Esempio n. 1
0
 private void OnCollisionEnter(Collision collision)
 {
     if (collision.gameObject.tag == "pickup")
     {
         PickupHolder ph = collision.gameObject.GetComponent <PickupHolder>();
         attachNewGuns(ph.item, ph.type);
     }
 }
Esempio n. 2
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    private void Awake()
    {
        playerCamera = GetComponentInParent <Camera>();
        // Debug.Log("playerCamera: " + playerCamera);
        pickupHolder = GetComponent <PickupHolder>();

        EventBus.Subscribe <ExitHomeEvent>(OnExitHomeEvent);
        EventBus.Subscribe <ExitCityEvent>(OnExitCityEvent);
    }
Esempio n. 3
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    public virtual void OnTriggerEnter2D(Collider2D other)
    {
        PickupHolder pickupHolder = other.GetComponent <PickupHolder>();

        if (pickupHolder != null)
        {
            pickupHolder.AddPickup(OnUse);
            ConsumePickup();
        }
    }
Esempio n. 4
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    private void OnCollisionEnter2D(Collision2D col)
    {
        if (col.gameObject.tag == "Pickup")
        {
            PickupRequirements pickupReqs = col.gameObject.GetComponent <PickupRequirements>();
            if (pickupReqs != null && !pickupReqs.requirementsMet())
            {
                return;
            }
            pickupReqs?.takeRequirements();

            PickupHolder pickup = col.gameObject.GetComponent <PickupHolder>();
            if (pickup != null)
            {
                if (pickup.coolDownForPickup > 0)
                {
                    return;
                }
                if (pickup.itemPickup)
                {
                    //shold probably add some check so you don't waste pickups? is anyone going to pick up 100 bombs? I sure hope not
                    pickup.statUpgrade.activateInstantEffects();
                    soundPlayer.clip = pickupClip;
                    soundPlayer.Play();
                }
                else
                {
                    PlayerInfo.Instance.giveStatUpgrade(pickup.statUpgrade);
                }

                Destroy(col.gameObject);
            }
            else
            {
                MultipickupPickup multiPickup = col.gameObject.GetComponent <MultipickupPickup>();

                if (multiPickup != null)
                {
                    multiPickup.spawnPickups();
                    Destroy(col.gameObject);
                }
            }
        }
        else if (col.gameObject.tag == "Part")
        {
            CharacterPartHolder pickup = col.gameObject.GetComponent <CharacterPartHolder>();

            PlayerInfo.Instance.givePart(pickup.characterPart);

            Destroy(col.gameObject);
        }
    }
Esempio n. 5
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    protected override void DoAwake()
    {
        // Debug.Log("PlayerInputDefaultState.DoAwake()");
        base.DoAwake();

        movement            = GetComponentInChildren <PlayerMovement>();
        playerView          = GetComponentInChildren <PlayerView>();
        interactionDetector = GetComponentInChildren <InteractionDetector>();
        pickupHolder        = GetComponentInChildren <PickupHolder>();
        photo = GetComponentInChildren <Photo>();

        // gameStateMachine = FindObjectOfType<GameStateTitleScreen>().GetComponent<StateMachine>();

        EventBus.Subscribe <EnterTitleScreenEvent>(e => canPause                = false);
        EventBus.Subscribe <PhotoLoweredAtStartEvent>(e => canPause             = true);
        EventBus.Subscribe <ObjectiveCompletedCutsceneStartEvent>(e => canPause = false);
        EventBus.Subscribe <ObjectiveCompletedCutsceneEndEvent>(e => canPause   = true);
        EventBus.Subscribe <PlayerHasWonEvent>(e => canPause = false);
    }
Esempio n. 6
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    IEnumerator FadeOut()
    {
        Destroy(GameObject.Find("BootupText")); // Why are we doing this? So the glitch effect plays?
        Debug.Log("IT'S Gone");
        textCanvasGrewp.alpha = 0;

        while (textCanvasGrewp.alpha < 1)
        {
            textCanvasGrewp.alpha += Time.deltaTime / textFadeDuration;
            yield return(null);
        }

        yield return(new WaitForSeconds(textShowDuration));

        while (fadeCanvasGrewp.alpha < 1)
        {
            fadeCanvasGrewp.alpha += Time.deltaTime / textFadeDuration;
            yield return(null);
        }

        // Set scene transition fade up before moving the player in preparation for the handoff to GameStateHome fading it out
        CanvasGroup sceneTransitionFade = GameObject.Find("SceneTransitionFade").GetComponent <CanvasGroup>();

        sceneTransitionFade.alpha = 1f;

        // Before sending player back home, destroy held item
        PickupHolder pickupHolder = FindObjectOfType <PickupHolder>();

        if (pickupHolder)
        {
            Pickupable heldItem = pickupHolder.GetHeldItem();
            if (heldItem)
            {
                Object.Destroy(heldItem.gameObject);
            }
        }

        FindObjectOfType <PlayableDirector>().enabled = false;
        EventBus.PublishEvent(new ReturnHomeEvent());
    }
Esempio n. 7
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 // Use this for initialization
 void Start()
 {
     pickupHold = GetComponent <PickupHolder>();
 }