public void SetSuicideEnabled(bool enabled, bool gameplayReason = false)
    {
        if (Suicide != null)
        {
            if (gameplayReason)
            {
                SuicideEnabled = enabled;
            }

            Suicide.interactable = enabled;

            if (SuicideBCSH == null)
            {
                SuicideBCSH = Suicide.GetComponent <BCSHModifier>();
            }

            if (SuicideBCSH != null)
            {
                if (enabled)
                {
                    SuicideBCSH.ApplyBCSHState("default");
                }
                else
                {
                    SuicideBCSH.ApplyBCSHState("disabled");
                }
            }
        }
    }
Esempio n. 2
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    void ResetPowerUp()
    {
        switch (_currentPowerUp)
        {
        case PowerUpType.E_SPEED_UP:
        {
            _moveForcePowerUp       = 0f;
            _animator["walk"].speed = 2.0f;

            break;
        }

        case PowerUpType.E_ANGRY:
        {
            _moveForcePowerUp       = 0f;
            _animator["walk"].speed = 2.0f;

            if (HeadBCSH != null)
            {
                HeadBCSH.ApplyBCSHState("default");
            }

            break;
        }

        case PowerUpType.E_INVINCIBLE:
        {
            _moveForcePowerUp       = 0f;
            _animator["walk"].speed = 2.0f;

            for (var i = 0; i < _playerMaterials.Count; ++i)
            {
                _colorTemp   = Color.white;
                _colorTemp.a = 1f;

                _playerMaterials[i].SetColor("_Color", _colorTemp);
            }

            break;
        }
        }

        if (_sceneManager.PowerUpTime != null)
        {
            _sceneManager.PowerUpTime.SetEnabled(false);
        }

        _currentPowerUp = PowerUpType.E_NONE;
    }
    public void SetTurnEnabled(bool enabled)
    {
        if (TurnBack != null)
        {
            TurnBack.interactable = enabled;

            if (TurnBackBCSH == null)
            {
                TurnBackBCSH = TurnBack.GetComponent <BCSHModifier>();
            }

            if (TurnBackBCSH != null)
            {
                if (enabled)
                {
                    TurnBackBCSH.ApplyBCSHState("default");
                }
                else
                {
                    TurnBackBCSH.ApplyBCSHState("disabled");
                }
            }
        }

        if (TurnForward != null)
        {
            TurnForward.interactable = enabled;

            if (TurnForwardBCSH == null)
            {
                TurnForwardBCSH = TurnForward.GetComponent <BCSHModifier>();
            }

            if (TurnForwardBCSH != null)
            {
                if (enabled)
                {
                    TurnForwardBCSH.ApplyBCSHState("default");
                }
                else
                {
                    TurnForwardBCSH.ApplyBCSHState("disabled");
                }
            }
        }
    }
Esempio n. 4
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    public void ShowPowerUpTime(CP_PlayerController.PowerUpType powerUpType)
    {
        if (TimeBCSH != null)
        {
            switch (powerUpType)
            {
            case CP_PlayerController.PowerUpType.E_ANGRY:
            {
                TimeBCSH.ApplyBCSHState("angry");
                Text.text = "A";
                break;
            }

            case CP_PlayerController.PowerUpType.E_INVINCIBLE:
            {
                TimeBCSH.ApplyBCSHState("invincible");
                Text.text = "I";
                break;
            }

            case CP_PlayerController.PowerUpType.E_SPEED_UP:
            {
                TimeBCSH.ApplyBCSHState("speedup");
                Text.text = "S";
                break;
            }

            case CP_PlayerController.PowerUpType.E_DOUBLE_JUMP:
            {
                TimeBCSH.ApplyBCSHState("doublejump");
                Text.text = "D";
                break;
            }
            }
        }

        SetEnabled(true);
    }