Esempio n. 1
0
    void Start()
    {
        mask             = gameObject.GetComponent <SpriteMask>();
        gameAudio        = GameObject.Find("GameManager").GetComponent <AudioSource>();
        playerLayer      = LayerMask.NameToLayer("Player");
        bgLayer1         = LayerMask.NameToLayer("Background1");
        bgLayer2         = LayerMask.NameToLayer("Background2");
        currentTimePlane = TimePlane.NORMAL;

        myCG.alpha         = 0;
        twilightZone.alpha = 0;
        twilightClipLength = twilightMusic.length;
        normalClipLenght   = normalMusic.length;

        Debug.Log(twilightClipLength);
        Debug.Log(normalClipLenght);

        foreach (GameObject ghost in ghosts)
        {
            ghost.SetActive(false);
        }
    }
Esempio n. 2
0
    /** Leap to a specific plane of time
     *  Disables / enables the sprite mask & changes the collision matrix
     *  in relation to the player to ignore the different level Layes
     *
     * @Param tp - the timeplane we want to leap to
     */

    public void leapTime(TimePlane tp)
    {
        flash      = true;
        myCG.alpha = 1;
        switch (tp)
        {
        case TimePlane.TWILIGHT:
            currentTimePlane = TimePlane.TWILIGHT;
            displayMask();
            twilightZone.alpha = 1;
            normalTime         = gameAudio.time;
            gameAudio.clip     = twilightMusic;
            gameAudio.time     = twilightTime;
            Physics2D.IgnoreLayerCollision(bgLayer2, playerLayer, false);
            Physics2D.IgnoreLayerCollision(bgLayer1, playerLayer, true);
            foreach (GameObject ghost in ghosts)
            {
                ghost.SetActive(true);
            }
            break;

        case TimePlane.NORMAL:
            currentTimePlane = TimePlane.NORMAL;
            hideMask();
            twilightZone.alpha = 0;
            twilightTime       = gameAudio.time;
            gameAudio.clip     = normalMusic;
            gameAudio.time     = normalTime;
            Physics2D.IgnoreLayerCollision(bgLayer1, playerLayer, false);
            Physics2D.IgnoreLayerCollision(bgLayer2, playerLayer, true);
            foreach (GameObject ghost in ghosts)
            {
                ghost.SetActive(false);
            }
            break;
        }
        gameAudio.Play();
    }