Esempio n. 1
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 //for checking end-of turn stuff, like if you're on the right space
 public void CurrentNodeCheck_MovementEnd()
 {
     if (graphPosition.VictorySpace == true)
     {
         Debug.Log("Yay, you made it!");
         LevelReset levelReset = GameObject.FindObjectOfType <LevelReset>();
         levelReset.ResetScene();
     }
 }
    void Start()
    {
        sr = GetComponent <SpriteRenderer>();
        PlayerController = GetComponent <PlayerController>();
        LevelReset       = GetComponent <LevelReset>();

        score = 0;

        touchingObstacle = false;
    }
Esempio n. 3
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        public IEnumerator Respawn()                                                                    //manages respawning
        {
            currentLoc = new Vector3(transform.position.x, transform.position.y, transform.position.z); //get the player position
            dying      = true;                                                                          //set death to true, this stops the update loop of the main movement controller
            yield return(new WaitForSeconds(deathTime));                                                //wait for however long

            LevelReset.Reset();
            transform.position = spawnPoint;
            //move the player to the spawner location
            yield return(new WaitForSeconds(waitToInput));     //how long after respawner should the player wait before they can input again

            //currently not implimented
            dying = false;             //set death back to false, letting the player control themselves again.
        }
Esempio n. 4
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 // Use this for initialization
 void Awake()
 {
     s = this;
 }
Esempio n. 5
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 internal void on_LevelReset() =>
 LevelReset?.Invoke();