Exemple #1
0
    // Start is called before the first frame update


    void Start()
    {
        var bounds = GameObject.Find("CameraBounds");

        lowerbound    = bounds.transform.position.y - bounds.transform.localScale.y / 2;
        player        = GameObject.Find("Player");
        tileSwitch    = player.GetComponent <TileSwitch>();
        playercontrol = player.GetComponent <PlayerController>();
    }
Exemple #2
0
 void InitDynamicVolume()
 {
     tileSwitch = GameObject.Find("Player").GetComponent <TileSwitch>();
     bounds     = GameObject.Find("CameraBounds");
     player     = GameObject.Find("Player");
     tileset1   = GameObject.Find("Tiles").GetComponent <Tilemap>();
     tileset2   = GameObject.Find("Tiles2").GetComponent <Tilemap>();
     tileSwitch = player.GetComponent <TileSwitch>();
     vecMin     = bounds.transform.position - bounds.transform.localScale / 2;
     vecMax     = vecMin + bounds.transform.localScale;
     FindTilePositions();
     StartCoroutine(SoundChecker());
 }
Exemple #3
0
    // Fixed update is called just before calculating any physics
    private void FixedUpdate()
    {
        if (checkCrate)
        {
            checkPush(pushObject);
        }

        Vector2 velocity = rb2d.velocity;

        grounded = Grounded();
        if (!grounded)
        {
            airbourne = true;
        }
        TileSwitch tileSwitch    = GetComponent <TileSwitch>();
        Tilemap    tiles         = tileSwitch.GetActiveTileset();
        TileBase   leftFootTile  = tiles.GetTile(tiles.WorldToCell(leftFoot.transform.position));
        TileBase   rightFootTile = tiles.GetTile(tiles.WorldToCell(rightFoot.transform.position));


        if ((leftFootTile != null && (leftFootTile.name == "jungleTilemap_9" || leftFootTile.name == "jungleTilemap_19" || leftFootTile.name == "jungleTilemap_8" || leftFootTile.name == "jungleTilemap_18")) ||
            (rightFootTile != null && (rightFootTile.name == "jungleTilemap_9" || rightFootTile.name == "jungleTilemap_19" || rightFootTile.name == "jungleTilemap_8" || rightFootTile.name == "jungleTilemap_18")))
        {
            if (!inWater)
            {
                velocity.x /= 2;
                velocity.y /= 3;
                AudioController.PlaySound("Splash");
                timeInWater = Time.time;
            }
            inWater = true;
            if (Time.time - timeInWater > 1)
            {
                AudioController.PlaySound("PlayerHit");
                health--;
                timeInWater++;
            }
        }
        else
        {
            inWater = false;
        }

        if (airbourne && grounded && previousVelocity != null && previousVelocity.y <= 0)
        {
            OnLanded(velocity.y >= 0 ? previousVelocity : velocity);
        }

        // apply enviromental forces (gravity / friction / hits)
        velocity.x += hitVelocity.x;

        if (velocity.x < 0)
        {
            velocity.x += FLOOR_FRICTION * Time.fixedDeltaTime * (inWater ? 2f : 1f);
            // stops friction changing player from sliding left to right, instead they should stop
            if (velocity.x > 0)
            {
                velocity.x = 0;
            }
        }
        else if (velocity.x > 0)
        {
            velocity.x -= FLOOR_FRICTION * Time.fixedDeltaTime * (inWater ? 2f : 1f);
            // stops friction changing player from sliding left to right, instead they should stop
            if (velocity.x < 0)
            {
                velocity.x = 0;
            }
        }

        velocity.y -= GRAVITY * Time.fixedDeltaTime * (inWater ? 0.1f : 1f);
        if (velocity.y < -TERMINAL_VELOCITY)
        {
            velocity.y = -TERMINAL_VELOCITY;
        }


        velocity.x += moveHorizontal * RUN_SPEED_ACCELERATION * Time.fixedDeltaTime * (inWater ? 0.5f : 1f);
        if (velocity.x > MAX_RUN_SPEED * (inWater ? 0.5f : 1f))
        {
            velocity.x = MAX_RUN_SPEED * (inWater ? 0.5f : 1f);
        }
        else if (velocity.x < -(MAX_RUN_SPEED * (inWater ? 0.5f : 1f)))
        {
            velocity.x = -(MAX_RUN_SPEED * (inWater ? 0.5f : 1f));
        }
        if (jump)
        {
            velocity.y = JUMP_ACCELERATION;
            AudioController.PlaySound("Jump");
        }
        rb2d.velocity    = velocity;
        previousVelocity = velocity;
        hitVelocity.x    = 0;
        jump             = false;
        falling          = velocity.y < 0 && !grounded;
        if (health <= 0)
        {
            Die();
        }
    }
 // Start is called before the first frame update
 void Start()
 {
     StartCoroutine(Shoot(3));
     tileSwitch = GameObject.Find("Player").GetComponent <TileSwitch>();
 }