Esempio n. 1
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 void onClickTutorial()
 {
     AkSoundEngine.PostEvent("Play_UI_Valide", gameObject);
     AkSoundEngine.PostEvent("Stop_Music", gameObject);
     AkSoundEngine.PostEvent("Stop_Amb", gameObject);
     SceneSwitcher.SwitchScene("cinematic");
 }
Esempio n. 2
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        private void OnCollisionEnter2D(Collision2D collision)
        {
            PlayerUnit   pyu = collision.gameObject.GetComponent <PlayerUnit>();
            PlayerShrink ps  = collision.gameObject.GetComponent <PlayerShrink>();

            if (pyu || ps)
            {
                if (tutorial)
                {
                    AkSoundEngine.PostEvent("Stop_Music", gameObject);
                    SceneSwitcher.SwitchScene("PlayScene");
                }
                else
                {
                    //ScoreManager.nbOfWins++;
                    SceneSwitcher.SwitchScene("Win", 2f, 1f);
                }
            }
        }
Esempio n. 3
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 void onClickCheckpoint()
 {
     SceneSwitcher.SwitchScene("PlayScene");
 }
Esempio n. 4
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 void onClickRetry()
 {
     ScoreManager.bossDead = true;
     SceneSwitcher.SwitchScene("PlayScene");
 }
Esempio n. 5
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 void onClickMenu()
 {
     SceneSwitcher.SwitchScene("Menu");
 }
Esempio n. 6
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 public void backMenu()
 {
     SceneSwitcher.SwitchScene("Menu");
 }
Esempio n. 7
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 void onClickSubmit()
 {
     AkSoundEngine.PostEvent("Stop_Music", gameObject);
     ScoreManager.sendScore(name.text); //Add Name from submit text field
     SceneSwitcher.SwitchScene("Menu");
 }
Esempio n. 8
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 void onClickMenu()
 {
     AkSoundEngine.PostEvent("Stop_Music", gameObject);
     SceneSwitcher.SwitchScene("Menu");
 }
Esempio n. 9
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        private void Update()
        {
            if (!inPause)
            {
#if UNITY_EDITOR
                // DEBUG
                if (Input.GetKey(KeyCode.Keypad0))
                {
                    GameObject tmp = Instantiate(unitPrefab, new Vector2(Random.Range(cursor.position.x - 0.1f, cursor.position.x + 0.1f), Random.Range(cursor.position.y - 0.1f, cursor.position.y + 0.1f)), Quaternion.identity, transform);
                    AddUnit(tmp);
                }
#endif

                velocity.x = Input.GetAxisRaw("Horizontal");
                velocity.y = Input.GetAxisRaw("Vertical");
                //velocity.Normalize();

                if (Input.GetButtonDown("Fire1") && units.Count > 0 && cursorSpeed != cursorShrinkSpeed && !firstFramOut)
                {
                    if (units.Count > 1)
                    {
                        PlayerUnit unit = units[0];
                        units.RemoveAt(0);
                        unit.Suicide();
                        ScoreManager.nbPyuShot++;
                    }
                }
                else if (firstFramOut)
                {
                    firstFramOut = false;
                }

                if (Input.GetAxisRaw("Fire2") >= 0.8f && !inShrink)
                {
                    cursorSpeed  = cursorShrinkSpeed;
                    cursorRadius = cursorShrinkRadius;
                    unitSpeed    = unitShrinkSpeed;
                    //unitRadius = unitShrinkRadius;

                    //Second version of shrink
                    inShrink   = true;
                    shrinkUnit = Instantiate(shrinkPrefab, cursor.position, Quaternion.identity, transform);
                    shrinkUnit.transform.localScale = new Vector3(shrinkUnit.transform.localScale.x / 2, shrinkUnit.transform.localScale.y / 2, shrinkUnit.transform.localScale.z);

                    sizeRatio = shrinkUnit.transform.localScale.x;
                }
                else if (Input.GetAxisRaw("Fire2") <= 0.8f && inShrink)
                {
                    cursorSpeed  = cursorNormalSpeed;
                    cursorRadius = cursorNormalRadius;
                    unitSpeed    = unitNormalSpeed;
                    unitRadius   = unitNormalRadius;
                    Destroy(shrinkUnit);

                    //Respawn pyus and change sprite back to cursor
                    for (int i = 0; i < ShrinkUnits; i++)
                    {
                        float perim = Random.Range(0f, Mathf.PI);
                        float dist  = Random.Range(0f, cursorRadius);
                        Instantiate(unitPrefab, cursor.position + new Vector3(Mathf.Cos(perim) * dist, Mathf.Sin(perim) * dist), Quaternion.identity, transform);
                    }
                    GetComponentsInChildren(units);
                    inShrink    = false;
                    ShrinkUnits = 0;
                }

                if (inShrink)
                {
                    //Kill all pyus and change cursor to a bigger pyu.
                    Vector3 minDist = new Vector3(cursor.transform.position.x - cursorShrinkRadius, cursor.transform.position.y - cursorShrinkRadius, 0);
                    Vector3 maxDist = new Vector3(cursor.transform.position.x + cursorShrinkRadius, cursor.transform.position.y + cursorShrinkRadius, 0);

                    //V2

                    for (int i = 0; i < units.Count; i++)
                    {
                        if (units[i].transform.position.x <= maxDist.x &&
                            units[i].transform.position.x >= minDist.x &&
                            units[i].transform.position.y <= maxDist.y &&
                            units[i].transform.position.y >= minDist.y)
                        {
                            if (units.Count > 1)
                            {
                                float sizeNow = (float)ShrinkUnits / ((float)ShrinkUnits + (float)units.Count);
                                shrinkUnit.transform.localScale = new Vector3(sizeRatio + (sizeRatio * sizeNow), sizeRatio + (sizeRatio * sizeNow), shrinkUnit.transform.localScale.z);
                            }
                            else if (units.Count == 1)
                            {
                                shrinkUnit.transform.localScale = new Vector3(sizeRatio + sizeRatio, sizeRatio + sizeRatio, shrinkUnit.transform.localScale.z);
                            }

                            Destroy(units[i].gameObject);

                            ++ShrinkUnits;
                        }
                    }
                }
            }
            if (inPause)
            {
                velocity.x = 0;
                velocity.y = 0;
            }


            /***********
            * Pause
            ***********/

            if (Input.GetButtonDown("Pause"))
            {
                if (inPause)
                {
                    switchPause(false);
                }
                else
                {
                    switchPause(true);
                }
            }

            velocity *= cursorSpeed;

            //Le nombre d'unitées est obtenable avec units.Count
            AkSoundEngine.SetRTPCValue("PyuNumber", (units.Count + ShrinkUnits));
            rtpcValue = Vector3.Distance(bossTransform.position, cursor.transform.position);
            AkSoundEngine.SetRTPCValue("ElectroFilter", rtpcValue);

            if (units.Count == 0 && (!inShrink || !shrinkUnit))
            {
                ScoreManager.endTime  = Time.time;
                ScoreManager.bossDead = false;

                if (tutorial)
                {
                    SceneSwitcher.SwitchScene("TutorialScene");
                }
                else
                {
                    AkSoundEngine.PostEvent("Stop_SFX", gameObject);
                    AkSoundEngine.PostEvent("Stop_Music", gameObject);
                    SceneSwitcher.SwitchScene("Lose");
                }
            }
        }
Esempio n. 10
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 private void onClickMenu()
 {
     swarm.switchPause(false);
     AkSoundEngine.PostEvent("Stop_SFX", gameObject);
     SceneSwitcher.SwitchScene("Menu");
 }
Esempio n. 11
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 void onClickScore()
 {
     AkSoundEngine.PostEvent("Play_UI_Valide", gameObject);
     AkSoundEngine.PostEvent("Stop_Music", gameObject);
     SceneSwitcher.SwitchScene("Leaderboard");
 }
Esempio n. 12
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 void onClickPlay()
 {
     AkSoundEngine.PostEvent("Stop_Music", gameObject);
     AkSoundEngine.PostEvent("Play_UI_Start", gameObject);
     SceneSwitcher.SwitchScene("PlayScene");
 }