// 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);
        }
    }
Exemple #2
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 /*
  * 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;
 }
Exemple #5
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 // 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;
    }
Exemple #7
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 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;
 }
Exemple #9
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 // 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;
 }
Exemple #10
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    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>();
    }
Exemple #11
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    /*
     * 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;
    }
Exemple #12
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    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();
            }
        }
    }
Exemple #13
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    /// <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>();
 }
Exemple #17
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 private void Awake()
 {
     rb    = GetComponent <Rigidbody2D>();
     input = GetComponent <PlayerInputHandler>();
     collisionController = GetComponent <PlayerCollisionController>();
 }
Exemple #18
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    /// <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();
 }
Exemple #20
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    /// <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;
 }