/// <summary> /// Used to detect tripwire material pick ups as this is attached to the player /// </summary> /// <param name="collision"></param> private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Trip Wire Materials") { //this should probably be an event instead if (gameObject.GetComponent <ToolBelt>().allToolsDisabled == true) { // AudioManager.Instance.Play(AudioClipName.tripwire_TTS); gameObject.GetComponent <ToolBelt>().enabledTool = Constants.Tools.TripWire; gameObject.GetComponent <ToolBelt>().allToolsDisabled = false; //invoke the event to change the UI to make the tripwire the enabled tool changeSelectionEvent.Invoke(Constants.Tools.TripWire); } tripWireCount++; //TEMPORARY CODE FOR TUTORIAL TO TESTERS if (tripWireCount > 5) { tripWireCount = 5; } updateCountEvent.Invoke(Constants.Tools.TripWire, tripWireCount); Destroy(collision.gameObject); AudioManager.Instance.Play(AudioClipName.item_Pickup); } }
/// <summary> /// Player interacts with grenade materials and increments count /// </summary> /// <param name="collision"></param> private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Grenade Material") { //This should probably be an event instead if (gameObject.GetComponent <ToolBelt>().allToolsDisabled == true) { //AudioManager.Instance.Play(AudioClipName.stasis_Grenade_TTS); gameObject.GetComponent <ToolBelt>().enabledTool = Constants.Tools.StasisGrenade; gameObject.GetComponent <ToolBelt>().allToolsDisabled = false; //invoke event to change highlight to grenade selectionChangeEvent.Invoke(Constants.Tools.StasisGrenade); } Destroy(collision.gameObject); grenadeCount++; //TEMPORARY CODE FOR TUTORIAL TO TESTERS if (grenadeCount > 5) { grenadeCount = 5; } //update the count in the UI for the stasis grenade updateCountEvent.Invoke(Constants.Tools.StasisGrenade, grenadeCount); AudioManager.Instance.Play(AudioClipName.item_Pickup); } }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "Ping Materials") { if (gameObject.GetComponent <ToolBelt>().allToolsDisabled == true) { // AudioManager.Instance.Play(AudioClipName.tripwire_TTS); gameObject.GetComponent <ToolBelt>().enabledTool = Constants.Tools.PingDevice; gameObject.GetComponent <ToolBelt>().allToolsDisabled = false; //invoke the event to change the UI to make the tripwire the enabled tool changeSelectionEvent.Invoke(Constants.Tools.PingDevice); } AudioManager.Instance.Play(AudioClipName.item_Pickup); pingDeviceCount += 2; //TEMPORARY CODE FOR TUTORIAL TO TESTERS if (pingDeviceCount > 5) { pingDeviceCount = 5; } updateCountEvent.Invoke(Constants.Tools.PingDevice, pingDeviceCount); Destroy(collision.gameObject); } }
// Update is called once per frame void Update() { //Debug.Log("Tools are disabled? " + allToolsDisabled); //if all the tools arent disabled if (!allToolsDisabled) { //if player presses one then try to switch to tripwire tool if (Input.GetKeyDown("1")) { //if count of tripwire is greater than 0, then switch to it if (gameObject.GetComponent <TripWire>().tripWireCount > 0) { AudioManager.Instance.Play(AudioClipName.toolBelt_Search); //enabled tool is now TripWire enabledTool = Constants.Tools.TripWire; //invoke event to change the selection on the UI to the now enabled tool TripWire changeSelectionEvent.Invoke(enabledTool); //Debug.Log("Switched through num 1"); } //if count is less than 1 then play sound for not enough materials else { //Debug.Log("Not enough to switch for num 1 use"); AudioManager.Instance.Play(AudioClipName.toolBelt_Denied); } } //if player presses two then try to switch to grenade tool else if (Input.GetKeyDown("2")) { //if grenade count if greater than 0 then switch to this tool if (gameObject.GetComponent <StasisGrenade>().grenadeCount > 0) { AudioManager.Instance.Play(AudioClipName.toolBelt_Search); //set enabled tool as Stasis Grenade enabledTool = Constants.Tools.StasisGrenade; //invoke the event for changing the highlight in the toolbelt UI to the enabled tool, Stasis Grenade changeSelectionEvent.Invoke(enabledTool); //Debug.Log("Switched through num 2"); } //if count is less than one then play sound for not enough materials else { //Debug.Log("Not enough to switch for num 2 use "); AudioManager.Instance.Play(AudioClipName.toolBelt_Denied); } } else if (Input.GetKeyDown("3")) { //if grenade count if greater than 0 then switch to this tool if (gameObject.GetComponent <PingDevice>().pingDeviceCount > 0) { AudioManager.Instance.Play(AudioClipName.toolBelt_Search); //set enabled tool as Stasis Grenade enabledTool = Constants.Tools.PingDevice; //invoke the event for changing the highlight in the toolbelt UI to the enabled tool, Stasis Grenade changeSelectionEvent.Invoke(enabledTool); //Debug.Log("Switched through num 2"); } //if count is less than one then play sound for not enough materials else { //Debug.Log("Not enough to switch for num 2 use "); AudioManager.Instance.Play(AudioClipName.toolBelt_Denied); } } //Debug.Log("Tool enabled on " + enabledTool); //if player scrolls up then switch to the tool to the left of the current tool enabled if (Input.GetAxis("Mouse ScrollWheel") > 0) { //used to set enabledTool to end of enums list //need to replace this with ping device once it's created if (enabledTool == Constants.Tools.TripWire) { if (gameObject.GetComponent <PingDevice>().pingDeviceCount <= 0) { enableTool(Constants.Tools.StasisGrenade); } else { enableTool(Constants.Tools.PingDevice); } AudioManager.Instance.Play(AudioClipName.toolBelt_Search); } //if enabled tool isnt the beginning of the list then go back one //in the enums and try to enable that tool else if (enabledTool == Constants.Tools.StasisGrenade) { if (gameObject.GetComponent <TripWire>().tripWireCount <= 0) { enableTool(Constants.Tools.PingDevice); } else { enableTool(Constants.Tools.TripWire); } AudioManager.Instance.Play(AudioClipName.toolBelt_Search); } else if (enabledTool == Constants.Tools.PingDevice) { if (gameObject.GetComponent <StasisGrenade>().grenadeCount <= 0) { enableTool(Constants.Tools.TripWire); } else { enableTool(Constants.Tools.StasisGrenade); } AudioManager.Instance.Play(AudioClipName.toolBelt_Search); } //Debug.Log("Scrolled up and tool is " + enabledTool); } //if player scrolls down to switch tools else if (Input.GetAxis("Mouse ScrollWheel") < 0) { if (enabledTool == Constants.Tools.TripWire) { AudioManager.Instance.Play(AudioClipName.toolBelt_Search); enableTool(Constants.Tools.StasisGrenade); } else if (enabledTool == Constants.Tools.StasisGrenade) { enableTool(Constants.Tools.PingDevice); AudioManager.Instance.Play(AudioClipName.toolBelt_Search); } //used to reset the enabledTool to the beginning of enums //if we are at the end of enum list else if (enabledTool == Constants.Tools.PingDevice) { AudioManager.Instance.Play(AudioClipName.toolBelt_Search); enableTool(Constants.Tools.TripWire); } //Debug.Log("Scrolled down and enabled tool is " + enabledTool); } } //when tools are all disabled and trying to change tools through num keys //play sound to show theres no materials else if (allToolsDisabled) { //for tripwire if (Input.GetKeyDown("1")) { //Debug.Log("cant move, all tools disabled"); AudioManager.Instance.Play(AudioClipName.toolBelt_Denied); } //for stasis grenade else if (Input.GetKeyDown("2")) { //Debug.Log("Cant move all tools disabled"); AudioManager.Instance.Play(AudioClipName.toolBelt_Denied); } else if (Input.GetKeyDown("3")) { AudioManager.Instance.Play(AudioClipName.toolBelt_Denied); } } }