Esempio n. 1
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    private void UpdateLevelStartVariables()
    {
        GrabPlayerSpawnPositions();

        timedTorchesGO = GameObject.FindWithTag("TimedTorches");
        doorsGO        = GameObject.FindWithTag("Doors");

        torches = new TorchSwitch[timedTorchesGO.transform.childCount];

        for (int i = 0; i < timedTorchesGO.transform.childCount; i++)
        {
            torches[i] = timedTorchesGO.transform.GetChild(i).GetComponent <TorchSwitch>();
        }

        torch = torches[0];

        doors = new DoorSwitch[doorsGO.transform.childCount];

        for (int i = 0; i < doorsGO.transform.childCount; i++)
        {
            doors[i] = doorsGO.transform.GetChild(i).GetComponent <DoorSwitch>();
        }

        door = doors[1];
    }
Esempio n. 2
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    // Use this for initialization
    void Start()
    {
        doorswitch = FindObjectOfType <DoorSwitch>();

        gameObject.GetComponent <SpriteRenderer>().sprite =
            doorClosed.GetComponent <SpriteRenderer>().sprite;
    }
Esempio n. 3
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    void Awake()
    {
        if (switch1 != null)
        {
            switch1_script = switch1.GetComponent <DoorSwitch> ();
        }
        if (switch2 != null)
        {
            switch2_script = switch2.GetComponent <DoorSwitch> ();
        }

        opening = false;
        closing = false;
        if (moveY < 0)
        {
            negative = true;
        }
        else
        {
            negative = false;
        }
        if (!negative)
        {
            dest = transform.position + new Vector3(0, moveY, 0);
        }
        else
        {
            openRate  = openRate * -1;
            closeRate = closeRate * -1;
            dest      = transform.position + new Vector3(0, -moveY, 0);
        }
    }
Esempio n. 4
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    private void InitFromSaveGame(SaveManager.SaveGame SaveGame)
    {
        LoadedFromSaveGame = true;
        Skill = SaveGame.Skill;
        GetPlayer().AddScore(SaveGame.PlayerScore);
        GetPlayer().gameObject.transform.position = SaveGame.Player.Position.ToVector3();
        GetPlayer().RestoreRotation(SaveGame.Player.Rotation.ToQuaternion());
        GetPlayer().SetHealth(SaveGame.PlayerHealth);
        //
        //GetPlayer().Flip();
        //SavedPlayerTransform = SaveGame.Player;
        StartingFromSaveGame = true;

        if (Coins == null)
        {
            Coins = new List <Coin>();
        }
        ClearCoinsArray();
        for (int i = 0; i < SaveGame.ItemPosition.Length; i++)
        {
            GameObject CurrentCoin = null;
            Debug.Log("Got type: " + SaveGame.ItemPosition[i].Type);
            Type    CoinType     = Type.GetType(SaveGame.ItemPosition[i].Type);
            Vector3 CoinPosition = SaveGame.ItemPosition[i].Position.ToVector3();
            if (CoinType == typeof(GoldCoin))
            {
                CurrentCoin = Instantiate(Resources.Load("Prefabs/GoldCoin"), CoinPosition, Quaternion.identity)
                              as GameObject;
            }
            else if (CoinType == typeof(SilverCoin))
            {
                CurrentCoin = Instantiate(Resources.Load("Prefabs/SilverCoin"), CoinPosition, Quaternion.identity)
                              as GameObject;
            }
            else if (CoinType == typeof(CopperCoin))
            {
                CurrentCoin = Instantiate(Resources.Load("Prefabs/CopperCoin"), CoinPosition, Quaternion.identity)
                              as GameObject;
            }
            else
            {
                Debug.Log("Unknown type: " + CoinType.ToString());
                continue;
            }
            CurrentCoin.name = CurrentCoin.name + i;
            Coin TempCoin = CurrentCoin.GetComponent <Coin>();
            Coins.Add(TempCoin);
        }
        if (SaveGame.DoorSwitch != null && SaveGame.DoorSwitch.UnLocked)
        {
            GameObject SwitchObject = GameObject.Find(SaveGame.DoorSwitch.Name);
            if (SwitchObject != null)
            {
                DoorSwitch Switch = SwitchObject.GetComponent <DoorSwitch>();
                Switch.UnlockDoor(true);
            }
        }
    }
Esempio n. 5
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 public void RegisterMiniGameListener(DoorSwitch Switch)
 {
     if (InMiniGame)
     {
         return;
     }
     MiniGameSwitch = Switch;
     InMiniGame     = true;
 }
Esempio n. 6
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 void Awake()
 {
     platformSwitch_script1 = platformSwitch1.GetComponent <DoorSwitch>();
     platformSwitch_script2 = platformSwitch2.GetComponent <DoorSwitch>();
     initPos     = gameObject.transform.position;
     left        = new Vector2();
     right       = new Vector2();
     dir         = new Vector2();
     playerLayer = 1 << LayerMask.NameToLayer("Player");
 }
Esempio n. 7
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    // Use this for initialization
    void Start()
    {
        _count = 0;
        _anim  = Door.GetComponent <Animator>();

        GameObject doorSwitch = GameObject.Find("switch");

        _doorSwitchScript = doorSwitch.GetComponent <DoorSwitch>();

        _gameTimmerScript = TimmerGameObject.GetComponent <GameTimer>();
    }
Esempio n. 8
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 public void ServerPerformInteraction(HandApply interaction)
 {
     if (interaction.IsAltClick == false)
     {
         return;
     }
     if (interaction.TargetObject.TryGetComponent <DoorSwitch>(out var @switch))
     {
         Chat.AddExamineMsg(interaction.Performer.gameObject, "You assign the switch to the receiver.");
         doorSwitch = @switch;
     }
 }
Esempio n. 9
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 private void ToggleDoorController(DoorSwitch doorSwitch, DoorController doorController)
 {
     if (doorSwitch.doorControllers.Contains(doorController))
     {
         var list = doorSwitch.doorControllers.ToList();
         list.Remove(doorController);
         doorSwitch.doorControllers = list.ToArray();
     }
     else
     {
         var list = doorSwitch.doorControllers.ToList();
         list.Add(doorController);
         doorSwitch.doorControllers = list.ToArray();
     }
 }
Esempio n. 10
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    private void UpdateLevelStartVariables()
    {
        GrabPlayerSpawnPositions();

        torchesGO  = GameObject.FindWithTag("Torches");
        doorsGO    = GameObject.FindWithTag("Doors");
        messagesGO = GameObject.FindWithTag("Messages");

        torchesColor = new TorchColor[torchesGO.transform.childCount];
        torches      = new TorchSwitch[torchesGO.transform.childCount];

        for (int i = 0; i < torchesGO.transform.childCount; i++)
        {
            torchesColor[i] = torchesGO.transform.GetChild(i).GetComponent <TorchColor>();
            torches[i]      = torchesGO.transform.GetChild(i).GetComponent <TorchSwitch>();
        }

        torchSwitch16 = torches[2];
        torchSwitch17 = torches[3];

        torchColor16 = torchesColor[2];
        torchColor17 = torchesColor[3];

        doors = new DoorSwitch[doorsGO.transform.childCount];

        for (int i = 0; i < doorsGO.transform.childCount; i++)
        {
            doors[i] = doorsGO.transform.GetChild(i).GetComponent <DoorSwitch>();
        }

        door04 = doors[1];
        door06 = doors[3];

        messages = new RevealMessage[messagesGO.transform.childCount];

        for (int i = 0; i < messagesGO.transform.childCount; i++)
        {
            messages[i] = messagesGO.transform.GetChild(i).GetComponent <RevealMessage>();
        }

        message04a = messages[4];
        message04b = messages[5];
        message05a = messages[6];
        message05b = messages[7];
        message06a = messages[8];
        message06b = messages[9];
    }
Esempio n. 11
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 private void DoorLogic(DoorSwitch inDoor, bool doorState)
 {
     if (inDoor.isLocked())
     {
         if (doorState == true)
         {
             inDoor.Unlock();
         }
     }
     else
     {
         if (doorState == false)
         {
             inDoor.Lock();
         }
     }
 }
Esempio n. 12
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    public static SaveGame BuildSaveGame()
    {
        SaveGame Result;
        int      Index;

        Result.PlayerScore  = GameHandler.Instance.GetPlayer().GetScore();
        Result.PlayerHealth = GameHandler.Instance.GetPlayer().GetHealth();
        Result.Player       = new SerializableEntity(GameHandler.Instance.GetPlayer().transform.position,
                                                     GameHandler.Instance.GetPlayer().transform.rotation);
        //Result.PlayerPosition = new SerializableVector3(GameHandler.Instance.GetPlayer().transform.position);
        Result.Enemies = new SerializableEntity[GameHandler.Instance.Enemies.Count];
        //Result.EnemyPosition = new SerializableVector3[GameHandler.Instance.Enemies.Count];
        Result.Skill = GameHandler.Instance.Skill;
        Index        = 0;
        foreach (EnemyAI Enemy in GameHandler.Instance.Enemies)
        {
            if (Enemy.HasLockedDoor())
            {
                continue;
            }
            Result.Enemies[Index++] = new SerializableEntity(Enemy.transform.position, Enemy.transform.rotation);
        }
        Debug.Log("Saving " + GameHandler.Instance.Coins.Count);
        Result.ItemPosition = new SerializableCoin[GameHandler.Instance.Coins.Count];
        Index = 0;
        foreach (Coin CoinPosition in GameHandler.Instance.Coins)
        {
            Result.ItemPosition[Index++] = new SerializableCoin(CoinPosition);
        }
        GameObject SwitchObject = GameObject.FindGameObjectWithTag("DoorSwitch");

        if (SwitchObject != null)
        {
            DoorSwitch Switch = SwitchObject.GetComponent <DoorSwitch>();
            Result.DoorSwitch = new SerializableDoorSwitch(Switch);
        }
        else
        {
            Result.DoorSwitch = null;
        }

        Result.SceneName = SceneManager.GetActiveScene().name;
        Debug.Log("Saving current scene: " + Result.SceneName);
        return(Result);
    }
Esempio n. 13
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    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.tag == "Trap")
        {
            LightCheck(MaxLightCount, false);
        }

        if (collision.gameObject.tag == "Door")
        {
            if ((int)collision.contacts[0].point.y == (int)GroundCheck.transform.transform.position.y)
            {
                DoorSwitch Door = collision.gameObject.GetComponent <DoorSwitch>();
                if (Door.Off == false)
                {
                    Door.DoorOn();
                }
            }
        }


        if (collision.gameObject.tag == "Ground")
        {
            if (!Land && IsGround && !WallSliding && transform.parent == null)
            {
                Audio.Play(1);
            }
        }

        if (collision.gameObject.tag == "Rock")
        {
            if (!Rock && IsGround && !WallSliding)
            {
                Audio.Play(5);
            }
        }

        if (collision.gameObject.tag == "Wood")
        {
            if (!Land && IsGround && !WallSliding)
            {
                Audio.Play(3);
            }
        }
    }
Esempio n. 14
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    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        if (!isSelecting)
        {
            if (GUILayout.Button("Begin Selecting DoorControllers"))
            {
                isSelecting = true;
                doorSwitch  = (DoorSwitch)target;
            }
        }
        else
        {
            if (GUILayout.Button("Stop Selecting DoorControllers"))
            {
                isSelecting = false;
                doorSwitch  = null;
            }
        }
    }
Esempio n. 15
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    void OnTriggerEnter2D(Collider2D other)
    {
        switch (other.tag)
        {
        case "Pickup":
            other.gameObject.SetActive(false);
            batteriesCollected++;
            UpdateCollectedText();
            health += 0.25f;
            beep.Play();
            break;

        case "GravityPad":
            inGravityPadTrigger = true;
            YButton.enabled     = true;
            break;

        case "DoorSwitch":
            inDoorSwitchTrigger = true;
            doorSwitch          = other.GetComponent <DoorSwitch>();
            YButton.enabled     = true;
            break;

        case "Terminal":
            leftTerminal = false;
            Camera.main.transform.localPosition = Vector3.Lerp(Camera.main.transform.localPosition, new Vector3(10.15f, 30, 7.71f), Time.deltaTime);
            Camera.main.orthographicSize        = Mathf.Lerp(Camera.main.orthographicSize, 33, Time.deltaTime);
            break;

        case "Generator":
            inGenerator     = true;
            YButton.enabled = true;
            break;

        case "bloop":
            pullBackCamera = true;
            break;
        }
    }
Esempio n. 16
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 public void Init(DoorSwitch Parent)
 {
     this.Parent = Parent;
     InitGrid();
     InitTimer();
 }
Esempio n. 17
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 public SerializableDoorSwitch(DoorSwitch Switch)
 {
     Name     = Switch.gameObject.name;
     UnLocked = Switch.Unlocked;
 }
Esempio n. 18
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 private void Start()
 {
     doorSwitch = GetComponent <DoorSwitch>();
 }
Esempio n. 19
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 void Awake()
 {
     switch1_script = switch1.GetComponent <DoorSwitch> ();
 }
Esempio n. 20
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 public void Register(DoorSwitch sw)
 {
     switches.Add(sw);
 }
Esempio n. 21
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    void FixedUpdate()
    {
        Collider2D DoorSwitch = null;
        float      FinalSpeed;

        //CheckEscapeKey();

        if (IsPaused || IsDead)
        {
            return;
        }

        IsOnGround = Physics2D.OverlapCircle(GroundPosition.position, GroundRadius, GroundMask);
        //Debug.Log("IsOnGround: " + IsOnGround);
        //In general set health to -99999 and check for this!
        //If not on ground and we have registered our fall time...
        if (!IsOnGround && FallTime > 0)
        {
            float Delta = Time.time - FallTime;
            if (Delta > 3f)
            {
                Damage(100);
            }
        }
        else
        {
            //Debug.Log("Stopped fall time");
            FallTime = 0f;
        }
        if (HealthBar != null && HealthBar.value <= 0)
        {
            //FreezePlayer(true,true);
            GameHandler.Instance.OnGameOver();
            return;
        }
        //Anim.SetFloat("VerticalSpeed",RBody.velocity.y);

        // Reset Jump animation parameters if we are on ground.
        if (IsOnGround && (Anim.GetBool("Jump") || Anim.GetBool("Land")))
        {
            Anim.SetBool("Jump", false);
            Anim.SetBool("Land", false);
            LandSound.Play();
        }

        // Jump and also sets the correct animation.
        if (IsOnGround && UpPressed)
        {
            Debug.Log("Jumping!");
            RBody.velocity = Vector2.up * JumpVelocity;
            Anim.SetBool("Jump", true);
            JumpSound.Play();
        }
        FinalSpeed     = SpeedBooster ? MaxSpeed + 5f : MaxSpeed;
        RBody.velocity = new Vector2(XInputOffset * FinalSpeed, RBody.velocity.y);
        Anim.SetFloat("PlayerSpeed", Mathf.Abs(XInputOffset));
        if (XInputOffset > 0 && !FacingRight)
        {
            Flip();
        }
        else if (XInputOffset < 0 && FacingRight)
        {
            Flip();
        }

        // End of jump/ Free fall.
        if (!IsOnGround && RBody.velocity.y < 0)
        {
            RBody.velocity += Vector2.up * Physics2D.gravity * 1.5f * Time.deltaTime;
            Anim.SetBool("Land", true);
            //Make sure we don't overwrite the previous frame value.
            if (FallTime == 0f)
            {
                FallTime = Time.time;
            }
        }
        else if (RBody.velocity.y > 0)
        {
            RBody.velocity += Vector2.up * Physics2D.gravity * 1f * Time.deltaTime;
        }

        //Shoot
        if (ActionPressed && (DoorSwitch = GetNearestSwitch()) != null)
        {
            //Push it.
            //Handle it
            Debug.Log("Pressing the switch!");
            DoorSwitch Switch = DoorSwitch.GetComponent <DoorSwitch>();
            if (Switch == null)
            {
                Debug.Log("Warning Gameobject marked as DoorSwitch has not a doorswitch script attached!");
                return;
            }
            Switch.OnPush();
            ActionPressed = false;
        }
        else
        {
            float Delta = Time.time - LastRocketFireTime;
            //Rate limit.
            if (Anim.GetBool("Shoot"))
            {
                Anim.SetBool("Shoot", false);
            }
            if (Delta < 2 && LastRocketFireTime > 0f)
            {
                ActionPressed = false;
                return;
            }
            if (ActionPressed)
            {
                FireRocket();
                Anim.SetBool("Shoot", true);
                LastRocketFireTime = Time.time;
            }
            HandleAnimationLayers();
        }
    }