Esempio n. 1
0
 public override void CompleteInteract()
 {
     if (Flags.MasterDefeated)
     {
         Flags.GameComplete = true;
         var player = PlayerEntity.Instance;
         player.Position        = new Vector2(9, 8);
         player.FacingDirection = new Vector2(0, 1);
         _teleport.Invoke("perfect_house");
         var story = ReadStory("conclusion.ink");
         story.Continue();
         _say.Invoke(story);
     }
 }
Esempio n. 2
0
 private void OnMouseDown()
 {
     if (IsInteractable() && isDestroyable)
     {
         if (!LoadLevel)
         {
             SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1, LoadSceneMode.Additive);
             LoadLevel = true;
             Invoke(nameof(TeleportPLayer), 0.5f);
         }
         else
         {
             Teleport?.Invoke();
         }
     }
 }
Esempio n. 3
0
 private void TeleportPLayer()
 {
     BuildPortals?.Invoke();
     Teleport?.Invoke();
 }
    void Update()
    {
        RaycastHit _hit;

        if (Physics.Raycast(transform.position, Vector3.down, out _hit, 100f, environmentMask))
        {
            joint.targetPosition = new Vector3(0f, -_hit.point.y, 0f);//set the new target position to the new base.
        }
        else
        {
            joint.targetPosition = new Vector3(0f, 0f, 0f);
        }
        //calculate movement velocity as a 3D vector
        float xMov = Input.GetAxisRaw("Horizontal");
        float yMov = Input.GetAxisRaw("Vertical");

        if (Input.GetKeyDown(KeyCode.T) && teleState)
        {
            var        _ray = playerCamera.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            if (Physics.Raycast(_ray, out hit, maxDistanceTeleport))
            {
                //teleportLocation = hit.transform;
                if (hit.transform.CompareTag(canTeleport))
                {
                    _teleportFeedback = Instantiate(TeleportFeedback, hit.point, Quaternion.LookRotation(hit.normal));
                    Destroy(_teleportFeedback, 3f);//destroy it later
                }
            }
        }
        if (Input.GetKeyDown(KeyCode.Q) && _teleportFeedback != null)
        {
            teleport?.Invoke(_teleportFeedback.transform);//launch an event and send teleport location to player motor.
            teleState = true;
        }

        /*if (Input.GetKeyUp(KeyCode.T))
         * {
         *  teleState = true;
         * }
         * //animatoin script part.Can be replayced by a blend tree
         * /* if(yMov > 0)
         * {
         *   animator.SetBool("isWalking", true);
         * }
         * if (yMov == 0)
         * {
         *   animator.SetBool("isWalking", false);
         *   animator.SetBool("isWalkingBack", false);
         * }
         * if(yMov < 0)
         * {
         *   animator.SetBool("isWalkingBack", true);
         * }
         * //
         * if (xMov > 0)
         * {
         *   animator.SetBool("isGoingRight", true);
         * }
         * if (xMov == 0)
         * {
         *   animator.SetBool("isGoingRight", false);
         *   animator.SetBool("isGoingLeft", false);
         * }
         * if (xMov < 0)
         * {
         *   animator.SetBool("isGoingLeft", true);
         * }*/



        Vector3 moveHorizontal = transform.right * xMov;
        Vector3 moveVertical   = transform.forward * yMov;

        animator.Animate(xMov, yMov);
        Vector3 Velocity = (moveHorizontal + moveVertical) * speed;    // final movement vector


        Motor.Move(Velocity);

        float   yRot     = Input.GetAxisRaw("Mouse X");
        Vector3 Rotation = new Vector3(0f, sideRecoil + yRot, 0f) * MouseSensitivity;

        Motor.Rotation(Rotation);

        float xRot        = Input.GetAxisRaw("Mouse Y");
        float CameraTiltX = upRecoil + xRot * MouseSensitivity;

        Motor.CameraTilt(CameraTiltX);

        // sideRecoil = 0; //setting recoil back to zero every frame
        //upRecoil = 0;

        if (Input.GetButton("Fire2"))
        {
            Motor.TailWind(xMov, yMov);
        }


        Vector3 VectorDashIntensity = Vector3.zero;

        if (Input.GetButton("Jump") && DashFuleAmount > 0)    //implement dash mechanics later here.
        {
            DashFuleAmount -= DashFuleBurntSpeed * Time.deltaTime;
            if (DashFuleAmount > 0.01)
            {
                VectorDashIntensity = Vector3.up * dashIntensity;
                SetJointSettings(0f);
            }
        }
        else
        {
            if (DashFuleAmount < 1)
            {
                DashFuleAmount += DashFuleRegenSpeed * Time.deltaTime;
                SetJointSettings(jointSpring);
            }
        }
        DashFuleAmount = Mathf.Clamp(DashFuleAmount, 0f, 1f);
        Motor.dash(VectorDashIntensity);
    }