Inheritance: MonoBehaviour
Esempio n. 1
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    IEnumerator ChangingInfo(bool hide)
    {
        //Animation zur Anzeige der Info:
        startField.gameObject.SetActive(true);
        infoField.gameObject.SetActive(true);
        CanvasGroup startGroup = startField.GetComponent <CanvasGroup>();
        CanvasGroup infoGroup  = infoField.GetComponent <CanvasGroup>();

        startGroup.alpha = hide ? 0 : 1;
        infoGroup.alpha  = 1 - startGroup.alpha;

        float timeStep  = 2 * Time.fixedDeltaTime;
        float startStep = hide ? timeStep : -timeStep;
        float infoStep  = -startStep;

        for (float count = 0; count < 1; count += timeStep)
        {
            startGroup.alpha += startStep;
            infoGroup.alpha  += infoStep;
            yield return(new WaitForFixedUpdate());
        }

        startField.gameObject.SetActive(hide);
        infoField.gameObject.SetActive(!hide);
        if (hide)
        {
            HoldButton.UnlockAll();
        }
    }
Esempio n. 2
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        private void WallJuming()
        {
            if (!aplication.playerModel.OnFloor && !aplication.wall.DragOnWall(OnceButton.GetButtonStatus()) && aplication.playerModel.OnRightWall && !aplication.playerModel.Dash)
            {
                aplication.slide.PlayerSlide(aplication.playerModel.horizontal);
                if (HoldButton.GetButtonStatusDown(ButtonCode.JumpButton))
                {
                    powerWallJump = aplication.playerModel.SlideWall ? Math.Sqrt(aplication.playerModel.powerWallJump) : aplication.playerModel.powerWallJump;

                    aplication.playerModel.JumpWall = true;

                    Invoke(nameof(StopWallJump), aplication.playerModel.timeWallJump);

                    aplication.direction.diractionPlayer(-transform.localScale.x, transform.localScale);
                }
            }
            else
            {
                aplication.playerModel.SlideWall = false;
            }

            if (aplication.playerModel.JumpWall)
            {
                var diraction = aplication.playerModel.SlideWall ? -aplication.playerModel.horizontalRaw : -hit.normal.x;


                aplication.jumpWall.Jump(new Vector2((float)powerWallJump, (float)Math.Sqrt(powerWallJump)), diraction, false);
            }
        }
Esempio n. 3
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    void Update()
    {
        OnPoint = Physics2D.OverlapBox(transform.position, size, 1f, mask);

        if (HoldButton.GetButtonStatus(ButtonCode.InteractionButton) && OnPoint)
        {
            SaveOnPoint(OnPoint, gameObject.name, ModuleDB.coordinateTable.Name, transform.position);
            scene.Loading(sceneName);
        }
    }
Esempio n. 4
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        public void Jump()
        {
            if (!aplication.wall.DragOnWall(OnceButton.GetButtonStatus()) && !aplication.playerModel.JumpWall && !aplication.playerModel.Dash)
            {
                aplication.jump.Jump(new Vector2(aplication._Body.velocity.x, aplication.playerModel.standartJumpPower), 0f, HoldButton.GetButtonStatusDown(ButtonCode.JumpButton));
                aplication.jump.SetGravity(HoldButton.GetButtonStatus(ButtonCode.JumpButton));

                aplication.playerModel.Jump = aplication._Body.velocity.y != 0 && !aplication.playerModel.OnFloor ? true : false;
            }
        }
Esempio n. 5
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    public override void InitAbility(GameObject player)
    {
        base.InitAbility(player);
        AddEvent();

        dashButton     = ObjectReferences.instance.dashButton;
        movementInput  = ObjectReferences.instance.movementInput;
        playerRB       = player.GetComponent <Rigidbody2D>();
        playerMovement = player.GetComponent <PlayerMovement>();
        playerAnimator = player.GetComponent <Animator>();

        defaultGravity = playerMovement.DefaultGravity;
    }
Esempio n. 6
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 private void Dash()
 {
     if (aplication.playerModel.DashingTime)
     {
         if (HoldButton.GetButtonStatus(ButtonCode.DashButton))
         {
             StartCoroutine(aplication.dash.Dash(new Vector2(aplication.playerModel.horizontalRaw, aplication.playerModel.verticalRaw)));
         }
     }
     if (OnDashingStateChange != null)
     {
         OnDashingStateChange(aplication.dash.dashState != DashState.StartDashing);
     }
 }
Esempio n. 7
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        private void WallHangJump()
        {
            if (HoldButton.GetButtonStatusDown(ButtonCode.JumpButton) && aplication.wall.DragOnWall(OnceButton.GetButtonStatus()) && !aplication.playerModel.Dash)
            {
                aplication.playerModel.JumpHangWall = true;

                Invoke(nameof(StopWallHangJump), aplication.playerModel.timeWallHangJump);
            }
            if (aplication.playerModel.JumpHangWall)
            {
                aplication.jumpWall.Jump(new Vector2((float)aplication.playerModel.powerWallHangJump * 1.8f, (float)Math.Abs(aplication.playerModel.powerWallHangJump)),
                                         aplication.playerModel.horizontalRaw, false);
            }
        }
Esempio n. 8
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    private bool forceGravity = false; /// < Set this to true if you wish to manually set the player's gravity scale

    private void Start()
    {
        rb          = GetComponent <Rigidbody2D>();
        collider    = GetComponent <Collider2D>();
        playerColor = GetComponent <PlayerColor>();
        sr          = GetComponent <SpriteRenderer>();
        ani         = GetComponent <Animator>();

        input      = ObjectReferences.instance.movementInput;
        jumpButton = ObjectReferences.instance.jumpButton;
        dashButton = ObjectReferences.instance.dashButton;

        defaultGravity = rb.gravityScale;
    }
Esempio n. 9
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    // Change the value of the option depending of the incremental value of the button
    private void OnValueChanged(HoldButton button)
    {
        Transform parent = button.gameObject.transform.parent;

        m_mapOptions[parent.name] += button.IncrementalValue;
        if (m_mapOptions[parent.name] < 0)
        {
            m_mapOptions[parent.name] = 0;
        }
        else
        {
            parent.Find("Value").GetComponent <TextMeshProUGUI>().text = m_mapOptions[parent.name].ToString();
        }
    }
Esempio n. 10
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    private void Start()
    {
        // Dictionary that contains the name of the option to configure associated with its value
        m_mapOptions = new Dictionary <string, int>
        {
            { "Map width", m_mapWidth },
            { "Map height", m_mapHeight },
            { "Max room amount", m_maxRoomAmount },
            { "Max shortcut amount", m_maxShortcutAmount },
            { "Min room length", m_minRoomLength },
            { "Max room length", m_maxRoomLength },
            { "Min tunnel length", m_minTunnelLength },
            { "Max tunnel length", m_maxTunnelLength },
            { "Tunnel width", m_tunnelWidth },
            { "Breakable tunnel chance", m_breakableTunnelChance },
            { "Shortcut min skip distance", m_shortcutMinSkipDistance },
            { "Reflector area size", m_reflectorAreaSize }
        };

        foreach (KeyValuePair <string, int> mapOption in m_mapOptions)
        {
            // Create one "Option Item" per element defined in the mapOptions dictionary
            GameObject optionItem = Instantiate(m_optionItemPrefab, m_optionList.transform);
            optionItem.transform.localScale = Vector3.one;
            optionItem.name = mapOption.Key;

            // Set the name of the option in the "Option List"
            TextMeshProUGUI optionNameText = optionItem.transform.Find("Name").GetComponent <TextMeshProUGUI>();
            optionNameText.text = mapOption.Key;

            // Set the default value of the option in the "Option List"
            TextMeshProUGUI optionValue = optionItem.transform.Find("Value").GetComponent <TextMeshProUGUI>();
            optionValue.text = mapOption.Value.ToString();

            // Add the possibility to increase the value of the option
            HoldButton buttonUp = optionItem.transform.Find("ButtonUp").GetComponent <HoldButton>();
            buttonUp.OnValueChanged += OnValueChanged;

            // Add the possibility to decrease the value of the option
            HoldButton buttonDown = optionItem.transform.Find("ButtonDown").GetComponent <HoldButton>();
            buttonDown.OnValueChanged += OnValueChanged;
        }
    }
Esempio n. 11
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    protected override IEnumerator ChangeTutorial(bool active)
    {
        group.alpha = active ? 0 : 1;
        IceStandScript.stopTimer = active;
        if (active)
        {
            HoldButton.LockAll();
        }
        yield return(new WaitForSeconds(.1f));

        for (float count = 0; count < 1; count += timeStep)
        {
            group.alpha = active ? count : 1 - count;
            yield return(new WaitForFixedUpdate());
        }
        if (!active)
        {
            commentary.PlayCommentary(comment, commentID);
            HoldButton.UnlockAll();
            Destroy(gameObject);
            yield break;
        }


        //Eingangstext ist Voreinstellung:
        //text.text = "Möchtest du das Tutorial\nzu dem Eisstand sehen?";

        textField.gameObject.SetActive(true);
        buttons.gameObject.SetActive(true);
        textFieldGroup.alpha = 0;
        buttons.alpha        = 0;
        for (float count = 0; count < 1; count += timeStep)
        {
            buttons.alpha        = count;
            textFieldGroup.alpha = count;
            yield return(new WaitForFixedUpdate());
        }
        textFieldGroup.alpha = 1;
        yield break;
    }
Esempio n. 12
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 private void Awake()
 {
     _holdButton  = this;
     btnReference = GetComponent <Button>();
 }
 void Start()
 {
     this.pad             = FindObjectOfType <FixedJoystick>();
     this.primaryButton   = FindObjectOfType <ActionButton>();
     this.secondaryButton = FindObjectOfType <HoldButton>();
 }
Esempio n. 14
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 private void Start()
 {
     Instance = this;
 }