Esempio n. 1
0
        /// <summary>
        /// On Start(), we grab our particle emitter if there's one, and setup our fuel reserves
        /// </summary>
        protected override void Initialization()
        {
            base.Initialization();

            _lucyHealth         = GetComponent <Health>();
            _characterHandleEMP = GetComponent <CharacterHandleEMP>();

            if (ParticleEmitter != null)
            {
                _initialPosition = ParticleEmitter.transform.localPosition;
                ParticleSystem.EmissionModule emissionModule = ParticleEmitter.emission;
                emissionModule.enabled = false;
            }

            if (EffectParticleEmitter != null)
            {
                _effectInitialPosition = EffectParticleEmitter.transform.localPosition;
                ParticleSystem.EmissionModule effectEmissionModule = EffectParticleEmitter.emission;
                effectEmissionModule.enabled = false;
            }

            FlamethrowerFuelDurationLeft = JetpackFuelDuration;
            _jetpackRefuelCooldownWFS    = new WaitForSeconds(JetpackRefuelCooldown);

            if (GUIManager.Instance != null && _character.CharacterType == Character.CharacterTypes.Player)
            {
                GUIManager.Instance.SetJetpackBar(!JetpackUnlimited, _character.PlayerID);
                UpdateFlamethrowerBar();
            }
        }
Esempio n. 2
0
        protected override void Setup()
        {
            base.Setup();
            _animator      = GetComponent <Animator>(); 
 _characterHandleEMP = GetComponent <CharacterHandleEMP>(); 
 _lucyHealth = GetComponent <LucyHealth>(); 
 _magnetEffect = GetComponent <LucyMagnet>(); 
 _characterHandleMelee = GetComponent <CharacterHandleMelee>(); 
 _walljump = GetComponent <LucyWallJump>(); 
 _wallcling = GetComponent <LucyWallClinging>(); 
 _lucyFlamethrower = GetComponent <LucyFlamethrower>();
            _characterRun  = GetComponent <CharacterRun>();
            _plasmaRainbow = GetComponent <_2dxFX_PlasmaRainbow>();

            PowerNodesCollected = 0;

            StartCoroutine(AddItemsToInventory());

            StartCoroutine(GetTheRightSuitOn());
        }
Esempio n. 3
0
        /// Override this to describe what happens when the object gets picked
        /// </summary>
        protected override void Pick()
        {
            base.Pick();
            _animator           = _collider.GetComponent <Animator> ();
            _sprite             = gameObject.GetComponent <SpriteRenderer> ();
            _characterHandleEMP = _collider.GetComponent <CharacterHandleEMP>();


            _animator.runtimeAnimatorController = Resources.Load("SuperSuitSuperBlasterAnimator") as RuntimeAnimatorController;
            _sprite.enabled = false;
            _characterHandleEMP.AbilityPermitted = true;

            //if we haven't already obtained it
            if (!GameManager.Instance.EMPObtained)
            {
                if (!GameManager.Instance.DebugMode)
                {
                    RunSplashScreen();
                }
                GameManager.Instance.EMPObtained = true;
                RetroAdventureProgressManager.Instance.SaveProgress();
            }
        }