public void OnCollisionEnter2D(Collision2D col) { SwitchBehavior sb = col.collider.GetComponent <SwitchBehavior>(); PlayerBehavior pb = col.collider.GetComponent <PlayerBehavior>(); //print(col.collider.gameObject.name); if (sb != null) { audioMan.playClipHere("hit", transform.position); //print("in there bois"); sb.hitMe(); } else if (pb != null) { pb.onDeath(); } else if (playSound) { audioMan.playClipHere("miss", transform.position); //print("no switch on collider"); } if (destroyOnHit) { GameObject.Destroy(this.gameObject); } }
// Use this for initialization void Start() { initialPos = movingPlatform.transform.position; downPos = new Vector3(initialPos.x, initialPos.y - 26.0f, initialPos.z); leftPos = new Vector3(initialPos.x - 20.0f, initialPos.y, initialPos.z); switchOneStatus = switchOne.GetComponent<SwitchBehavior> (); switchTwoStatus = switchTwo.GetComponent<SwitchBehavior> (); }
private SwitchBehavior GetSwitchBehavior() { if (switchBehavior == null) { switchBehavior = GetComponent <SwitchBehavior>(); } return(switchBehavior); }
void Awake() { try { sB01 = GameObject.FindGameObjectWithTag("SwitchHub01").GetComponent <SwitchBehavior>(); } catch (NullReferenceException) { } try { sB02 = GameObject.FindGameObjectWithTag("SwitchHub02").GetComponent <SwitchBehavior>(); } catch (NullReferenceException) { } try { sB03 = GameObject.FindGameObjectWithTag("SwitchHub03").GetComponent <SwitchBehavior>(); } catch (NullReferenceException) { } }
// Use this for initialization void Start() { switchOneStatus = switchOne.GetComponent<SwitchBehavior> (); switchTwoStatus = switchTwo.GetComponent<SwitchBehavior> (); switchThreeStatus = switchThree.GetComponent<SwitchBehavior> (); switchFourStatus = switchFour.GetComponent<SwitchBehavior> (); switchFiveStatus = switchFive.GetComponent<SwitchBehavior> (); switchSixStatus = switchSix.GetComponent<SwitchBehavior> (); }
private void SwapSprites() { SwitchBehavior s = GetSwitchBehavior(); s.sSwitch = loopSwitch; s.sSwitchPressed = loopSwitchPressed; s.GetComponent <SpriteRenderer>().sprite = s.isPressed ? loopSwitchPressed : loopSwitch; s.door.GetComponent <SpriteRenderer>().sprite = doorLooping; }
// Use this for initialization void Start() { initialPos1 = movingPlatform1.transform.position; downPos1 = new Vector3(initialPos1.x, initialPos1.y - 33.0f, initialPos1.z); rightPos1 = new Vector3(initialPos1.x + 20.0f, initialPos1.y, initialPos1.z); initialPos2 = movingPlatform2.transform.position; upPos2 = new Vector3(initialPos2.x, initialPos2.y + 14.0f, initialPos2.z); switchOneStatus = switchOne.GetComponent<SwitchBehavior> (); switchTwoStatus = switchTwo.GetComponent<SwitchBehavior> (); switchThreeStatus = switchThree.GetComponent<SwitchBehavior> (); }
public void OnCollisionEnter(Collision Collision) { if (Collision.gameObject.name.Contains("Switch")) { Debug.Log("Block Fell on Switch"); GameObject Switch = Collision.gameObject; SwitchBehavior SwitchBehavior = Switch.GetComponent <SwitchBehavior>(); SwitchBehavior.ApplyBlockOnSwitch(transform); transform.rigidbody.isKinematic = true; } }
// Use this for initialization void Start() { controlManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent<ControlManager>(); controlManager.GetControl(PlayerActions.Jump); tutorialText.text = "Feeling Stuck? \n" + "Try hitting " + controlManager.GetControl (PlayerActions.Ragequit); secondsToFall = 4; dropBehavior = dropSwitch.GetComponent<SwitchBehavior> (); floorBehavior = floorSwitch.GetComponent<SwitchBehavior> (); lowerStartPos = loweringPlatform.transform.position; lowerStartScl = loweringPlatform.transform.localScale; lowerDirection = lowerEndPos - lowerStartPos; lowerScale = lowerEndScl - lowerStartScl; lowerDirection *= 1 / secondsToFall; lowerScale *= 1 / secondsToFall; timeSinceButtonPress = 0; toggleSwitchPressed = false; ToggleHook(toggledDown); }
// Update is called once per frame void Update() { int numberOn = 0; // variable to count how many triggers are on for (int t = 0; t < triggers.Length; t++) { SwitchBehavior sb = triggers[t].GetComponent <SwitchBehavior>(); if (sb.isSwitchOn()) { numberOn++; } } if (numberOn == triggers.Length) { triggered = true; } else { triggered = false; } }
void Update() { if (FindObjectOfType <PauseMenu>().paused) { return; } //Reference to playerHusk location Vector2 playerLocation = playerHusk.transform.position; gameOver = playerHealth.GetGameOver(); if (gameOver) //Don't do behavior { showBothTeams(); followCamera.Follow = playerHusk.transform; } else //Play the game { if (FindObjectOfType <BasicMovement>() == null) { ControlCheck = false; } else { ControlCheck = true; } //if wavestart ==true and basicmovement script is not found if (newWave == true && FindObjectOfType <BasicMovement>() == null) { Debug.Log("BasicMovement not found on waveStart"); Debug.Log("Camera moving to playerHusk"); //set Camera to follow the husk body so you can click on it followCamera.Follow = playerHusk.transform; newWave = false; } // If right mouse button is clicked if (Input.GetMouseButtonDown(1)) { // Perform a raycast to see what we clicked Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit2D hitInfo; hitInfo = Physics2D.GetRayIntersection(ray); // If we actually clicked on something if (hitInfo.collider != null) { //reference for hit object SBehavior = hitInfo.collider.GetComponent <SwitchBehavior>(); //Checks if is switchable // If the hit object is switchable if (SBehavior != null) { //prep: set player object tag to player inactive Debug.Log("Set player husk to inactive"); //Prep: set husk tag to inactive playerHusk.gameObject.tag = "Player Inactive"; //reference SBehavior to change the objects behavior to 3 (inactive) playerHusk.GetComponent <SwitchBehavior>().setBehavior(3); //Check that you correctly set behavior Debug.Log("Current Behavior: " + SBehavior.GetComponent <SwitchBehavior>().getBehavior()); //If current is player if (SBehavior.GetComponent <SwitchBehavior>().getBehavior() == 3) { //currentBehavior = 3 //(player inactive) Debug.Log("'this' -> means the player husk!"); Debug.Log("Running Switch_bodies"); //currentBehavior = 2 //(player active) playerHusk.GetComponent <SwitchBehavior>().setBehavior(2); switchBodies(hitInfo.collider.gameObject); //here } //If current is enemy if (SBehavior.GetComponent <SwitchBehavior>().getBehavior() == 1) { //currentBehavior = 1 //(enemy) Debug.Log("'this' -> means the enemy!"); SBehavior.GetComponent <SwitchBehavior>().setBehavior(2); Debug.Log("New Behavior: " + SBehavior.GetComponent <SwitchBehavior>().getBehavior()); Debug.Log("Running Switch_bodies"); switchBodies(hitInfo.collider.gameObject); } } } } if (Input.GetKeyDown(KeyCode.B)) { showBlueTeam(); } if (Input.GetKeyDown(KeyCode.R)) { showRedTeam(); } if (Input.GetKeyDown(KeyCode.G)) { showBothTeams(); } } }
// Use this for initialization void Start() { doorInitialPosition = finalDoor.transform.position; switchOneStatus = switchOne.GetComponent<SwitchBehavior> (); switchTwoStatus = switchTwo.GetComponent<SwitchBehavior> (); }
// Use this for initialization void Start() { switchOneBehavior = switchOne.GetComponent<SwitchBehavior>(); puzzleSolved = false; }
// Use this for initialization void Start() { switchOneStatus = switchOne.GetComponent<SwitchBehavior> (); switchTwoStatus = switchTwo.GetComponent<SwitchBehavior> (); }
void OnTriggerEnter(Collider col) { SwitchBehavior sb = GetComponent <SwitchBehavior>(); sb.setOn(true); }
void OnTriggerExit(Collider col) { SwitchBehavior sb = GetComponent <SwitchBehavior>(); sb.setOn(false); }