Esempio n. 1
0
    //All the puzzle pieces should have a trigger on them, when enter, this function will be called
    void OnTriggerEnter(Collider other)
    {
        //checks to see if the object in our trigger is a player.
        if (other.gameObject.tag == Constants.PLAYER_STRING)
        {
            //Increase the intesnity of the players point light
            PlayerLightController playerLight = other.gameObject.GetComponent <PlayerLightController>();
            if (playerLight != null)
            {
                playerLight.AddToIntesnity();
            }

            //Tell GameData this peg was collected
            GameData.Instance.PuzzlePieceCollected(m_ID);

            //increment collectable counter
            m_CollectableManager.IncrementPuzzleCounter();

            //Play the collected sound
            m_SFX.playSound(transform, Sounds.PuzzlePeice);

            //destroy this gameobject
            Destroy(this.gameObject);
        }
    }
Esempio n. 2
0
    // Start is called before the first frame update
    void Start()
    {
        active = false;

        rb             = this.gameObject.GetComponent <Rigidbody>();
        forceDirection = Vector3.zero;
        plc            = this.gameObject.GetComponent <PlayerLightController>();

        StartCoroutine(GiveControl());
    }
Esempio n. 3
0
    //All the puzzle pieces should have a trigger on them, when enter, this function will be called
    void OnTriggerEnter(Collider other)
    {
        //Check if we are still spawning
        if (this.GetComponent <EnemyLightPegSpawn>() != null)
        {
            return;
        }

        //checks to see if the object in our trigger is a player.
        if (other.gameObject.tag == Constants.PLAYER_STRING)
        {
            //Increase the intesnity of the players point light
            PlayerLightController playerLight = other.gameObject.GetComponent <PlayerLightController>();
            if (playerLight != null)
            {
                playerLight.AddToIntesnity();
            }

            //Tell GameData this peg was collected
            GameData.Instance.LightPegCollected(m_ID);

            //increment collectable counter
            m_CollectableManager.IncrementCounter();

            //Play Collected sound
            PlaySound();

            for (int i = 0; i < m_Lights.Length; i++)
            {
                //Safety check so when light pegs that don't have lights but have array values
                //won't throw an error because some people might not have a clue how to set the prefab.
                if (m_Lights[i] != null)
                {
                    m_Lights[i].AddToLightIntensity(AmountToAdd);
                }
            }

            //destroy this gameobject
            Destroy(this.gameObject);
        }
    }
    // Use this for initialization
    void Start()
    {
        Characters currentCharacter;

        switch (transform.parent.name)
        {
        case Constants.ALEX_STRING:
            currentCharacter = Characters.Alex;
            break;

        case Constants.DEREK_STRING:
            currentCharacter = Characters.Derek;
            break;

        case Constants.ZOE_STRING:
            currentCharacter = Characters.Zoe;
            break;

        default:
#if DEBUG || UNITY_EDITOR
            Debug.LogError("parent is named wrong");
#endif
            currentCharacter = Characters.Zoe;
            break;
        }

        //Check if player one
        if (GameData.Instance.PlayerOneCharacter == currentCharacter)
        {
            m_Player = 1;
        }
        else
        {
            m_Player = 2;
        }

        //gets reference to sound manager
        m_SFX = SFXManager.Instance;

        //Gets reference to hud
        m_Hud = GameObject.FindGameObjectWithTag(Constants.HUD).GetComponent <Hud>();

        //setting initial values for the timers
        m_HealthRegenTimer     = HealthRegenTime;
        m_InvulnerabilityTimer = InvulnerabilityTimer;

        //setting the total health
        m_TotalHealth = m_Health;

        //Set Health in hud
        m_Hud.SetHealth(m_TotalHealth, m_Player);

        m_PlayerRenderer = gameObject.GetComponentInChildren <SkinnedMeshRenderer>();

        //Get the players movement for knockback
        m_Movement = GetComponent <BaseMovementAbility> ();

#if DEBUG || UNITY_EDITOR
        if (i_InvulnerableMaterial == null)
        {
            Debug.LogError("put the invulnerable material on this script");
        }
#endif

        m_DefaultMaterial = m_PlayerRenderer.materials[0];

        //Load player light
        m_PlayerLight = GetComponent <PlayerLightController>();
    }
Esempio n. 5
0
    // Use this for initialization
    void Start()
    {
        Characters currentCharacter;
        switch (transform.parent.name)
        {
        case Constants.ALEX_STRING:
            currentCharacter = Characters.Alex;
            break;
        case Constants.DEREK_STRING:
            currentCharacter = Characters.Derek;
            break;
        case Constants.ZOE_STRING:
            currentCharacter = Characters.Zoe;
            break;
        default:
        #if DEBUG || UNITY_EDITOR
            Debug.LogError("parent is named wrong");
        #endif
            currentCharacter = Characters.Zoe;
            break;
        }

        //Check if player one
        if (GameData.Instance.PlayerOneCharacter == currentCharacter)
        {
            m_Player = 1;
        }
        else
        {
            m_Player = 2;
        }

        //gets reference to sound manager
        m_SFX = SFXManager.Instance;

        //Gets reference to hud
        m_Hud = GameObject.FindGameObjectWithTag(Constants.HUD).GetComponent<Hud>();

        //setting initial values for the timers
        m_HealthRegenTimer = HealthRegenTime;
        m_InvulnerabilityTimer = InvulnerabilityTimer;

        //setting the total health
        m_TotalHealth = m_Health;

        //Set Health in hud
        m_Hud.SetHealth (m_TotalHealth, m_Player);

        m_PlayerRenderer = gameObject.GetComponentInChildren<SkinnedMeshRenderer>();

        //Get the players movement for knockback
        m_Movement = GetComponent<BaseMovementAbility> ();

        #if DEBUG || UNITY_EDITOR
        if(i_InvulnerableMaterial == null)
        {
            Debug.LogError("put the invulnerable material on this script");
        }
        #endif

        m_DefaultMaterial = m_PlayerRenderer.materials[0];

        //Load player light
        m_PlayerLight = GetComponent<PlayerLightController>();
    }