public void OnTriggerEnter2D(Collider2D other)
 {
     if (other.gameObject.tag == "Player" && objectMessenger != null)
     {
         collidedObject = SceneMessenger.GetMainPlayerObject(other.gameObject);
     }
 }
Esempio n. 2
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    public void SavePlayerState()
    {
        GameObject playerObj = GameObject.FindWithTag("Player");

        if (playerObj == null)
        {
            //This most likely means the player is dead
            //and we are restarting the level.
            return;
        }
        GameObject obj = SceneMessenger.GetMainPlayerObject(playerObj);

        if (obj == null)
        {
            //This most likely means the player is dead
            //and we are restarting the level.
            return;
        }
        int health = obj.GetComponent <Health> ().health;
        int armor  = obj.GetComponent <Health> ().armor;
        List <PickupType> activePickups = obj.GetComponent <PickupController> ().GetActivePowerups();
        int  points    = GameObject.FindGameObjectWithTag("UIController").GetComponent <UIController> ().Points;
        bool gunActive = obj.GetComponent <PlayerInput> ().gunActive;

        SceneMessenger.playerData = new ScenePersistence(health, armor, activePickups, points, gunActive);
    }
Esempio n. 3
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 public void OnTriggerEnter2D(Collider2D other)
 {
     if (other.gameObject.tag == "Player")
     {
         player = SceneMessenger.GetMainPlayerObject(other.gameObject);
         StartCutscene();
     }
 }
Esempio n. 4
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    void Awake()
    {
        if (Instance != null)
        {
            Destroy(gameObject);
        }

        Instance = this;
        if (callbacks == null)
        {
            callbacks = new Dictionary <Message, List <Delegate> >();
        }
    }
Esempio n. 5
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    public void OnTriggerEnter2D(Collider2D other)
    {
        if (other.GetComponent <Hitbox> () == null)
        {
            //We don't want the far away colliders that
            //spawn enemies to trigger the scene change.
            return;
        }

        GameObject parent = SceneMessenger.GetMainPlayerObject(other.gameObject);

        if (parent.tag == "Player")
        {
            SceneMessenger.Instance.LoadScene(sceneToLoad);
        }
    }
Esempio n. 6
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    public void LoadPlayerState()
    {
        GameObject obj = SceneMessenger.GetMainPlayerObject(GameObject.FindWithTag("Player"));

        if (obj != null && SceneMessenger.playerData != null)
        {
            int  health    = SceneMessenger.playerData.health;
            int  armor     = SceneMessenger.playerData.armor;
            int  points    = SceneMessenger.playerData.points;
            bool gunActive = SceneMessenger.playerData.gunActive;
            int  maxHealth = obj.GetComponent <Health> ().maxHealth;
            int  maxArmor  = obj.GetComponent <Health> ().maxArmor;
            obj.GetComponent <Health> ().health = health;
            obj.GetComponent <Health> ().armor  = armor;
            obj.GetComponent <PickupController> ().SetActivePowerups(SceneMessenger.playerData.activePowerups);
            obj.GetComponent <PlayerInput> ().gunActive = gunActive;
            GameObject.FindGameObjectWithTag("UIController").GetComponent <UIController> ().Points = points;

            Invoke(Message.HEALTH_UPDATED, new object[] { health, maxHealth, armor, maxArmor });
            Invoke(Message.POINTS_RECEIVED, new object[] { 0 });

            SceneMessenger.playerData = null;
        }
    }
Esempio n. 7
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 // Use this for initialization
 void Start()
 {
     sceneMessenger = SceneMessenger.Instance;
     sceneMessenger.AddListener(Message.PLAYER_HEALTH_LOST, new SceneMessenger.HealthChangeCallback(UpdateHearts));
     sceneMessenger.AddListener(Message.PLAYER_HEALTH_GAINED, new SceneMessenger.HealthChangeCallback(UpdateHearts));
 }
Esempio n. 8
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 void Start()
 {
     sceneMessenger = SceneMessenger.Instance;
 }