Esempio n. 1
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        /// <summary>
        /// Triggered when the shark collides with the player
        /// </summary>
        /// <param name="collidingObject">the object that collides with our shark.</param>
        protected virtual void OnTriggerEnter2D(Collider2D collidingObject)
        {
            // we verify that the colliding object is a PlayableCharacter with the Player tag. If not, we do nothing.
            PlayableCharacter player = collidingObject.GetComponent <PlayableCharacter>();

            if (player == null)
            {
                return;
            }
            if (collidingObject.tag != "Player")
            {
                return;
            }

            // we shake the camera - uncomment these two lines if you want to add a shake effect when the shark collides with your player. I thought it was a bit too much.
            //Vector3 ShakeParameters = new Vector3(1.5f, 0.5f, 1f);
            //_camera.Shake(ShakeParameters);

            // we instantiate an explosion at the point of impact.
            GameObject explosion = (GameObject)Instantiate(Explosion);

            explosion.transform.position = new Vector3(transform.GetComponent <Renderer>().bounds.min.x, transform.GetComponent <Renderer>().bounds.center.y, 0);
            CorgiTools.UpdateAnimatorBool(explosion.GetComponent <Animator>(), "Explode", true);
            // we turn the object inactive so it can be instantiated again
            gameObject.SetActive(false);
        }
Esempio n. 2
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        /// <summary>
        /// On fixed update
        /// </summary>
        protected override void FixedUpdate()
        {
            // we send our various states to the animator.
            UpdateAnimator();
            // if jumping is true, we've just passed this info to the animator and reset it.
            if (_jumping)
            {
                _jumping = false;
            }

            // if the dragon becomes grounded, we instantiate an explosion and kill it
            if (IsGrounded)
            {
                // we shake the camera
                //Vector3 ShakeParameters = new Vector3(0.3f, 0.2f, 0.3f);
                //_camera.Shake(ShakeParameters);

                GameObject explosion = (GameObject)Instantiate(Explosion);
                explosion.transform.position = transform.GetComponent <Renderer>().bounds.center + 1 * Vector3.down;
                CorgiTools.UpdateAnimatorBool(explosion.GetComponent <Animator>(), "Grounded", _grounded);

                LevelManager.Instance.KillCharacter(this);
            }


            // if we're supposed to reset the player's position, we lerp its position to its initial position
            ResetPosition();
        }
Esempio n. 3
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 /// <summary>
 /// Updates all mecanim animators.
 /// </summary>
 protected override void UpdateAllMecanimAnimators()
 {
     CorgiTools.UpdateAnimatorBool(_animator, "Grounded", IsGrounded);
     CorgiTools.UpdateAnimatorFloat(_animator, "VerticalSpeed", _rigidbodyInterface.Velocity.y);
     CorgiTools.UpdateAnimatorBool(_animator, "Jumping", _jumping);
     CorgiTools.UpdateAnimatorBool(_flameAnimator, "Jumping", _jumping);
 }
Esempio n. 4
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 /// <summary>
 /// Updates all mecanim animators.
 /// </summary>
 protected virtual void UpdateAllMecanimAnimators()
 {
     CorgiTools.UpdateAnimatorBool(_animator, "Grounded", IsGrounded);
     CorgiTools.UpdateAnimatorFloat(_animator, "VerticalSpeed", _rigidbodyInterface.Velocity.y);
 }