public override bool OnDropItem(InventorySlotBehaviour inventorySlotBehaviour)
 {
     _playerMovementBehaviour.MaxVelocity -= IncreaseValue;
     inventorySlotBehaviour.PlayAnimation("InventorySlotBounceContract");
     AudioManager.Play(ItemDrop, AudioCategory.Effect, 0.55f);
     return(true);
 }
        public override void OnPickupItem(InventorySlotBehaviour inventorySlotBehaviour)
        {
            _playerShootBehaviour.HomingStrength += 1;

            AudioManager.Play(PickupItemAudioCip, AudioCategory.Effect);
            inventorySlotBehaviour.PlayAnimation("InventorySlotBounceLoop");
        }
        public override bool OnDropItem(InventorySlotBehaviour inventorySlotBehaviour)
        {
            _playerShootBehaviour.AdditionalDamage -= IncreaseValue;
            inventorySlotBehaviour.PlayAnimation("InventorySlotBounceContract");
            AudioManager.Play(itemDrop, AudioCategory.Effect, 0.55f);

            return(true);
        }
Esempio n. 4
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        public override void OnPickupItem(InventorySlotBehaviour inventorySlotBehaviour)
        {
            Persistent.CollectedKeyCardCount += 1;
            AudioManager.Play(ItemPickup, AudioCategory.Effect, 0.9f);

            MenuManager.ShowDialogue(_dialogueContentBehaviour.DialogueContent,
                                     () => { MenuManager.GoInto("MenuGameOver"); });
        }
Esempio n. 5
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        public override void OnPickupItem(InventorySlotBehaviour inventorySlotBehaviour)
        {
            inventorySlotBehaviour.PlayAnimation("InventorySlotBounceLoop");

            _healthBehaviour.MaxHealth += IncreaseValue;

            AudioManager.Play(healthSFX, AudioCategory.Effect, 0.75f, false);
        }
        public override bool OnDropItem(InventorySlotBehaviour inventorySlotBehaviour)
        {
            _playerShootBehaviour.HomingStrength -= 1;

            inventorySlotBehaviour.PlayAnimation("InventorySlotBounceContract");
            AudioManager.Play(DropItemAudioClip, AudioCategory.Effect, 0.55f);

            return(true);
        }
Esempio n. 7
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        public override bool OnDropItem(InventorySlotBehaviour inventorySlotBehaviour)
        {
            _healthBehaviour.MaxHealth -= IncreaseValue;

            inventorySlotBehaviour.PlayAnimation("InventorySlotBounceContract");
            AudioManager.Play(itemDrop, AudioCategory.Effect, 0.45f);

            return(true);
        }
 public override bool OnDropItem(InventorySlotBehaviour inventorySlotBehaviour)
 {
     if (!_isUsed)
     {
         inventorySlotBehaviour.PlayAnimation("InventorySlotBounceContract");
         AudioManager.Play(itemDrop, AudioCategory.Effect, 0.55f);
     }
     return(true);
 }
        public override void OnUseItem(InventorySlotBehaviour inventorySlotBehaviour)
        {
            if (_healthBehaviour.Value < _healthBehaviour.MaxHealth)
            {
                _isUsed = true;

                _healthBehaviour.Value += IncreaseValue;
                AudioManager.Play(healthSFX, AudioCategory.Effect);
                inventorySlotBehaviour.PlayAnimation("InventorySlotBounceExpand");
                inventorySlotBehaviour.DropItem();
                Destroy(gameObject);
            }
        }
        public override void OnUpdateItem(InventorySlotBehaviour inventorySlotBehaviour)
        {
            IEnumerable <GameObject> enemies = TagBehaviour.FindWithTag("Enemy");

            foreach (GameObject enemy in enemies)
            {
                _enemyHealthBehaviour = enemy.GetComponent <HealthBehaviour>();
                if (_enemyHealthBehaviour.Value <= 0)
                {
                    if (_healthBehaviour.Value < _healthBehaviour.MaxHealth)
                    {
                        _healthBehaviour.Value += IncreaseValue;
                        AudioManager.Play(HealthSFX, AudioCategory.Effect);
                    }
                }
            }
        }
        public override void OnUseItem(InventorySlotBehaviour inventorySlotBehaviour)
        {
            if (_playerHealthBehaviour.Value < _playerHealthBehaviour.MaxHealth)
            {
                _isUsed = true;

                _playerHealthBehaviour.Value += IncreaseValue;
                AudioManager.Play(healthSFX, AudioCategory.Effect, 1.0f);
                inventorySlotBehaviour.PlayAnimation("InventorySlotBounceExpand");
                inventorySlotBehaviour.DropItem();

                // emit health event so tutorial room unlocks
                EventManager.Emit(new HealthChangedEventArgs
                {
                    GameObject = gameObject,
                    OldValue   = 0,
                    NewValue   = 0,
                });

                Destroy(gameObject);
            }
        }
Esempio n. 12
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 public override bool OnDropItem(InventorySlotBehaviour inventorySlotBehaviour) => true;
 public override void OnUpdateItem(InventorySlotBehaviour inventorySlotBehaviour)
 {
 }
 public override void OnPickupItem(InventorySlotBehaviour inventorySlotBehaviour)
 {
     AudioManager.Play(ItemPickup, AudioCategory.Effect);
     inventorySlotBehaviour.PlayAnimation("InventorySlotBounceExpand");
 }
 public override void OnPickupItem(InventorySlotBehaviour inventorySlotBehaviour)
 {
     AudioManager.Play(RateOfFireSFX, AudioCategory.Effect);
     _playerShootBehaviour.FireRate += IncreaseValue;
     inventorySlotBehaviour.PlayAnimation("InventorySlotBounceLoop");
 }
 /// <summary>
 /// A callback method that is called to drop the item.
 /// </summary>
 /// <param name="inventorySlotBehaviour">The inventory slot that the item is stored in.</param>
 /// <returns>Returns true if the item is ready to be dropped, otherwise returns false.</returns>
 public abstract bool OnDropItem(InventorySlotBehaviour inventorySlotBehaviour);
 /// <summary>
 /// A callback method that is called to update the item.
 /// </summary>
 /// <param name="inventorySlotBehaviour">The inventory slot that the item is stored in.</param>
 public abstract void OnUpdateItem(InventorySlotBehaviour inventorySlotBehaviour);
 /// <summary>
 /// A callback method that is called to pick up an item.
 /// </summary>
 /// <param name="inventorySlotBehaviour">The inventory slot the item will be stored in.</param>
 public abstract void OnPickupItem(InventorySlotBehaviour inventorySlotBehaviour);
 public override void OnPickupItem(InventorySlotBehaviour inventorySlotBehaviour)
 {
     AudioManager.Play(LifeStealSFX, AudioCategory.Effect, 0.9f);
     inventorySlotBehaviour.PlayAnimation("InventorySlotBounceLoop");
 }
Esempio n. 20
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 public override void OnPickupItem(InventorySlotBehaviour inventorySlotBehaviour)
 {
     _playerShootBehaviour.ProjectileScale += IncreaseValue;
     inventorySlotBehaviour.PlayAnimation("InventorySlotBounceLoop");
     AudioManager.Play(PickupItemAudioCip, AudioCategory.Effect);
 }
 public override void OnPickupItem(InventorySlotBehaviour inventorySlotBehaviour)
 {
     _playerMovementBehaviour.MaxVelocity += IncreaseValue;
     AudioManager.Play(SpeedUp, AudioCategory.Effect);
     inventorySlotBehaviour.PlayAnimation("InventorySlotBounceLoop");
 }
 public override void OnPickupItem(InventorySlotBehaviour inventorySlotBehaviour)
 {
     AudioManager.Play(WeaponDamageSFX, AudioCategory.Effect);
     _playerShootBehaviour.AdditionalDamage += IncreaseValue;
     inventorySlotBehaviour.PlayAnimation("InventorySlotBounceLoop");
 }