public void ReturnHeart(PlayerHeart heart)
 {
     if (heart.curState == PlayerHeart.state.idel)
     {
         rentingQueue.Enqueue(heart);
     }
 }
Esempio n. 2
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    public void RotateStart()
    {
        isPlaying  = true;
        detectShot = true;
        curState   = state.onPlatform;
        float random = Random.Range(0.2f, 0.6f);

        fish.transform.DOLocalMoveX(-0.5f, 0.2f);
        root.DOLocalRotate(new Vector3(0, 0, 90f), 0.2f);

        if (random < 0.5f)
        {
            rentingHeart = mgr.heartController.GetPathTarget();
            if (rentingHeart != null)
            {
                delayTween = DOVirtual.DelayedCall(random, JumpingDown);
            }
            else
            {
                delayTween = DOVirtual.DelayedCall(random, RotateBack);
            }
        }
        else
        {
            delayTween = DOVirtual.DelayedCall(random, RotateBack);
        }
    }
Esempio n. 3
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 private void Start()
 {
     current     = this;
     box2D       = GetComponent <BoxCollider2D>();
     playerLayer = this.gameObject.layer;
     enemyLayer  = LayerMask.NameToLayer("Enemy");
     Physics2D.IgnoreLayerCollision(playerLayer, enemyLayer, false); //ไม่สน collision ชั่วขณะ
 }
Esempio n. 4
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 void Start()
 {
     scoreManager  = FindObjectOfType <ScoreManager>();
     playerHeart   = FindObjectOfType <PlayerHeart>();
     teleport      = FindObjectOfType <Teleport>();
     currentHealth = maxHealth;
     animator      = GetComponent <Animator>();
     rb            = GetComponent <Rigidbody2D>();
     playerMain    = GameObject.FindGameObjectWithTag("Player");
 }
 // Use this for initialization
 void Start () {
     playerHeart = GameObject.FindObjectOfType<PlayerHeart>();
     boomBitch = GetComponent<PointEffector2D>();
     fireAbilityParticle = GetComponent<ParticleSystem>();
     emission = fireAbilityParticle.emission;
     emission.enabled = false;
     boomBitch.enabled = false;
     firePlayer = GameObject.FindObjectOfType<Player>();
     fireBall = GameObject.FindObjectOfType<FireBall>();
     theGrad = fireAbilityParticle.colorOverLifetime;
     grads = GetComponent<FlickerGradients>();
 }
Esempio n. 6
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    public void DoTweenCallBack()
    {
        isPlaying = false;
        fish.transform.localPosition    = originPos;
        fish.transform.localEulerAngles = new Vector3(0, 270, 0);
        Anim.SetInteger("States", Random.Range((int)0, (int)6));

        if (rentingHeart != null)
        {
            mgr.heartController.ReturnHeart(rentingHeart);
            rentingHeart = null;
        }
    }
Esempio n. 7
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        Enemy       enemy   = collision.GetComponent <Enemy>();
        PlayerHeart plasyer = collision.GetComponent <PlayerHeart>();

        if (enemy != null)
        {
            enemy.TakeDamage(damage);
        }
        if (plasyer != null)
        {
            plasyer.PlayerHurt();
        }

        Instantiate(imapctEffect, transform.position, transform.rotation);

        Destroy(gameObject);
    }
Esempio n. 8
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 void Awake()
 {
     rb          = GetComponent <Rigidbody2D>();
     groundCheck = GameObject.FindGameObjectWithTag("GroundCheck").transform;
     playerHeart = gameObject.GetComponent <PlayerHeart>();
 }
Esempio n. 9
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 void Start()
 {
     playerHeart = FindObjectOfType <PlayerHeart>();
     player      = GameObject.FindGameObjectWithTag("Player").transform;
     target      = new Vector2(player.position.x, player.position.y);
 }
Esempio n. 10
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 void Start()
 {
     lastPos     = transform.position;
     playerHeart = FindObjectOfType <PlayerHeart>();
     confiner    = FindObjectOfType <Cinemachine.CinemachineConfiner>();
 }
Esempio n. 11
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 void Start()
 {
     playerHeart = FindObjectOfType <PlayerHeart>();
 }
Esempio n. 12
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    //hmm...what's this for?
    void Start() {
        //when you reload a scene if you don't reset the particles sometimes they 
        //are added or not reset correctly, so...bam, fixed
        ParticleSystem[] pses = GetComponentsInChildren<ParticleSystem>();
        foreach(ParticleSystem ps in pses) {
            ps.Clear();
        }
        
        heartSystemScript = FindObjectOfType<PlayerHeart>();
        FIREUIScript = FindObjectOfType<FIRE>();

        sweetHeart = GameObject.Find("SweetHeartLife");
        canLight = false;
        fireTail = GameObject.Find("FireTail").GetComponent<ParticleSystem>();
        makeMeBig = GameObject.Find("IWannaBeBig").GetComponent<ParticleSystem>();
        makeMeSmall = GameObject.Find("IWannaBeSmall").GetComponent<ParticleSystem>();
        makeMeSmallIfForced = GameObject.Find("SmallForced").GetComponent<ParticleSystem>();
        teleportBam = GameObject.Find("TeleportBam").GetComponent<ParticleSystem>();
        fireStandard = GameObject.Find("FireAbilityStandard");

        flicker = GameObject.Find("Flicker");
        flickerGradient = flicker.GetComponent<ParticleSystem>().colorOverLifetime;
        flickerScript = flicker.GetComponent<FlickerGradients>();

        flickerHeart = GameObject.Find("FlickerHeart");
        flickerHeartGradient = flickerHeart.GetComponent<ParticleSystem>().colorOverLifetime;
        flickerHeartScript = flickerHeart.GetComponent<FlickerGradients>();

        torchGradient = fireTail.colorOverLifetime;
        torchScript = fireTail.GetComponent<FlickerGradients>();

        explosionGradient = makeMeBig.colorOverLifetime;
        explosionScript = makeMeBig.GetComponent<FlickerGradients>();

        fireEmission = fireTail.emission;
        fireShape = fireTail.shape;
        distanceGreatEnough = true;
        sexyBody = GetComponent<Rigidbody2D>();
        unkillAbleDest = true;

        beatLevelTime = int.MaxValue;

        hasJoystick = Input.GetJoystickNames().Length > 0;
        Debug.Log(hasJoystick);

        SizeFix();   
    }