Esempio n. 1
0
    void SavePlayer()
    {
        CreatePlayerNode();

        PlayerNode player = new PlayerNode(GetXmlNode(XmlNodes.Player.player));

        player.SetPosition(SingletonManager.Player.GetComponent <Transform>().position);

        // y rotation is from player, x rotation is from camera...
        Vector3 rotationPlayer = SingletonManager.Player.GetComponent <Transform>().eulerAngles;

        player.SetRotation(new Vector3(Camera.main.transform.eulerAngles.x, rotationPlayer.y, rotationPlayer.z));

        // Debug.Log("Camera : " + Camera.main.transform.eulerAngles.x);
        // Debug.Log("Player : " + rotationPlayer.y);

        float oxygen = SingletonManager.Player.GetComponent <PlayerOxygen>().m_current;

        player.SetOxygen(oxygen);

        float battery = SingletonManager.Player.GetComponent <PlayerBattery>().m_current;

        player.SetBattery(battery);

        player.SetFlashLight(FlashLight.GetInstance().m_hasBeenPickedUp);
    }
Esempio n. 2
0
    void Start()
    {
        m_flashLight = FlashLight.GetInstance();

        // FLASHLIGHT
        UpdateCosts();
    }
    public override void Interact()
    {
        base.Interact();
#if DEBUG
        Debug.Log("Interacting with chest: " + this.gameObject.name);
#endif

        Inventory inventory = GameObject.FindGameObjectWithTag(StringManager.Tags.player).GetComponent <Inventory>();

        // disable item visibility
        m_item.SetEnableState(false);

        // item specific things
        switch (m_item.m_type)
        {
        case ItemType.Key:
            break;

        case ItemType.FlashLight:
            FlashLight.GetInstance().SetPickup();
            if (SingletonManager.GameManager.m_isTutorial == false)
            {
                m_door.GetComponent <ObjectInteractionDoor>().enabled = true;
            }
            //SingletonManager.TextToSpeech.DoTextToSpeech(TextToSpeechType.FlashLightPickup);
            m_suit.SetActive(false);
            break;

        case ItemType.SnapLight:
            break;
        }

        if (m_item.m_isThrowable)
        {
            inventory.AddItem(m_item);
        }

        // disable interacting
        Disable();
    }
Esempio n. 4
0
    void LoadPlayer()
    {
        CreatePlayerNode();

        PlayerNode player = new PlayerNode(GetXmlNode(XmlNodes.Player.player));

        SingletonManager.Player.GetComponent <Transform>().position = player.GetPosition();

        // set player-y rotation
        Vector3 rotation = player.GetRotation();

        SingletonManager.Player.GetComponent <Transform>().eulerAngles = new Vector3(0.0f, rotation.y, 0.0f);

        // set camera-x rotation, this junk doesnt work, rotation will be f****d up all the time... idk
        //Camera.main.transform.eulerAngles = new Vector3(rotation.x, 0.0f, 0.0f);

        Debug.Log("Camera: " + rotation.x.ToString());
        Debug.Log("Player: " + rotation.y.ToString());

        SingletonManager.Player.GetComponent <PlayerOxygen>().m_current  = player.GetOxygen();
        SingletonManager.Player.GetComponent <PlayerBattery>().m_current = player.GetBattery();

        FlashLight.GetInstance().m_hasBeenPickedUp = player.GetFlashLight();
    }
Esempio n. 5
0
    void Update()
    {
        /*
         * // just a delay on first run => so no Singleton errors occour
         * if (m_runTimer > 0.0f)
         * {
         * m_runTimer -= Time.deltaTime;
         * if (m_runTimer < 0.0f)
         * {
         *  m_runTimer = 0.0f;
         *  if (SingletonManager.GameManager.m_isTutorial && SingletonManager.GameManager.m_isSaveGame == false)
         *  {
         *    //RunTutorial();
         *  }
         *  else
         *  {
         *    // no tutorial level !!
         *    // remove suit
         *    // enable lights
         *    //m_suit.SetActive(false);
         *    //m_suit2.SetActive(false);
         *    //FlashLight.GetInstance().SetPickup();
         *  }
         * }
         * }
         */

        UpdateTutorialStateTimer();

        // update tutorial state
        switch (m_currentTutorialState)
        {
        case TutorialState.Camera:
            m_currentCameraMovement += Mathf.Abs((Input.GetAxis("Mouse Y")) + Mathf.Abs(Input.GetAxis("Mouse X")));
            if (m_currentCameraMovement >= 0.1f)
            {
                if (m_isTutorialStateDone[m_currentTutorialState] == false)
                {
                    SetTutorialStateDelay(3.0f); // delay as alex wanted
                    SetTutorialStateDone(m_currentTutorialState);
                }
            }
            break;

        case TutorialState.Movement:
            if (Input.GetKey(SingletonManager.GameManager.m_gameControls.forward) ||
                Input.GetKey(SingletonManager.GameManager.m_gameControls.backward) ||
                Input.GetKey(SingletonManager.GameManager.m_gameControls.left) ||
                Input.GetKey(SingletonManager.GameManager.m_gameControls.right))
            {
                if (m_isTutorialStateDone[m_currentTutorialState] == false)
                {
                    SetTutorialStateDone(m_currentTutorialState);
                }
            }
            break;

        case TutorialState.Interact:
            if (FlashLight.GetInstance().m_hasBeenPickedUp)
            {
                // player looked at interaction object
                if (m_isTutorialStateDone[m_currentTutorialState] == false)
                {
                    // enable ui
                    m_currentTutorialState = TutorialState.None;
                    SingletonManager.UIManager.SetBatteryUIState(true);
                    SingletonManager.UIManager.ToggleMinimap(true);
                    m_currentTutorialState = TutorialState.Interact;

                    SetTutorialStateDone(m_currentTutorialState);
                }
            }
            break;

        case TutorialState.OxygenBattery:
            if (m_isTutorialStateDone[m_currentTutorialState] == false)
            {
                // Add blink effect
                SingletonManager.UIManager.FlashOxygenAndBattery(GetTutorialStateDelay(m_currentTutorialState));
                SetTutorialStateDone(m_currentTutorialState);
            }
            break;

        case TutorialState.Door:
            if (m_isTutorialStateDone[m_currentTutorialState] == false)
            {
                m_door.GetComponent <ObjectInteractionDoor>().enabled = true;
                //SetTutorialStateDone(m_currentTutorialState);
            }
            break;
        }

        // door timer
        if (m_doorTimer > 0.0f && m_currentTutorialState == TutorialState.Door)
        {
            m_doorTimer -= Time.deltaTime;

            if (m_doorTimer < 0.0f)
            {
                m_doorTimer = 0.0f;
                SingletonManager.TextToSpeech.DoTextToSpeech(TextToSpeechType.TutorialDoor, m_ttsDelay);
            }
        }
    }