public void changestate() { switch (state) { case (player_state.begin): if (control.after_move == false) { if (a == 0) { state = player_state.nothing; } else if (a == 1) { state = player_state.move; } else if (a == 2) { state = player_state.attack; } } if (control.after_move == true) { if (a == 0) { state = player_state.nothing; } else if (a == 2) { state = player_state.attack; } } break; case (player_state.move): control.for_move = true; control.addforce_all(peoples[0]); break; case (player_state.attack): control.for_atttack = true; attack(0, peoples[0]); break; case (player_state.nothing): Debug.Log("here"); float x = Random.value; if (x > 0.5) { controller.State = Game_controller.Game_State.Game_Enemy; } else { controller.State = Game_controller.Game_State.Game_Supply; } control.can_attack = true; state = player_state.begin; control.after_move = false; break; } }
// Use this for initialization void Start() { rBody = GetComponent <Rigidbody2D>(); //get reference to the animator located on the beaver_sprite child object beaverSprite = transform.GetChild(1).gameObject; animator = beaverSprite.GetComponent <Animator>(); //reference to the beaver mouth (to determine if can breath) beaverMouth = beaverSprite.transform.GetChild(1).gameObject; moveInputScript = gameObject.GetComponent <get_input>(); playerStateScript = gameObject.GetComponent <player_state>(); facingAngle = 0.0f; facingRight = true; //facing right initially leftAnalogThresh = 0.001f; moveForce = constants.moveForceNormal; animator.SetBool("on_land", true); animator.SetBool("is_moving", false); soundPlayer = GameObject.FindGameObjectWithTag("Sound_Player").GetComponent <sound_player>(); //team 2 faces left to start if (playerStateScript.GetTeamNumber() == "2") { Flip(); } }
void OnCollisionEnter2D(Collision2D col) { if (!playerStateScript.GetIsSuffocating()) { //figure out what player/team this instance is, and check if it's colliding with the enemy team players if (col.gameObject.tag == "Player") { enemyPlayer = col.gameObject; //current player is beaverSprite // enemyInputScript = enemyPlayer.GetComponent<get_input>(); enemyStateScript = enemyPlayer.GetComponent <player_state> (); //only want players of opposite teams if (playerStateScript.GetTeamNumber() != enemyStateScript.GetTeamNumber()) { //TODO: case for both have dash on if (enemyStateScript.GetIsDashing() == true) //enemy has dash on //player becomes immobile and drops the pearl in the direction of impact { damageScript.Damage(); //knockback the other player (This player) //StartCoroutine(Knockback(beaverSprite, 1f, 350, beaverSprite.transform.position)); } } } } }
// Use this for initialization void Start() { beaverIcon = GetComponent <SpriteRenderer> (); iconAnim = GetComponent <Animator>(); if (gameObject.name == "breath_indicator1") { playerStateScript = GameObject.Find("Beaver1").GetComponent <player_state> (); player = GameObject.Find("Beaver1").gameObject; breatheIn = "i"; breatheOut = "o"; } else { playerStateScript = GameObject.Find("Beaver2").GetComponent <player_state> (); player = GameObject.Find("Beaver2").gameObject; breatheIn = "k"; breatheOut = "l"; } if (!constants.hasTech) { beaverIcon.enabled = false; transform.GetChild(0).GetComponent <SpriteRenderer>().enabled = false; } }
void OnCollisionEnter2D(Collision2D col) { if (!playerStateScript.GetIsSuffocating ()) { //figure out what player/team this instance is, and check if it's colliding with the enemy team players if (col.gameObject.tag == "Player") { enemyPlayer = col.gameObject; //current player is beaverSprite // enemyInputScript = enemyPlayer.GetComponent<get_input>(); enemyStateScript = enemyPlayer.GetComponent<player_state> (); //only want players of opposite teams if (playerStateScript.GetTeamNumber () != enemyStateScript.GetTeamNumber ()) { //TODO: case for both have dash on if (enemyStateScript.GetIsDashing () == true) { //enemy has dash on //player becomes immobile and drops the pearl in the direction of impact damageScript.Damage (); //knockback the other player (This player) //StartCoroutine(Knockback(beaverSprite, 1f, 350, beaverSprite.transform.position)); } } } } }
private string startButton; // start or pause button // Use this for initialization void Start() { //grab reference to state script playerStateScript = GetComponent <player_state> (); // check the os to ensure that the proper control scheme is used RuntimePlatform os = Application.platform; print(os.ToString()); if (os == RuntimePlatform.WindowsEditor || os == RuntimePlatform.WindowsPlayer) { isPC = true; print("it's windows!!"); } else if (os == RuntimePlatform.OSXEditor || os == RuntimePlatform.OSXPlayer) { isPC = false; print("it's Mac!!"); } else { isPC = true; print("it's Other!!"); } //SetPlayerID (playerID); SetPlayerID(playerStateScript.GetPlayerID()); }
void Start() { controller = GameObject.FindGameObjectWithTag("GameController").GetComponent <Game_controller>(); people = GameObject.FindGameObjectWithTag("GameController").GetComponent <People>(); weapons = GameObject.FindGameObjectWithTag("GameController").GetComponent <Weapon>(); control = GameObject.FindGameObjectWithTag("GameController").GetComponent <Control>(); peoples = people.GetPeople(); state = player_state.begin; }
void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Pearl") { Destroy(other.gameObject); if (gameObject.tag == "Left_Clam") { scoreKeeperScript.IncrementLeftScore(); clamSprite.material.color = leftScoredColor; } else if (gameObject.tag == "Right_Clam") { scoreKeeperScript.IncrementRightScore(); clamSprite.material.color = rightScoredColor; } animator.SetTrigger("scored"); //Wait a little bit before spawning a new pearl Invoke("CreateNewPearl", 1.5f); } else if (other.tag == "Player") { player_state playerStateScript = other.gameObject.GetComponentInParent <player_state>(); collision_detection playerCollisionScript = other.gameObject.GetComponentInParent <collision_detection>(); if (playerStateScript.GetHasPearl()) { playerCollisionScript.HidePearl(); playerStateScript.SetHasPearl(false); if (gameObject.tag == "Left_Clam") { scoreKeeperScript.IncrementLeftScore(); clamSprite.material.color = leftScoredColor; } else if (gameObject.tag == "Right_Clam") { scoreKeeperScript.IncrementRightScore(); clamSprite.material.color = rightScoredColor; } animator.SetTrigger("scored"); //Wait a little bit before spawning a new pearl Invoke("CreateNewPearl", 1.5f); } } }
// Use this for initialization void Start() { //dashInputScript = GetComponent<get_input>(); playerStateScript = GetComponent <player_state>(); movingScript = GetComponent <moving>(); throwingScript = GetComponent <throwing>(); animator = transform.GetChild(1).gameObject.GetComponent <Animator> (); soundPlayer = GameObject.FindGameObjectWithTag("Sound_Player").GetComponent <sound_player>(); }
// Use this for initialization void Start() { //dashInputScript = GetComponent<get_input>(); playerStateScript = GetComponent<player_state>(); movingScript = GetComponent<moving>(); throwingScript = GetComponent<throwing>(); animator = transform.GetChild(1).gameObject.GetComponent<Animator> (); soundPlayer = GameObject.FindGameObjectWithTag ("Sound_Player").GetComponent<sound_player>(); }
// Use this for initialization void Start() { inputScript = gameObject.GetComponent<get_input>(); playerStateScript = gameObject.GetComponent<player_state>(); movingScript = gameObject.GetComponent<moving>(); pearlOffset = transform.GetChild(0).gameObject; pearlRenderer = pearlOffset.GetComponent<SpriteRenderer>(); anim = pearlOffset.GetComponent<Animator> (); throwAngle = 0.0f; aimingThreshold = 0.001f; // if this value is too high the aiming tends to snap to the NSEW directions (0.2 was too high) }
// Use this for initialization void Start() { inputScript = gameObject.GetComponent <get_input>(); playerStateScript = gameObject.GetComponent <player_state>(); movingScript = gameObject.GetComponent <moving>(); pearlOffset = transform.GetChild(0).gameObject; pearlRenderer = pearlOffset.GetComponent <SpriteRenderer>(); anim = pearlOffset.GetComponent <Animator> (); throwAngle = 0.0f; aimingThreshold = 0.001f; // if this value is too high the aiming tends to snap to the NSEW directions (0.2 was too high) }
void Start() { //get the state script playerStateScript = GetComponent <player_state> (); //get the GameObject beaverSprite = transform.GetChild(1).gameObject; beaverMouth = transform.GetChild(1).gameObject; beaverPearlCollider = beaverSprite.transform.GetChild(0).gameObject; // get Player name form patent object Player_name = gameObject.transform.name; //gettign the scripts that will be disabled movingScript = GetComponent <moving> (); dashScript = GetComponent <dash> (); throwingScript = GetComponent <throwing> (); colDetectScript = GetComponent <collision_detection> (); //get the scripts to animate the indicator // if (Player_name == "Beaver1") { // iconIndicator = GameObject.FindGameObjectWithTag ("iconP1").GetComponent<Animator>(); // // } else if (Player_name == "Beaver2") { // iconIndicator = GameObject.FindGameObjectWithTag ("iconP2").GetComponent<Animator>(); // } //getting the particle system Bubbles = beaverMouth.GetComponentInChildren <ParticleSystem> (); //setting the emmision to 0 Bubbles.emissionRate = 0; //initially not suffocating //isSuffocating = false; playerStateScript.SetIsSuffocating(false); // gettign the ridgit body of the Player rBody = GetComponent <Rigidbody2D> (); // getting the animator. animator = transform.GetChild(1).gameObject.GetComponent <Animator> (); soundPlayer = GameObject.FindGameObjectWithTag("Sound_Player").GetComponent <sound_player>(); }
void Start() { allowMovement = true; spriteRenderer = transform.GetComponentInChildren <SpriteRenderer>(); plAnimation = transform.GetComponentInChildren <Animator>(); glitchParticles = transform.FindChild("GlitchParticles").GetComponent <ParticleSystem>(); jumpParticles = transform.FindChild("JumpParticles").GetComponent <ParticleSystem>(); dustParticles = transform.FindChild("DustParticles").GetComponent <ParticleSystem>(); teleport = transform.FindChild("Powers/Teleport").GetComponent <TeleportScript>(); slowFPS = transform.FindChild("Powers/SlowFPS").GetComponent <SlowFPS>(); state = player_state.IN_GROUND; }
void Start() { r_body = GetComponent <Rigidbody2D>(); dashInputScript = GetComponent <get_input>(); playerStateScript = GetComponent <player_state>(); movingScript = GetComponent <moving>(); // throwingScript = GetComponent<throwing>(); soundPlayer = GameObject.FindGameObjectWithTag("Sound_Player").GetComponent <sound_player>(); //get reference to the animator located on the beaver_sprite child object beaverSprite = transform.GetChild(1).gameObject; animator = beaverSprite.GetComponent <Animator>(); }
void Start() { //get references to the child object pearlOffset = transform.GetChild(0).gameObject; beaverSprite = transform.GetChild(1).gameObject; //get reference to the sprite renderer located on the pearlOffset child object pearlRenderer = pearlOffset.GetComponent <SpriteRenderer>(); throwInputScript = gameObject.GetComponent <get_input>(); aimingDirScript = gameObject.GetComponent <aiming>(); colDetectScript = transform.GetComponent <collision_detection> (); playerStateScript = GetComponent <player_state>(); soundPlayer = GameObject.FindGameObjectWithTag("Sound_Player").GetComponent <sound_player>(); }
public void GetSticked(Vector3 directionStick) { state = player_state.STICKED; timeSinceChangeMoving = 0.0f; rigidBody.useGravity = false; rigidBody.velocity = new Vector3(0, 0, 0); if (InputManager.ActiveDevice.Action1.IsPressed) { playerJumpingInSticked = true; } else { playerJumpingInSticked = false; } directionStickObject = directionStick; }
public bool ActivatingTeleport() { if (InputManager.ActiveDevice.Action3.IsPressed && allowMovement && !teleport.teleportUsed && teleport.CheckTeleport(boxCollider)) { state = player_state.TELEPORTING; rigidBody.useGravity = false; plAnimation.SetTrigger("Teleport"); plAnimation.speed = 1.0f / teleport.getDuration(); rigidBody.detectCollisions = false; DoGlitchParticles(); glitchOffsetCamera.divisions = 50; glitchOffsetCamera.inestability = 1.0f; glitchOffsetCamera.frequency = 1.0f; glitchOffsetCamera.enabled = true; return(true); } return(false); }
// Use this for initialization void Start() { //get references to the child objects pearlOffset = transform.GetChild(0).gameObject; //get reference to the sprite renderer located on the pearlOffset child object pearlRenderer = pearlOffset.GetComponent <SpriteRenderer>(); playerStateScript = gameObject.GetComponent <player_state>(); numberOfPlatformsTouching = 0; damageScript = GetComponent <damage> (); rBody = GetComponent <Rigidbody2D> (); scoreScript = GameObject.FindGameObjectWithTag("Score_Keeper").GetComponent <score_keeper>(); statusAnim = GetComponent <Animator> (); soundPlayer = GameObject.FindGameObjectWithTag("Sound_Player").GetComponent <sound_player>(); }
// Use this for initialization void Start() { beaverIcon = GetComponent<SpriteRenderer> (); iconAnim = GetComponent<Animator>(); if (gameObject.name == "breath_indicator1") { playerStateScript = GameObject.Find ("Beaver1").GetComponent<player_state> (); player = GameObject.Find ("Beaver1").gameObject; breatheIn = "i"; breatheOut= "o"; } else { playerStateScript = GameObject.Find ("Beaver2").GetComponent<player_state> (); player = GameObject.Find ("Beaver2").gameObject; breatheIn = "k"; breatheOut= "l"; } if (!constants.hasTech) { beaverIcon.enabled = false; transform.GetChild(0).GetComponent<SpriteRenderer>().enabled = false; } }
void Start() { allowMovement = true; spriteRenderer = transform.GetComponentInChildren<SpriteRenderer>(); plAnimation = transform.GetComponentInChildren<Animator>(); glitchParticles = transform.FindChild("GlitchParticles").GetComponent<ParticleSystem>(); jumpParticles = transform.FindChild("JumpParticles").GetComponent<ParticleSystem>(); dustParticles = transform.FindChild("DustParticles").GetComponent<ParticleSystem>(); teleport = transform.FindChild("Powers/Teleport").GetComponent<TeleportScript>(); slowFPS = transform.FindChild("Powers/SlowFPS").GetComponent<SlowFPS>(); state = player_state.IN_GROUND; }
// Use this for initialization void Start() { //grab reference to state script playerStateScript = GetComponent<player_state> (); // check the os to ensure that the proper control scheme is used RuntimePlatform os = Application.platform; print(os.ToString()); if (os == RuntimePlatform.WindowsEditor || os == RuntimePlatform.WindowsPlayer) { isPC = true; print("it's windows!!"); } else if (os == RuntimePlatform.OSXEditor || os == RuntimePlatform.OSXPlayer) { isPC = false; print("it's Mac!!"); } else { isPC = true; print("it's Other!!"); } //SetPlayerID (playerID); SetPlayerID (playerStateScript.GetPlayerID ()); }
// Use this for initialization void Start() { rBody = GetComponent<Rigidbody2D>(); //get reference to the animator located on the beaver_sprite child object beaverSprite = transform.GetChild(1).gameObject; animator = beaverSprite.GetComponent<Animator>(); //reference to the beaver mouth (to determine if can breath) beaverMouth = beaverSprite.transform.GetChild (1).gameObject; moveInputScript = gameObject.GetComponent<get_input>(); playerStateScript = gameObject.GetComponent<player_state>(); facingAngle = 0.0f; facingRight = true; //facing right initially leftAnalogThresh = 0.001f; moveForce = constants.moveForceNormal; animator.SetBool ("on_land", true); animator.SetBool ("is_moving", false); soundPlayer = GameObject.FindGameObjectWithTag ("Sound_Player").GetComponent<sound_player>(); //team 2 faces left to start if (playerStateScript.GetTeamNumber () == "2") { Flip (); } }
void FixedUpdate() { previouslySticked = false; // State-changing calculations switch (state) { case player_state.PREPARING_JUMP: SoundManager.instance.PlaySingle(jumpSound); timePreparingJump += Time.deltaTime; rigidBody.AddForce(new Vector3(0.0f, jumpForce, 0.0f)); //If it's ready to jump, start jump and give fall recovery time state = player_state.JUMPING; plAnimation.SetBool("Jump", true); plAnimation.SetBool("Run", false); jumpParticles.Play(); Movement(); break; case player_state.FALL_RECOVERING: state = player_state.IN_GROUND; plAnimation.SetBool ("Run", false); plAnimation.SetBool ("Jump", false); plAnimation.SetBool ("Falling", false); // To control movement of player Movement(); break; case player_state.IN_GROUND: // If it's not teleporting if (!ActivatingTeleport()) { teleport.teleportUsed = false; if (transform.parent != null) { transform.rotation = transform.parent.rotation; } //If the jump key is being pressed but it has been released since the //last jump if (InputManager.ActiveDevice.Action1.IsPressed && allowMovement && !playerActivedJump) { timePreparingJump = 0.0f; playerActivedJump = true; state = player_state.PREPARING_JUMP; rigidBody.useGravity = false; } else if (!IsGrounded()) { state = player_state.JUMPING; plAnimation.SetBool("Falling", true); plAnimation.SetBool("Run", false); } // To control movement of player Movement(); } break; case player_state.JUMPING: //Change animation to falling if (rigidBody.velocity.y < 0 && plAnimation.GetBool("Falling") == false) { plAnimation.SetBool("Jump", false); plAnimation.SetBool("Falling", true); } // If it's not teleporting if (!ActivatingTeleport()) { //If it's grounded if (IsGrounded()) { //Start fall recovering and set the bools state = player_state.FALL_RECOVERING; plAnimation.SetBool("Falling", false); if (plAnimation.GetBool("Jump") == true) { plAnimation.SetBool("Jump", false); } } else { timePreparingJump += Time.fixedDeltaTime; if(!playerActivedJump || (timePreparingJump > maxJumpTime)) { rigidBody.useGravity = true; } //Angle correction Vector3 eulerAngles = gameObject.transform.rotation.eulerAngles; float rotationZ = 0.0f; if (eulerAngles.z < 0.0f) { eulerAngles.z += 360.0f; } if (eulerAngles.z != 0.0f) { if (eulerAngles.z <= 3.0f || eulerAngles.z >= 357.0f) { rotationZ = 0.0f; } else if (eulerAngles.z <= 180.0f) { rotationZ = eulerAngles.z - 3.0f; } else if (eulerAngles.z > 180.0f) { rotationZ = eulerAngles.z + 3.0f; } gameObject.transform.rotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, rotationZ); } //END Angle correction } // To control movement of player Movement(); } break; case player_state.TELEPORTING: Vector3 position; bool ended = teleport.movePosition(out position); rigidBody.MovePosition(position); if (ended) { state = player_state.JUMPING; plAnimation.speed = 1; rigidBody.detectCollisions = true; rigidBody.useGravity = true; rigidBody.velocity = new Vector3(rigidBody.velocity.x, 0.0f, 0.0f); if (!slowFPS.powerActive) { glitchOffsetCamera.enabled = false; } else { glitchOffsetCamera.divisions = 20; glitchOffsetCamera.inestability = 0.3f; glitchOffsetCamera.frequency = 0.5f; } } break; case player_state.DEATH: rigidBody.velocity = Vector3.zero; if (walkSource != null && walkSource.isPlaying) walkSource.Stop(); break; case player_state.STICKED: previouslySticked = true; timeSinceChangeMoving += Time.deltaTime; if (InputManager.ActiveDevice.Action1.IsPressed && !playerJumpingInSticked) { playerJumpingInSticked = true; rigidBody.useGravity = true; rigidBody.AddForce(new Vector3(0.0f, stickedJumpForce, 0.0f)); rigidBody.velocity = new Vector3 (4f, -directionStickObject.x * rigidBody.velocity.y, 0.0f); velocityWhenChangedState = -directionStickObject.x * 20f; timeToChangeDependingVelocity = 1f; timeSinceChangeMoving = 0.0f; playerMovingType = moving_type.STOPING; state = player_state.JUMPING; } else if(timeSinceChangeMoving > maxTimeSticked) { rigidBody.useGravity = true; playerJumpingInSticked = false; velocityWhenChangedState = 0f; timeToChangeDependingVelocity = 1f; timeSinceChangeMoving = 0.0f; playerMovingType = moving_type.STOPING; state = player_state.JUMPING; } else if(playerJumpingInSticked && !InputManager.ActiveDevice.Action1.IsPressed) { playerJumpingInSticked = false; } break; } //If a player-induced jump is checked but the jump key is not longer //being held, set it to false so it can jump again if (playerActivedJump && !InputManager.ActiveDevice.Action1.IsPressed && allowMovement){ playerActivedJump = false; } }
void Start() { //get the state script playerStateScript = GetComponent<player_state> (); //get the GameObject beaverSprite = transform.GetChild (1).gameObject; beaverMouth = transform.GetChild (1).gameObject; beaverPearlCollider = beaverSprite.transform.GetChild (0).gameObject; // get Player name form patent object Player_name = gameObject.transform.name; //gettign the scripts that will be disabled movingScript = GetComponent<moving> (); dashScript = GetComponent<dash> (); throwingScript = GetComponent<throwing> (); colDetectScript = GetComponent<collision_detection> (); //get the scripts to animate the indicator // if (Player_name == "Beaver1") { // iconIndicator = GameObject.FindGameObjectWithTag ("iconP1").GetComponent<Animator>(); // // } else if (Player_name == "Beaver2") { // iconIndicator = GameObject.FindGameObjectWithTag ("iconP2").GetComponent<Animator>(); // } //getting the particle system Bubbles = beaverMouth.GetComponentInChildren<ParticleSystem> (); //setting the emmision to 0 Bubbles.emissionRate = 0; //initially not suffocating //isSuffocating = false; playerStateScript.SetIsSuffocating (false); // gettign the ridgit body of the Player rBody = GetComponent<Rigidbody2D> (); // getting the animator. animator = transform.GetChild (1).gameObject.GetComponent<Animator> (); soundPlayer = GameObject.FindGameObjectWithTag ("Sound_Player").GetComponent<sound_player>(); }
public bool ActivatingTeleport() { if (InputManager.ActiveDevice.Action3.IsPressed && allowMovement && !teleport.teleportUsed && teleport.CheckTeleport(boxCollider)) { state = player_state.TELEPORTING; rigidBody.useGravity = false; plAnimation.SetTrigger("Teleport"); plAnimation.speed = 1.0f / teleport.getDuration(); rigidBody.detectCollisions = false; DoGlitchParticles(); glitchOffsetCamera.divisions = 50; glitchOffsetCamera.inestability = 1.0f; glitchOffsetCamera.frequency = 1.0f; glitchOffsetCamera.enabled = true; return true; } return false; }
void Start() { //get references to the child object pearlOffset = transform.GetChild(0).gameObject; beaverSprite = transform.GetChild (1).gameObject; //get reference to the sprite renderer located on the pearlOffset child object pearlRenderer = pearlOffset.GetComponent<SpriteRenderer>(); throwInputScript = gameObject.GetComponent<get_input>(); aimingDirScript = gameObject.GetComponent<aiming>(); colDetectScript = transform.GetComponent<collision_detection> (); playerStateScript = GetComponent<player_state>(); soundPlayer = GameObject.FindGameObjectWithTag ("Sound_Player").GetComponent<sound_player>(); }
public void GetSticked(Vector3 directionStick){ state = player_state.STICKED; timeSinceChangeMoving = 0.0f; rigidBody.useGravity = false; rigidBody.velocity = new Vector3(0, 0, 0); if (InputManager.ActiveDevice.Action1.IsPressed) playerJumpingInSticked = true; else playerJumpingInSticked = false; directionStickObject = directionStick; }
// Checker for Icon initializing ( which Icon should it initialize or swap ) void initChecker(player_state ps, int i) { if (ps && panelCtrls [i].GetComponent <Animator> ().GetBool("intro") == false) { if (i == 3 || i == 6) { switch (i) { case 3: swapPanelCtrls(0, 3); termPanel(1); termPanel(2); break; case 6: swapPanelCtrls(3, 6); termPanel(4); termPanel(5); break; } } else { initPanel(i); } } else if (!ps) { switch (i) { case 0: initPanel(0); break; case 1: initPanel(0); initPanel(1); break; case 2: initPanel(0); initPanel(1); initPanel(2); break; case 3: initPanel(3); break; case 4: initPanel(4); initPanel(3); break; case 5: initPanel(5); initPanel(4); initPanel(3); break; case 6: initPanel(6); break; case 7: initPanel(7); initPanel(6); break; case 8: initPanel(8); initPanel(7); initPanel(6); break; } } }
void FixedUpdate() { previouslySticked = false; // State-changing calculations switch (state) { case player_state.PREPARING_JUMP: SoundManager.instance.PlaySingle(jumpSound); timePreparingJump += Time.deltaTime; rigidBody.AddForce(new Vector3(0.0f, jumpForce, 0.0f)); //If it's ready to jump, start jump and give fall recovery time state = player_state.JUMPING; plAnimation.SetBool("Jump", true); plAnimation.SetBool("Run", false); jumpParticles.Play(); Movement(); break; case player_state.FALL_RECOVERING: state = player_state.IN_GROUND; plAnimation.SetBool("Run", false); plAnimation.SetBool("Jump", false); plAnimation.SetBool("Falling", false); // To control movement of player Movement(); break; case player_state.IN_GROUND: // If it's not teleporting if (!ActivatingTeleport()) { teleport.teleportUsed = false; if (transform.parent != null) { transform.rotation = transform.parent.rotation; } //If the jump key is being pressed but it has been released since the //last jump if (InputManager.ActiveDevice.Action1.IsPressed && allowMovement && !playerActivedJump) { timePreparingJump = 0.0f; playerActivedJump = true; state = player_state.PREPARING_JUMP; rigidBody.useGravity = false; } else if (!IsGrounded()) { state = player_state.JUMPING; plAnimation.SetBool("Falling", true); plAnimation.SetBool("Run", false); } // To control movement of player Movement(); } break; case player_state.JUMPING: //Change animation to falling if (rigidBody.velocity.y < 0 && plAnimation.GetBool("Falling") == false) { plAnimation.SetBool("Jump", false); plAnimation.SetBool("Falling", true); } // If it's not teleporting if (!ActivatingTeleport()) { //If it's grounded if (IsGrounded()) { //Start fall recovering and set the bools state = player_state.FALL_RECOVERING; plAnimation.SetBool("Falling", false); if (plAnimation.GetBool("Jump") == true) { plAnimation.SetBool("Jump", false); } } else { timePreparingJump += Time.fixedDeltaTime; if (!playerActivedJump || (timePreparingJump > maxJumpTime)) { rigidBody.useGravity = true; } //Angle correction Vector3 eulerAngles = gameObject.transform.rotation.eulerAngles; float rotationZ = 0.0f; if (eulerAngles.z < 0.0f) { eulerAngles.z += 360.0f; } if (eulerAngles.z != 0.0f) { if (eulerAngles.z <= 3.0f || eulerAngles.z >= 357.0f) { rotationZ = 0.0f; } else if (eulerAngles.z <= 180.0f) { rotationZ = eulerAngles.z - 3.0f; } else if (eulerAngles.z > 180.0f) { rotationZ = eulerAngles.z + 3.0f; } gameObject.transform.rotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, rotationZ); } //END Angle correction } // To control movement of player Movement(); } break; case player_state.TELEPORTING: Vector3 position; bool ended = teleport.movePosition(out position); rigidBody.MovePosition(position); if (ended) { state = player_state.JUMPING; plAnimation.speed = 1; rigidBody.detectCollisions = true; rigidBody.useGravity = true; rigidBody.velocity = new Vector3(rigidBody.velocity.x, 0.0f, 0.0f); if (!slowFPS.powerActive) { glitchOffsetCamera.enabled = false; } else { glitchOffsetCamera.divisions = 20; glitchOffsetCamera.inestability = 0.3f; glitchOffsetCamera.frequency = 0.5f; } } break; case player_state.DEATH: rigidBody.velocity = Vector3.zero; if (walkSource != null && walkSource.isPlaying) { walkSource.Stop(); } break; case player_state.STICKED: previouslySticked = true; timeSinceChangeMoving += Time.deltaTime; if (InputManager.ActiveDevice.Action1.IsPressed && !playerJumpingInSticked) { playerJumpingInSticked = true; rigidBody.useGravity = true; rigidBody.AddForce(new Vector3(0.0f, stickedJumpForce, 0.0f)); rigidBody.velocity = new Vector3(4f, -directionStickObject.x * rigidBody.velocity.y, 0.0f); velocityWhenChangedState = -directionStickObject.x * 20f; timeToChangeDependingVelocity = 1f; timeSinceChangeMoving = 0.0f; playerMovingType = moving_type.STOPING; state = player_state.JUMPING; } else if (timeSinceChangeMoving > maxTimeSticked) { rigidBody.useGravity = true; playerJumpingInSticked = false; velocityWhenChangedState = 0f; timeToChangeDependingVelocity = 1f; timeSinceChangeMoving = 0.0f; playerMovingType = moving_type.STOPING; state = player_state.JUMPING; } else if (playerJumpingInSticked && !InputManager.ActiveDevice.Action1.IsPressed) { playerJumpingInSticked = false; } break; } //If a player-induced jump is checked but the jump key is not longer //being held, set it to false so it can jump again if (playerActivedJump && !InputManager.ActiveDevice.Action1.IsPressed && allowMovement) { playerActivedJump = false; } }
void Start() { r_body = GetComponent<Rigidbody2D>(); dashInputScript = GetComponent<get_input>(); playerStateScript = GetComponent<player_state>(); movingScript = GetComponent<moving>(); // throwingScript = GetComponent<throwing>(); soundPlayer = GameObject.FindGameObjectWithTag ("Sound_Player").GetComponent<sound_player>(); //get reference to the animator located on the beaver_sprite child object beaverSprite = transform.GetChild(1).gameObject; animator = beaverSprite.GetComponent<Animator>(); }
// Use this for initialization void Start() { //get references to the child objects pearlOffset = transform.GetChild (0).gameObject; //get reference to the sprite renderer located on the pearlOffset child object pearlRenderer = pearlOffset.GetComponent<SpriteRenderer>(); playerStateScript = gameObject.GetComponent<player_state>(); numberOfPlatformsTouching = 0; damageScript = GetComponent<damage> (); rBody = GetComponent<Rigidbody2D> (); scoreScript = GameObject.FindGameObjectWithTag("Score_Keeper").GetComponent<score_keeper>(); statusAnim = GetComponent<Animator> (); soundPlayer = GameObject.FindGameObjectWithTag ("Sound_Player").GetComponent<sound_player>(); }