// Use this for initialization void Start() { if (instance == null) { instance = this; } Time.timeScale = 1; pause_menu.SetActive(false); // hide pause menu (default) paused = false; if (Constant.current_level == 1) { this.p_1 = Constant.level_1_p_1; this.p_2 = Constant.level_1_p_2; this.p_3 = Constant.level_1_p_3; this.p_4 = Constant.level_1_p_4; this.level_max = Constant.level_1_max; this.backdrop = GameObject.Find("BackgroundScene"); m_backdrop_renderer = backdrop.GetComponent <Renderer>(); groundSegments.Add(Instantiate(ground, new Vector3(-8.29f, -5.4f, 9.94f), Quaternion.Euler(0, 0, 180)));// add initial tile } else { this.p_1 = Constant.level_2_p_1; this.p_2 = Constant.level_2_p_2; this.p_3 = Constant.level_2_p_3; this.p_4 = Constant.level_2_p_4; this.level_max = Constant.level_2_max; } m_progress_renderer = level_progress.GetComponent <Image>(); }
private void InitializePanelController(UIPanelController panelController, object panelConfigurationPayload) { if (panelController != null) { panelController.navigationController = this; panelController.OnPanelPushed(panelConfigurationPayload); } }
// Update is called once per frame void Update() { UpdateHealth(); UpdateGUIText(); if (Input.GetKeyDown(KeyCode.F)) { WalkerHit(); } if (m_PlayerHealth == 0 || m_PlayerHealth < 0) { m_PlayerAnimator.SetTrigger("Death"); FreezeMovement(); UIPanelController.getInstance().viewGameOver(Constant.current_level, false); } }
// Update is called once per frame void Update() { // Move the Main Character Left and Right float moveHorizontal = Input.GetAxis("Horizontal") * Time.deltaTime; //Check weather Freeze Movement command has issued if (m_freezeMovement) { moveHorizontal = 0f; } #region Character Rotation According to Axes if ((moveHorizontal > 0) && (m_rotatedRight == false)) { mainCharacter.transform.Rotate(Vector3.up * 180); m_rotatedLeft = false; m_rotatedRight = true; } else if ((moveHorizontal < 0) && (m_rotatedLeft == false)) { mainCharacter.transform.Rotate(Vector3.down * 180); m_rotatedRight = false; m_rotatedLeft = true; } #endregion Character Rotation According to Axes // Detect if the Shift key is pressed bool shiftPressed = Input.GetKey(KeyCode.LeftShift); if (shiftPressed) { m_walkSpeed = m_runningSpeed; } else { m_walkSpeed = m_tempWalkSpeed; } UIPanelController.m_speed = m_walkSpeed; // update UI Controller speed float levelMax = 0; // get current level max distance if (Constant.current_level == 1) { levelMax = Constant.level_1_max; } else if (Constant.current_level == 2) { levelMax = Constant.level_2_max; } #region Player Movement // Move the character using regular pixel movements if (moveHorizontal > 0 && move_x < levelMax + Constant.view_margin_right) { move_x = move_x + m_walkSpeed; mainCharacter.transform.position = new Vector3(move_x, mainCharacter.transform.position.y, move_z); } else if (moveHorizontal < 0) { move_x = move_x - m_walkSpeed; mainCharacter.transform.position = new Vector3(move_x, mainCharacter.transform.position.y, move_z); } #endregion Player Movement UIPanelController.m_move_x = move_x; // update player position #region Running & Walking // Set the Animation to Walking, Running if ((m_walkSpeed == m_runningSpeed) && (moveHorizontal != 0)) { // Player is Running m_movementAnimationBlendSpeed = Mathf.MoveTowards(m_movementAnimationBlendSpeed, 0.5f, m_movementTransitionSpeed * Time.deltaTime + 0.05f); // Slowly increase the blend creating a realisting transitiion. m_Animator.SetFloat("Walk_Run_Blend", m_movementAnimationBlendSpeed); } else if ((m_walkSpeed < m_runningSpeed) && (moveHorizontal != 0)) { // Player is Walking m_movementAnimationBlendSpeed = Mathf.MoveTowards(m_movementAnimationBlendSpeed, 0.25f, m_movementTransitionSpeed * Time.deltaTime); m_Animator.SetFloat("Walk_Run_Blend", m_movementAnimationBlendSpeed); } else if (moveHorizontal == 0) { // Set the Player to idle state m_movementAnimationBlendSpeed = Mathf.MoveTowards(m_movementAnimationBlendSpeed, 0, m_movementTransitionSpeed * (Time.deltaTime + 0.02f)); m_Animator.SetFloat("Walk_Run_Blend", m_movementAnimationBlendSpeed); } // Limit the user from going beyond the camera limit if (mainCharacter.transform.position.x < -10.00f) { move_x = -10.00f; m_movementAnimationBlendSpeed = Mathf.MoveTowards(m_movementAnimationBlendSpeed, 0, m_movementTransitionSpeed * (Time.deltaTime + 0.02f)); m_Animator.SetFloat("Walk_Run_Blend", m_movementAnimationBlendSpeed); } #endregion Running & Walking // Trigger Jumping if (Input.GetKeyDown(KeyCode.Space)) { if (!m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Jump") && mainCharacter.transform.position.y < 1) { m_Animator.SetTrigger("Jump"); rgbd.AddForce(new Vector3(0, m_jumpHeight, 0), ForceMode.Impulse); } } // Trigger Sword Attack if (Input.GetKeyDown(KeyCode.LeftControl)) { float pauseXMovement = mainCharacter.transform.position.x; move_x = pauseXMovement; m_Animator.SetTrigger("Sword_Attack"); AudioSource.clip = SwordSwoosh; AudioSource.Play(); } // Detect when the player is falling if (mainCharacter.transform.position.y < -4.8f && m_isFalling == false) { m_isFalling = true; AudioSource.clip = FallingScream; AudioSource.Play(); UIPanelController.getInstance().viewGameOver(Constant.current_level, true); } }
public void displayHealthBar() { this.anim.SetBool("dead", false); // check hit status and sound play to change state if (this.get_hit && !this.audioSource.isPlaying) { //this.anim.SetInteger("idle_hit", 0); this.get_hit = false; } if (this.health > 95) { this.offset_x = 0; this.offset_y = 0.86f; } else if (this.health > 85) { this.offset_x = 0; this.offset_y = 0.72f; } else if (this.health > 75) { this.offset_x = 0; this.offset_y = 0.58f; } else if (this.health > 50) { this.offset_x = 0; this.offset_y = 0.437f; } else if (this.health > 35) { this.offset_x = 0; this.offset_y = 0.293f; } else if (this.health > 20) { this.offset_x = 0; this.offset_y = 0.15f; } else if (this.health > 10) { this.offset_x = 0; this.offset_y = 0; } else { if (!this.dead) { // dead this.dead = true; this.anim.SetBool("dead", true); this.audioSource.clip = this.death_clip; this.audioSource.Play(); Destroy(this.gameObject, 3f); // update level progress UIPanelController.getInstance().viewGameOver(1, true); } } this.healthBar_renderer.material.mainTextureOffset = new Vector2(this.offset_x, this.offset_y); }