelScene) { jetpackFlag.enabled = player_upgrades.hasJetpackUpgrade; shovelFlag.enabled = player_upgrades.hasShovelUpgrade; getLevelGroundCollider(); getPlayerBodyAndCollider(); initializeDepthMeter(); } } }
// Use this for initialization void Start() { loadingScreen.enabled = false; player = FindObjectOfType <PlayerCollisionController>(); player_upgrades = FindObjectOfType <PlayerBaseController>(); }
private void Awake() { rb = GetComponent <Rigidbody2D>(); input = GetComponent <PlayerInputHandler>(); collisionController = GetComponent <PlayerCollisionController>(); }
/// <summary> /// Funzione che sposta eventuali oggetti attaccati /// </summary> /// <param name="_hitTransform"></param> /// <param name="_velocity"></param> private void MovePassenger(Transform _hitTransform, Vector3 _velocity) { HashSet <Transform> movedPassengers = new HashSet <Transform>(); float directionX = Mathf.Sign(_velocity.x); float directionY = Mathf.Sign(_velocity.y); //Vertical Moving platform if (_velocity.y != 0) { if (!movedPassengers.Contains(_hitTransform)) { movedPassengers.Add(_hitTransform); float pushX = (directionY == 1) ? _velocity.x : 0; float pushY = _velocity.y; //(directionY == 1) ? _velocity.y : _velocity.y - collisionOffset; _hitTransform.Translate(new Vector3(pushX, pushY, 0)); } } //Horizontal Moving platform if (_velocity.x != 0) { if (!movedPassengers.Contains(_hitTransform)) { movedPassengers.Add(_hitTransform); float pushX = _velocity.x; float pushY = 0f; PlayerCollisionController collisionCtrl = _hitTransform.GetComponentInParent <PlayerCollisionController>(); if (collisionCtrl != null) { collisionCtrl.transform.Translate(collisionCtrl.CheckMovementCollisions(new Vector3(pushX, pushY, 0))); } else { _hitTransform.Translate(new Vector3(pushX, pushY, 0)); } } } //Passenger Fix horzizontal top e piattaforma che scende if (directionY == -1 || _velocity.y == 0 && _velocity.x != 0) { if (!movedPassengers.Contains(_hitTransform)) { movedPassengers.Add(_hitTransform); float pushX = _velocity.x; float pushY = _velocity.y; PlayerCollisionController collisionCtrl = _hitTransform.GetComponentInParent <PlayerCollisionController>(); if (collisionCtrl != null) { collisionCtrl.transform.Translate(collisionCtrl.CheckMovementCollisions(new Vector3(pushX, pushY, 0))); } else { _hitTransform.Translate(new Vector3(pushX, pushY, 0)); } } } }
public void Setup(Player _player) { player = _player; collisionCtrl = player.GetCollisionController(); }
/// <summary> /// Funzione che inizializza lo script /// </summary> public void Init(EnemyManager _enemyMng, PlatformManager _platformMng, TokenManager _tokenMng) { //Prendo le referenze ai component e li inizializzo collisionCtrl = GetComponent <PlayerCollisionController>(); if (collisionCtrl != null) { collisionCtrl.Init(this); } shootCtrl = GetComponent <PlayerShotController>(); if (shootCtrl != null) { shootCtrl.Init(this, PoolManager.instance); } movementCtrl = GetComponent <PlayerMovementController>(); if (movementCtrl != null) { movementCtrl.Init(this, collisionCtrl); } parasiteCtrl = GetComponent <PlayerParasiteController>(); if (parasiteCtrl != null) { parasiteCtrl.Init(this, _enemyMng, _platformMng); } healthCtrl = GetComponent <PlayerHealthController>(); if (healthCtrl != null) { healthCtrl.Init(this); } livesCtrl = GetComponent <PlayerLivesController>(); if (livesCtrl != null) { livesCtrl.Init(this, _tokenMng); } playerSM = GetComponent <PlayerSMController>(); if (playerSM != null) { playerSM.Init(this); } animCtrl = GetComponentInChildren <PlayerAnimationController>(); if (animCtrl != null) { animCtrl.Init(this); } vfxCtrl = GetComponentInChildren <PlayerVFXController>(); if (vfxCtrl != null) { vfxCtrl.Init(this); } sfxCtrl = GetComponentInChildren <PlayerSoundController>(); if (sfxCtrl != null) { sfxCtrl.Setup(this); sfxCtrl.Init(); } //Setup cose locali playerGraphic = GetComponentInChildren <PlayerGraphicController>(); if (playerGraphic != null) { activeGraphic = playerGraphic; playerGraphic.OnModelChanged += HandleOnPlayerModeloChanged; playerGraphic.Init(); } spriteCtrl = GetComponentInChildren <PlayerSpriteController>(); if (spriteCtrl != null) { spriteCtrl.Init(this); } }
void Awake() { self = this; }