//Overrides public override void onTriggerEnter(PlayerStats stats, ControllerGame controllerGame) { if (!_ticking || (_ticking && resetOnRetrigger == true)) { animator.SetTrigger("StartTicking"); } }
//Attempts to get the GameController if no game controller is assigned. public void BuildExits() { exitPointsRemaining = exitPoints; if (gameController == null) { gameController = ControllerGame.GetGameController; } //Setting Random Level Exit Location if (exitPoints.Length > 0) { switch (ControllerGame.CurrentDifficulty) { case ControllerGame.Difficulty.VeryEasy: case ControllerGame.Difficulty.Easy: ActivateAll(); break; case ControllerGame.Difficulty.Medium: ActivateSome(); break; case ControllerGame.Difficulty.Hard: case ControllerGame.Difficulty.Impossible: ActivateOne(); break; } } //If the array of exits is empty a generic exit is opened. else { exitPoint = gameObject; } }
//Update Functions #region //UpdateDeathCheck //Checks to see if the player should be dead. private void UpdateDeathCheck() { PlayerHealth = health; if ((health <= 0) && (isInvulnerable != true)) { isDead = true; } //Only updates the ControllerGame if it needs to. //Then sets the player sprite to invisible and turns off its colliders so that game objects do not keep interacting //with the invisible, dead player. Then plays the death event. if ((isDead) && (ControllerGame.IsPlayerDead != true)) { ControllerGame.PlayerDead(isDead); sprite.enabled = false; GetComponent <CapsuleCollider2D>().enabled = false; GetComponent <PolygonCollider2D>().enabled = false; if (deathEmission != null) { Instantiate(deathEmission, transform.position, transform.rotation); } } //Seperately makes sure that the player's velocity does not increase above zero while dead. if (isDead) { body2D.velocity = Vector2.zero; } }
//Overrides public override void onTriggerEnter(PlayerStats stats, ControllerGame controllerGame) { foreach (GameObject target in targets) { target.SetActive(setActiveTo); } }
public override void onTriggerEnter(PlayerStats stats, ControllerGame controllerGame) { stats.addScore(value); if(destroyOnPickup == true) { Destroy(gameObject); } }
//Overrides public override void onTriggerEnter(PlayerStats stats, ControllerGame controllerGame) { _isOn = !_isOn; foreach (GameObject target in targets) { target.SetActive(!target.activeSelf); updateSprite(); } }
public override void onTriggerStay(PlayerStats stats, ControllerGame controllerGame) { Vector2 velocity = stats.gameObject.GetComponent<Rigidbody2D>().velocity; if(velocity.magnitude > maxSpeed) { velocity.Normalize(); velocity *= maxSpeed; stats.gameObject.GetComponent<Rigidbody2D>().velocity = velocity; } }
//If this is the first and only controller, the following runtime assignments are made. void OnEnable() { CurrentDifficulty = difficulty; GetGameController = this.gameObject.GetComponent <ControllerGame> (); ControllerUI.InitializeUI(uiMainMenu, uiLevel, uiPause, uiDeath, uiVictory); SceneManager.sceneLoaded += OnSceneLoaded; InitializeAudio(); }
public override void onTriggerStay(PlayerStats stats, ControllerGame controllerGame) { Vector3 dPosition = gameObject.transform.localPosition - controllerGame.getPlayerPosition(); float forceToApply = forceAtCenter * (Mathf.Pow(0.5f, dPosition.magnitude / forceHalflife)); //Debug.Log("Force to apply : " + forceToApply); dPosition.Normalize(); dPosition *= forceToApply; controllerGame.applyForceToPlayer(dPosition); }
// Definition of class methods. #region Methods /// <summary> /// Constructor method of the <c>FormGame</c> class. /// </summary> /// <param name="pokemonPlayer1">List of pokemon chosen by player one.</param> /// <param name="pokemonPlayer2">List of pokemon chosen by player two.</param> public FormGame(List <Pokemon> pokemonPlayer1, List <Pokemon> pokemonPlayer2) { InitializeComponent(); this.FormBorderStyle = FormBorderStyle.FixedSingle; this.MaximizeBox = false; labelMessage.Text = ""; _game = new ControllerGame(pokemonPlayer1, pokemonPlayer2); _game.Start(); Change_round(); }
//Runtime Initializations //Largely based on specific missile conditionals. private void OnEnable() { //Getting the location of the targety point. //Note, this is not a seeking missile, it merely fires toward the target point, it does not update the target after firing. GetTargetLocation(); //Setting velocity GetComponent <Rigidbody2D>().velocity = SeekingUtilities.CalculateVelocity(gameObject, targetLocation, speed); //Setting destruction after missileLifespan seconds Destroy(gameObject, missileLifespan); //Setting damage to player damage if usePlayerDamage is true if (usePlayerDamage == true) { effectAmount = ControllerPlayer.PlayerDamage / ControllerGame.DifficultySetting(); } }
void Start () { blockTypes[0] = block_normal; blockTypes[1] = block_edge; blockTypes[2] = block_twist; blockTypes[3] = block_stairs; typeNum = blockTypes.Length; cursor = (GameObject)Instantiate(blockTypes[cursorIndex % typeNum], Vector3.zero, new Quaternion(0,0,0,0)); cursMat = new Material(cursor.GetComponent<Renderer>().sharedMaterial); //Save the material set in the inspector for the cursor; cursMat.color = new Color(0.0f, 0.4f, 0.4f, 0.1f); //Shake my head //Set cursor to block_normal; ChangeBlock(); cam = Camera.main; controllerGame = cam.GetComponent<ControllerGame>(); grid[width/2, width/2, width/2] = controllerGame.start_block; }
//Overrides public override void onTriggerEnter(PlayerStats stats, ControllerGame controllerGame) { if (_triggered == false) { foreach (GameObject target in targets) { target.SetActive(setActiveTo); } if (afterActivatedSprite != null) { gameObject.GetComponent<SpriteRenderer>().sprite = afterActivatedSprite; } else { Destroy(gameObject); } _triggered = true; } }
public override void onTriggerStay(PlayerStats stats, ControllerGame controllerGame) { controllerGame.applyForceToPlayer(_force); }
// Start is called before the first frame update void Start() { controller = this; Time.timeScale = 1; AudioListener.pause = false; }
//Overrides public override void onTriggerEnter(PlayerStats stats, ControllerGame controllerGame) { controllerGame.disconnectRope(); controllerGame.movePlayerToGameObject(destination); }
// Use this for initialization void Start() { if(instance == null) { instance = this; } else { Destroy(this.gameObject); return; } _playerStats = objPlayer.GetComponent<PlayerStats>(); _rigidbodyPlayer = objPlayer.GetComponent<Rigidbody2D>(); _txtTime = objTime.GetComponent<Text>(); _txtScore = objScore.GetComponent<Text>(); _txtTotalTime = objTotalTime.GetComponent<Text>(); _txtFinalScore = objFinalScore.GetComponent<Text>(); _txtWinLose = objWinLose.GetComponent<Text>(); _playerStats.setControllerGame(this); startNewGame(); }
public abstract void onTriggerEnter(PlayerStats stats, ControllerGame controllerGame);
public override void onTriggerEnter(PlayerStats stats, ControllerGame controllerGame) { controllerGame.gameOver(true); }
//Overrides public override void onTriggerEnter(PlayerStats stats, ControllerGame controllerGame) { onTriggerStay(stats, controllerGame); }
/// <summary> /// Update view items. /// </summary> private void UpdateGraphics() { int p1_level, p2_level; // The correct values are assigned to the graphic elements based on the round. progressBar1.Value = _game.PokemonSelectedPlayer1.HealthPoints; progressBar4.Value = _game.PokemonSelectedPlayer1.HealthPoints; progressBar2.Value = _game.PokemonSelectedPlayer2.HealthPoints; progressBar3.Value = _game.PokemonSelectedPlayer2.HealthPoints; if (_game.IsRoundPlayer1) { labelPlayer.Text = "Player 1"; _p1 = _game.PokemonSelectedPlayer1; _p2 = _game.PokemonSelectedPlayer2; progressBar1.BringToFront(); progressBar2.BringToFront(); } else { labelPlayer.Text = "Player 2"; _p1 = _game.PokemonSelectedPlayer2; _p2 = _game.PokemonSelectedPlayer1; progressBar3.BringToFront(); progressBar4.BringToFront(); } hp1.Text = _p1.HealthPoints.ToString(); hp2.Text = _p2.HealthPoints.ToString(); p1_level = ControllerGame.LevelOf(_p1); p2_level = ControllerGame.LevelOf(_p2); picture1.Image = Image.FromFile(Properties.Settings.Default.pathSprites + "/back/" + _p1.Name + ".gif"); picture2.Image = Image.FromFile(Properties.Settings.Default.pathSprites + "/front/" + _p2.Name + ".gif"); labelLevel1.Text = p1_level.ToString(); labelLevel2.Text = p2_level.ToString(); labelName1.Text = _p1.Name; labelName2.Text = _p2.Name; labelExp1.Text = _p1.Exp.ToString(); labelExp2.Text = _p2.Exp.ToString(); // Different actions are performed based on the level of the pokemon of the indicator. if (p1_level == 1) { buttonSkill1.Text = ((Level1)_p1).S1.Name; buttonSkill2.Text = ((Level1)_p1).S2.Name; buttonSkill3.Visible = false; buttonSkill4.Visible = false; } else if (p1_level == 2) { buttonSkill1.Text = ((Level2)_p1).S1.Name; buttonSkill2.Text = ((Level2)_p1).S2.Name; buttonSkill3.Text = ((Level2)_p1).S3.Name; buttonSkill3.Visible = true; buttonSkill4.Visible = false; } else { buttonSkill1.Text = ((Level3)_p1).S1.Name; buttonSkill2.Text = ((Level3)_p1).S2.Name; buttonSkill3.Text = ((Level3)_p1).S3.Name; buttonSkill4.Text = ((Level3)_p1).S4.Name; buttonSkill3.Visible = true; buttonSkill4.Visible = true; } }
public override void onTriggerExit(PlayerStats stats, ControllerGame controllerGame) { }
public void setControllerGame(ControllerGame controllerGame) { _controllerGame = controllerGame; }
public override void Awake() { base.Awake(); Instance = this; }
public void SetSpecial(SpecialBubble s, ControllerGame m) { if (special != null) return; GameObject so = Instantiate(s.gameObject) as GameObject; so.transform.parent = transform; so.transform.localPosition = Vector3.zero; SpecialBubble newSpecial = so.GetComponent<SpecialBubble>(); newSpecial.gameManager = m; newSpecial.parentBubble = this; so.SetActive(true); special = newSpecial; }