Esempio n. 1
0
 void OnTriggerEnter2D(Collider2D other)
 {
     //Debug.Log(other.gameObject.tag);
     //Debug.Log(other.gameObject);
     if (other.gameObject.tag == "Player" && EndLevel)
     {
         orb.GetComponent <SpriteRenderer>().color += new Color(0, 0, 0, 0.8f);
         if (this.gameObject.tag == "Finish")
         {
             //Debug.Log(endOfGame.nameOfSound);
             endOfGame.PlaySound();
         }
         else
         {
             endOfLevel.PlaySound();
         }
         completeLevelMenu.SetActive(true);
         Time.timeScale = 0;
     }
     else if (other.gameObject.tag == "Player" && notHit)
     {
         //Debug.Log("End?!");
         audioCheckPointPassed.PlaySound();
         notHit = false;
         other.gameObject.GetComponent <PlayerCharacterController>().checkPoint = this.gameObject;
         orb.GetComponent <SpriteRenderer>().color += new Color(0, 0, 0, 0.8f);
     }
 }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        if (enterZone && !switches)
        {
            direct = target.transform.position - this.BarrelTurret.transform.position;
            direct.Normalize();
            rotateAmount = Vector3.Cross(direct, this.BarrelTurret.transform.up).z;
            //angle = Mathf.Atan2(direct.y,direct.x) * Mathf.Rad2Deg;
            //angle2 = AngleBetweenVector2(this.BarrelTurret.transform.up, direct);
            //Vector2 vec1Rotated90 = new Vector2(-this.BarrelTurret.transform.up.y, this.BarrelTurret.transform.up.x);
            //float sign = (Vector2.Dot(vec1Rotated90, direct) < 0) ? -1.0f : 1.0f;
            //Debug.DrawLine((Vector2)this.BarrelTurret.transform.position, (Vector2)target.transform.position, Color.black, 200f);
            //Debug.DrawRay((Vector2)this.BarrelTurret.transform.position, direct, Color.red, 200f);
            //Debug.DrawRay((Vector2)this.BarrelTurret.transform.position, this.BarrelTurret.transform.up, Color.blue, 200f);
            //Debug.Log(rotateAmount);
            //Debug.Log(this.BarrelTurret.transform.rotation.eulerAngles);
            //rotate = Quaternion.AngleAxis(angle,Vector3.forward);
            //Debug.Log(rotate.eulerAngles);
            //rotate = Quaternion.AngleAxis(angle2, Vector3.forward);
            //Debug.Log(rotate.eulerAngles);
            //Debug.Log(Quaternion.Euler(0,0,this.BarrelTurret.transform.rotation.z + -rotateAmount * speedTurn * Time.deltaTime).eulerAngles);
            //this.BarrelTurret.transform.rotation = Quaternion.Euler(0, 0, this.BarrelTurret.transform.rotation.z + -rotateAmount * speedTurn * Time.deltaTime);
            this.BarrelTurret.transform.RotateAround(this.BarrelTurret.transform.position, new Vector3(0f, 0f, 1f), -rotateAmount * speedTurn * Time.deltaTime);
            //Debug.Log(this.BarrelTurret.transform.rotation.eulerAngles);
            //this.BarrelTurret.transform.rotation = Quaternion.Slerp(transform.rotation, rotate, -rotateAmount * speedTurn * Time.deltaTime);
            //Debug.Log(this.BarrelTurret.transform.rotation.eulerAngles);

            //this.BarrelTurret.transform.RotateAround(this.BarrelTurret.transform.position,new Vector3(0,0,1), -rotateAmount * speedTurn * Time.deltaTime);
            //this.BarrelTurret.transform.rotation = Quaternion.Euler(0, 0, this.BarrelTurret.transform.rotation.z + sign * speedTurn * Time.deltaTime);
            //this.transform.rotation = Quaternion.Euler(0,0,Mathf.Clamp(this.transform.rotation.z,0,180));
            //withinBounds(230,310);

            //Debug.Log(sign * speedTurn * Time.deltaTime);

            //angleOfTurret += sign * speedTurn * Time.deltaTime;
            //Debug.Log(angleOfTurret);

            //this.BarrelTurret.transform.rotation = Quaternion.Euler(0,0,angleOfTurret);
            //Debug.Log(timeStamp);
            //Debug.Log(Time.time);
            //Debug.Log(interval);
            //Debug.Log(withinThreshold(2));
            //Debug.Log((Time.time - timeStamp));
            //Debug.Log(((Time.time - timeStamp) > interval));
            if (withinThreshold(accuracy) && ((Time.time - timeStamp) > rateOfFire))
            {
                timeStamp = Time.time;
                GameObject bullets = (GameObject)Instantiate(projectile, spawnBullets.position, spawnBullets.rotation);
                FireSound.PlaySound();
                if (this.gameObject.tag == "TinyTurret")
                {
                    bullets.GetComponent <Projectile>().setLocalScale();
                }
                bullets.GetComponent <Projectile>().hitsGround = projectileHitGround;
                bullets.GetComponent <Projectile>().speed      = SpeedOfProjectile;
            }
        }
    }
Esempio n. 3
0
    void OnTriggerEnter2D(Collider2D other)
    {
        switch (other.gameObject.tag)
        {
        case "Player":
            HitSound.PlaySound();
            other.gameObject.GetComponent <PlayerCharacterController>().death();
            break;

        case "Enemy":
            HitSound.PlaySound();
            other.gameObject.GetComponent <EnemyController>().death();
            break;

        default:
            //HitSound.PlaySound();
            //Destroy(this.gameObject);
            break;
        }
    }
Esempio n. 4
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 public void flipSwitch(bool switchOn)
 {
     switches = switchOn;
     if (switchOn == true)
     {
         SwitchedOffSound.PlaySound();
     }
     else
     {
         //need a "reactivate" sound here?
     }
 }
Esempio n. 5
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 public void death()
 {
     Debug.Log("Death");
     deathSound.PlaySound();
     if (checkPoint == null)
     {
         this.transform.position = this.startPosition;
     }
     else
     {
         this.transform.position = checkPoint.transform.position;
     }
 }
Esempio n. 6
0
 void FixedUpdate()
 {
     if (climbing || !notDead)
     {
         return;
     }
     if (Input.GetButton("Jump") && grounded)
     {
         grounded = false;
         rb.AddForce(new Vector2(0f, forceJump));
         jumpSound.PlaySound();
         grounded = false;
     }
 }
Esempio n. 7
0
    void OnTriggerEnter2D(Collider2D other)
    {
        //Debug.Log(other.gameObject.tag);

        switch (other.gameObject.tag)
        {
        case "Player":
            //HitSound.PlaySound();
            //This ensures that the projectile won't be obliterated if the player is already dying
            //if(!(other.gameObject.GetComponent<PlayerCharacterController>().isDying))
            //{
            other.gameObject.GetComponent <PlayerCharacterController>().death();
            Destroy(this.gameObject);
            //}
            break;

        case "Tower":
            //HitTurret.PlaySound();
            //Destroy(this.gameObject);
            break;

        case "Ground":
            HitMetal.PlaySound();
            Destroy(this.gameObject);
            break;

        case "Rocks":
            HitMetal.PlaySound();
            Destroy(this.gameObject);
            break;

        default:
            //HitSound.PlaySound();
            //Destroy(this.gameObject);
            break;
        }
    }
Esempio n. 8
0
    void OnTriggerEnter2D(Collider2D other)
    {
        switch (other.gameObject.tag)
        {
        case "Player":
            //HitSound.PlaySound();
            break;

        case "Tower":
            HitTurret.PlaySound();
            Destroy(this.gameObject);
            break;

        case "Ground":
            HitGround.PlaySound();
            Destroy(this.gameObject);
            break;

        case "Enemy":
            Debug.Log(other.gameObject.tag);
            HitGround.PlaySound();
            other.gameObject.GetComponent <EnemyController>().hitByRock();
            Destroy(this.gameObject);
            break;

        case "Shurikens":
            HitGround.PlaySound();
            Destroy(this.gameObject);
            break;

        default:
            //HitSound.PlaySound();
            //Destroy(this.gameObject);
            break;
        }
    }
Esempio n. 9
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 public void death()
 {
     if (!Dead)
     {
         //Debug.Log("has died");
         deathSound.PlaySound();
         //isDying = true;
         state = states.nothing;
         animate.SetTrigger("Death");
         Dead = true;
         //Destroy(this.gameObject);
     }
     //animate.Play("EnemyDeath");
     //Destroy(this.gameObject);
 }
Esempio n. 10
0
 public void leverPulled()
 {
     if (OnInputEvent != null)
     {
         timeStamp  = Time.time;
         switchesOn = !switchesOn;
         leverSound.PlaySound();
         OnInputEvent.Invoke(switchesOn);
         Orb.GetComponent <SpriteRenderer>().color = Color.black;
     }
     else
     {
         Debug.LogWarning("No Turret On Switch");
     }
 }
Esempio n. 11
0
    void onHammerHit()
    {
        //Debug.Log("Hit");
        if (log != null)
        {
            hammerHitLogSound.PlaySound();
            log.GetComponent <LogMovement>().fallSounds();
        }

        if (enemy != null)
        {
            //Debug.Log("hits1");
            //if(Mathf.Sign(enemy.transform.localScale.x) == Mathf.Sign(transform.localScale.x)){
            //Debug.Log("hits");
            enemy.GetComponent <EnemyController>().death();
            //}
        }
    }
Esempio n. 12
0
 public void death()
 {
     //this if-statement prevents the player being killed while dying :)
     if (notDead)
     {
         deathSound.PlaySound();
         animate.SetBool("Climb", false);
         animate.SetTrigger("Death");
         notDead = false;
         if (climbingwall != null)
         {
             //Debug.Log("Wall");
             climbingwall.killClimbValues();
             climbingwall.objectplayer = null;
             climbingwall = null;
             Debug.Log(climbingwall);
         }
         climbing        = false;
         rb.gravityScale = 1;
     }
 }
Esempio n. 13
0
    void OnTriggerEnter2D(Collider2D other)
    {
        switch (other.gameObject.tag)
        {
        case "Player":
            other.gameObject.GetComponent <PlayerCharacterController>().death();
            //HitSound.PlaySound();
            Destroy(this.gameObject);
            break;

        case "Ground":
            if (hitsGround)
            {
                HitGround.PlaySound();
                Destroy(this.gameObject);
            }
            break;

        default:
            //HitSound.PlaySound();
            //Destroy(this.gameObject);
            break;
        }
    }
Esempio n. 14
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 public void fallSounds()
 {
     fallSound.PlaySound();
     moveLog = true;
 }
Esempio n. 15
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    void FixedUpdate()
    {
        if (Dead)
        {
            return;
        }

        if ((state == states.chase) && (rb.velocity.y < -0.01f))
        {
            state = states.nothing;
        }
        //Debug.Log(rb.velocity.y);

        //animate.SetInteger("State",(int)state);
        temp = this.player.transform.position - this.startpoint.position;
        temp.Normalize();
        RaycastHit2D hit = Physics2D.Raycast(startpoint.position, temp, distance, layerMask); //Physics2D.Linecast(startpoint.position, targetPoint.position,layerMask);

        Debug.DrawRay(startpoint.position, temp * distance, Color.blue, 1);
        Debug.DrawRay(startpoint.position, temp * hit.distance, Color.red, 1);

        if (hit.collider != null)
        {
            //Debug.Log(hit.collider.tag);
            if (hit.collider.tag == "Player" && (state != states.throws && state != states.chase))
            {
                if (hit.collider.gameObject.GetComponent <PlayerCharacterController>().notDead)
                {
                    hitDistances(hit);
                    spotPlayerSound.PlaySound();
                }
            }
            else if (hit.collider.tag == "Ground" && (state == states.throws || state == states.chase))
            {
                turnAround();
                state = states.patrol;
            }
        }
        else
        {
            if (state == states.throws || state == states.chase)
            {
                turnAround();
                state = states.patrol;
            }
        }
        //Debug.Log(state);
        switch (state)
        {
        case states.idle:
            rb.velocity = new Vector2(0, 0);
            if ((Time.time - timeStamp) > turnAroundInterval)
            {
                timeStamp = Time.time;
                turnAround();
                state = states.patrol;
                animate.SetInteger("State", (int)state);
            }
            break;

        case states.chase:
            turnAroundTarget();
            rb.velocity = new Vector2(sign * chaseSpeed * Time.fixedDeltaTime, rb.velocity.y);
            break;

        case states.throws:
            if ((Time.time - timeStamp) > throwInterval)
            {
                timeStamp = Time.time;
                //Debug.Log("Throw");
                animate.SetTrigger("throw");
                shurikenThrowSound.PlaySound();
            }
            break;

        case states.patrol:
            rb.velocity = new Vector2(sign * patrolSpeed * Time.fixedDeltaTime, rb.velocity.y);
            //Debug.Log(rb.velocity);

            /* (Mathf.Abs(points[position].transform.position.x - this.transform.position.x) < threshold){
             *  position = (position + 1) % points.Length;
             *  timeStamp = Time.time;
             *  state = states.idle;
             * } */
            break;
        }
    }
Esempio n. 16
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    void Update()
    {
        if (climbing || !notDead)
        {
            return;
        }

        horizontalMove = Input.GetAxis("Horizontal") * runSpeed * Time.deltaTime;

        switch (Input.inputString)
        {
        case "1":
            item = Weapons.Hammer;
            weapon.GetComponent <SpriteRenderer>().sprite = weaponsSprites[0];
            //weapon = weaponObjects[0];
            OnInputEvent.Invoke(Input.inputString);
            itemChangeSound.PlaySound();
            break;

        case "2":
            item = Weapons.Rock;
            weapon.GetComponent <SpriteRenderer>().sprite = weaponsSprites[1];
            //weapon = weaponObjects[1];
            OnInputEvent.Invoke(Input.inputString);
            itemChangeSound.PlaySound();
            break;

        case "3":
            item = Weapons.Fist;
            weapon.GetComponent <SpriteRenderer>().sprite = null;
            //weapon = null;
            OnInputEvent.Invoke(Input.inputString);
            itemChangeSound.PlaySound();
            break;
        }


        if (Mathf.Sign(transform.localScale.x) != Mathf.Sign(horizontalMove) && horizontalMove != 0)
        {
            Flip();
        }

        if (Input.GetMouseButtonDown(0) && item == Weapons.Rock)
        {
            mouse = (Vector2)mainCamera.ScreenToWorldPoint(Input.mousePosition);
            animate.SetTrigger("Throw");
            rockThrowSound.PlaySound();
        }

        if (Input.GetMouseButtonDown(0) && item == Weapons.Hammer)
        {
            animate.SetTrigger("Hammer");
            hammerSwingSound.PlaySound();
        }

        if (Input.GetMouseButtonDown(0) && item == Weapons.Fist && climbingwall == null)
        {
            animate.SetTrigger("PullLever");
        }

        if (Input.GetMouseButtonDown(0) && item == Weapons.Fist && climbingwall != null && canClimb)
        {
            //Debug.Log((Vector2)this.transform.right);
            //Debug.Log((Vector2)climbingwall.endClimbPoint.transform.position);
            Vector2 temp = (Vector2)this.transform.position - (Vector2)climbingwall.endMovePoint.transform.position;
            temp.Normalize();
            int sign = (Vector2.Dot((Vector2)this.transform.right, temp) > 0) ? -1 : 1;
            //Debug.Log((Vector2)this.transform.position - (Vector2)climbingwall.endClimbPoint.transform.position);
            //Debug.Log((Vector2.Dot((Vector2)this.transform.right, temp) > 0) ? -1 : 1);
            //Debug.Log(Vector2.Dot(this.transform.right, (Vector2)climbingwall.endClimbPoint.transform.position));
            //Debug.Log(sign);
            //Debug.Log((int)(transform.localScale.x * 10));
            if (sign == (int)(transform.localScale.x * 10))
            {
                Debug.Log("Can Climb");
                animate.SetBool("Climb", true);
                rb.velocity     = new Vector2(0, 0);
                rb.gravityScale = 0;
                climbing        = true;
                climbingwall.climb(this.transform);
            }
            else
            {
                Debug.Log("Cannot Climb Climb");
            }

            //return;
        }

        //Debug.Log(Mathf.Abs(horizontalMove));
        rb.velocity = new Vector2(horizontalMove, rb.velocity.y);
        animate.SetFloat("Horizontal", Mathf.Abs(horizontalMove));
    }