IEnumerator LoadWaitCoroutine()
    {
        yield return(new WaitForSeconds(1.0f));

        thePlayer = FindObjectOfType <Player_Movement>();
        bounds    = FindObjectsOfType <Bound>();
        theCamera = FindObjectOfType <Main_Camera>();
        theFade   = FindObjectOfType <FadeManager>();
        theMenu   = FindObjectOfType <Menu>();
        cam       = FindObjectOfType <Camera>();

        Color color = thePlayer.GetComponent <SpriteRenderer>().color;

        color.a = 1f;
        thePlayer.GetComponent <SpriteRenderer>().color = color;

        theCamera.target = GameObject.Find("Player_Swordman");
        theMenu.GetComponent <Canvas>().worldCamera = cam;

        for (int i = 0; i < bounds.Length; i++)
        {
            if (bounds[i].boundName == thePlayer.currentMapName)
            {
                bounds[i].SetBound();
                break;
            }
        }

        theFade.FadeIn();
    }
Exemple #2
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    IEnumerator GameStartCoroutine()
    {
        theFade.FadeOut();
        yield return(new WaitForSeconds(2f));

        Color color = thePlayer.GetComponent <SpriteRenderer>().color;

        color.a = 1f;
        thePlayer.GetComponent <SpriteRenderer>().color = color;
        thePlayer.currentMapName = "Town";

        theGM.LoadStart();
        SceneManager.LoadScene("Town");
    }
 // Use this for initialization
 void Start()
 {
     _playerMovement  = FindObjectOfType <Player_Movement>();
     _transform       = GetComponent <Transform>();
     _enemyController = GetComponent <Fenrir_Controller>();
     _animator        = GetComponent <Animator>();
     _wallCheck       = GetComponentInChildren <Fenrir_WallCheck>();
     _rigidBody2D     = GetComponent <Rigidbody2D>();
     _enemyAttack     = GetComponentInChildren <Fenrir_Attack>();
     _player          = _playerMovement.GetComponent <Transform>();
 }
Exemple #4
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    void OnTriggerEnter2D(Collider2D col)
    {
        anim.SetTrigger("Enter");

        if (col.tag == "Player" && canUse)
        {
            player.GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0);
            col.gameObject.transform.position            = doorExit.transform.position;
            cam.gameObject.transform.position            = col.gameObject.transform.position;
            doorExit.GetComponent <Object_Door>().canUse = false;
            doorExit.GetComponent <Object_Door>().MoveOutOfDoor();
        }
    }
        // Use this for initialization
        void Start()
        {
            _player               = FindObjectOfType <Player_Movement>();
            _playerBoxCollider    = _player.GetComponent <BoxCollider2D>();
            _playerCircleCollider = _player.GetComponentInChildren <CircleCollider2D>();
            _boxCollider          = GetComponent <BoxCollider2D>();
            _circleCollider       = GetComponentInChildren <CircleCollider2D>();

            Physics2D.IgnoreCollision(_boxCollider, _playerBoxCollider, true);
            Physics2D.IgnoreCollision(_boxCollider, _playerCircleCollider, true);
            Physics2D.IgnoreCollision(_circleCollider, _playerBoxCollider, true);
            Physics2D.IgnoreCollision(_circleCollider, _playerCircleCollider, true);
        }
Exemple #6
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    public void AttackMotion()
    {
        if (player != null)
        {
            Collider2D[] hitPlayer = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, PlayerLayer);



            foreach (Collider2D player in hitPlayer)
            {
                player.GetComponent <Player_Movement>().TakeDamage(attackDmg);
            }
        }
    }
Exemple #7
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 private void OnDestroy()
 {
     pMove.OnHitGround -= ResetView;
     pMove.GetComponent <Player_Abilities>().OnButtonPush -= TogglePan;
 }
Exemple #8
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 private void Awake()
 {
     pMove              = GetComponentInParent <Player_Movement>();
     pMove.OnHitGround += ResetView;
     pMove.GetComponent <Player_Abilities>().OnButtonPush += TogglePan;
 }
Exemple #9
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    void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.CompareTag("Breakable") && isJumped && enemy_Rb_Velocity < 0)
        {
            isBreakableEnemyTouch = true;
            blaa = true;
            if (blaa)
            {
                StartCoroutine("Blaa");
            }
            collision.gameObject.GetComponent <Collider>().enabled = false;
            enemy_Rigidbody.velocity = Vector3.down * enemyExtraForce_Down * Time.deltaTime;

            //collision.gameObject.GetComponentInChildren<Rigidbody>().isKinematic = false;

            //collision.gameObject.SetActive(false);
            print("Breakable");

            //  DestroyImmediate(collision.gameObject.transform);
        }
        else if (collision.gameObject.CompareTag("Breakable") && isJumped && enemy_Rb_Velocity > 0)
        {
            isBreakableEnemyTouch    = true;
            enemy_Rigidbody.velocity = Vector3.up * enemyExtraForce_Up * Time.deltaTime;
            collision.gameObject.GetComponent <Collider>().enabled = false;
            // collision.gameObject.SetActive(false);
            blaa = true;
            if (blaa)
            {
                StartCoroutine("Blaa");
            }
            print("Breakable");

            //  DestroyImmediate(collision.gameObject.transform);
        }

        if (collision.gameObject.CompareTag("Normal_Tile"))
        {
            isJumped = false;
            GetComponent <Animator>().SetBool("IsJump", false);
        }



        if (collision.gameObject.CompareTag("PowerUp"))
        {
            enemy_Speed = 6;
            StartCoroutine("PowerUp_CountDown");
            StartCoroutine("PowerUpCollider", collision.gameObject);
        }


        if (collision.gameObject.CompareTag("Finish"))
        {
            // enemycamera.gameObject.SetActive(true);
            canvas.SetActive(false);
            gameOverUI.SetActive(true);
            enemyBreak = true;
            player_Movement.isPlayerWon = true;
            collision.gameObject.SetActive(false);
            GetComponent <Animator>().SetTrigger("Won");
            player_Movement.GetComponent <Animator>().SetTrigger("IsLost");
        }

        if (collision.gameObject.CompareTag("Obstacle") || collision.gameObject.CompareTag("HammerObstacle") || collision.gameObject.CompareTag("SideScrollingObstacle"))
        {
            isEnemyWon = true;
            enemyBreak = true;
            isDead     = true;

            // enemy_Rigidbody.isKinematic = true;

            enemyAnimator.SetTrigger("IsLost");
            enemy_Rigidbody.velocity = (new Vector3(enemy_Rigidbody.velocity.x, enemy_Rigidbody.velocity.y, -10));

            StartCoroutine("EnemyDeathCoroutine");
        }

        if (collision.gameObject.CompareTag("Fuel"))
        {
            enemyJetpackFuel = 1;
            collision.gameObject.GetComponent <Animator>().SetTrigger("Fuel");
            StartCoroutine("PowerUpCollider", collision.gameObject);
        }
    }