コード例 #1
0
    void OnCollisionEnter2D(Collision2D col)
    {
        if (col.collider.tag == "Player")
        {
            if (s_CameraFollow != null)
            {
                s_CameraFollow.StartCoroutine(s_CameraFollow.CameraShake(0.15f, 0.4f));
            }
            else if (s_CameraFollowStage2 != null)
            {
                s_CameraFollowStage2.StartCoroutine(s_CameraFollowStage2.CameraShake(0.15f, 0.4f));
            }

            if (o_Player.transform.localScale == new Vector3(1, 1, 1))
            {
                o_Player.transform.Rotate(0, 0, 20);
            }
            else if (o_Player.transform.localScale == new Vector3(-1, 1, 1))
            {
                o_Player.transform.Rotate(0, 0, -20);
            }

            StartCoroutine(wait(0.5f));
        }
    }
コード例 #2
0
    /* ------ Camera Movements ------ */

    public void CameraShake(float intensity, float duration, bool fade)
    {
        if (cam == null)
        {
            Debug.Log("Error: Camera Perspective is not assigned");
            return;
        }
        cam.CameraShake(intensity, duration, fade);
    }
コード例 #3
0
ファイル: DeathZone.cs プロジェクト: davidpeng86/D2project
 void OnTriggerEnter2D(Collider2D col)
 {
     if (col.tag == "Player")
     {
         if (s_CameraFollow != null)
         {
             s_CameraFollow.StartCoroutine(s_CameraFollow.CameraShake(0.15f, 0.4f));
         }
         else if (s_CameraFollowStage2 != null)
         {
             s_CameraFollowStage2.StartCoroutine(s_CameraFollowStage2.CameraShake(0.15f, 0.4f));
         }
         StartCoroutine(wait(1f));
     }
 }
コード例 #4
0
    void Jump()
    {
        if (/*IsGrounded ||*/ !JumpInput)
        {
            jumped = false;

            jumpCooldown.Reset();
        }
        if (jumped)
        {
            jumpCooldown.CountDown();
        }

        if (Input.GetKeyDown(KeyCode.Space) && IsGrounded)
        {
            pressed = true;
        }

        if (Input.GetKeyUp(KeyCode.Space))
        {
            pressed = false;
        }

        if (IsGrounded && !triggered)
        {
            triggered = true;
            spent     = false;
            StopCoroutine(T());
            StartCoroutine(T(0.4f));
            CameraFollow.CameraShake();
            AudioController.PlayAudio(transform.position, audioClips.landingSound, 0.5f, 0.9f);
        }
        else if (!IsGrounded)
        {
            triggered = false;
        }



        if (!IsGrounded && pressed)
        {
            if (jumpCooldown.LowerThan(jumpCooldown.delay / 2f) && Stats.lightLevel > 0 && JumpInput)
            {
                Stats.LightLevels((-30f - (inLight ? 15f : 0f)) * Time.deltaTime);
                spent = true;
            }
            else
            {
                spent = false;
            }
        }

        if (!IsGrounded && !pressed && rb.velocity.y > 0 || !IsGrounded && jumpCooldown.TriggerReady(false) && rb.velocity.y > 0 || !IsGrounded && !spent && jumpCooldown.LowerThan(jumpCooldown.delay / 2f) && rb.velocity.y > 0)
        {
            Vector3 v = rb.velocity;
            v.y         = Mathf.MoveTowards(v.y, 0, 35f * Time.deltaTime);
            rb.velocity = v;
        }

        if (rb.velocity.y < 0 && !IsGrounded)
        {
            rb.AddForce(Vector3.down * 19.81f, ForceMode.Acceleration);
        }
        if (IsGrounded)
        {
            rb.useGravity = false;
        }
        else
        {
            rb.useGravity = true;
        }
        rb.useGravity = !jumped || jumpCooldown.TriggerReady(false);

        if (IsGrounded && JumpInput && !jumpCooldown.TriggerReady(false) && pressed)
        {
            if (!jumped)
            {
                AudioController.PlayAudio(transform.position, audioClips.jumpSound, 0.7f, 1.5f);
                jumped = true;
                anim.SetTrigger("Jump");
            }
            rb.velocity = new Vector2(rb.velocity.x, jumpForce);
        }
        else
        {
            if (jumped)
            {
                anim.ResetTrigger("Jump");
            }
        }


        /*if (attacking)
         * {
         *  return;
         * }*/
    }