コード例 #1
0
ファイル: PlayerScript.cs プロジェクト: Frempt/Assassin
    public void SelectNewProxyObject(GameObject newProxy)
    {
        //if the current proxy object is null, the new proxy object becomes the current proxy object
        if (!proxyObject)
        {
            proxyObject = newProxy;
            CursorScript.CreateNewCursor(proxyObject.transform.position, cursorPrefab);
        }
        else
        {
            float currentDistance = (proxyObject.transform.position - transform.position).magnitude;
            float newDistance     = (newProxy.transform.position - transform.position).magnitude;

            if (currentDistance < newDistance)
            {
                proxyObject = newProxy;
                CursorScript.CreateNewCursor(proxyObject.transform.position, cursorPrefab);
            }
        }

        //select the correct type of proxy object
        switch (proxyObject.tag.ToUpper())
        {
        case "DOOR":
            proxyType = ProxyObjectType.DOOR;
            break;

        case "LEVER":
            proxyType = ProxyObjectType.LEVER;
            break;

        case "TELEPORTER":
            proxyType = ProxyObjectType.TELEPORTER;
            break;

        case "GRABPOINT":
            proxyType = ProxyObjectType.GRABPOINT;
            break;

        default:
            proxyType = ProxyObjectType.NONE;
            break;
        }
    }
コード例 #2
0
ファイル: MenuScript.cs プロジェクト: Frempt/Assassin
    // Update is called once per frame
    void Update()
    {
        //if the level selection popup is not shown
        if (!showLevelWindow)
        {
            //check if the mouse has been moved
            bool mouseMoved = (previousMousePosition != Input.mousePosition);

            //if the mouse has been moved
            if (mouseMoved)
            {
                bool selectedChanged = false;

                //get the colliders at the mouse
                Collider2D[] points = Physics2D.OverlapPointAll(Camera.main.ScreenToWorldPoint(Input.mousePosition));

                //iterate through the colliders
                Collider2D country = null;
                foreach (Collider2D point in points)
                {
                    //if the collider is a country
                    if (point.tag == "Country")
                    {
                        //if this country is different from the selected one, select that country
                        country = point;
                        if (point.GetComponent <MenuCountryScript>().countryName != selectedCountry)
                        {
                            selectedCountry = point.GetComponent <MenuCountryScript>().countryName;
                            selectedChanged = true;
                        }

                        //break out of the loop
                        break;
                    }
                }

                //if a country is selected
                if (country)
                {
                    MenuCountryScript countryScript = country.gameObject.GetComponent <MenuCountryScript>();

                    //if the selection has changed, create a new cursor
                    if (selectedChanged)
                    {
                        CursorScript.CreateNewCursor(countryScript.cursorPoint, cursorPrefab);
                        selectedChanged = false;
                    }
                }
                else
                {
                    //if no country is selected, remove the cursor and set the selected country to none
                    CursorScript.RemoveCursors();
                    selectedCountry = MenuCountryScript.CountryName.NONE;
                }
            }

            //if the mouse has been clicked
            if (Input.GetMouseButtonDown(0) && selectedCountry != MenuCountryScript.CountryName.NONE)
            {
                //open the level selection pop up
                switch (selectedCountry)
                {
                case MenuCountryScript.CountryName.USA:
                    showLevelWindow = true;
                    break;

                case MenuCountryScript.CountryName.RUSSIA:
                    showLevelWindow = true;
                    break;

                default:
                    break;
                }
            }
        }
        else
        {
            if (Input.GetMouseButtonDown(0))
            {
                if (Input.mousePosition.x > windowRect.x + windowRect.size.x ||
                    Input.mousePosition.x < windowRect.x ||
                    Input.mousePosition.y > windowRect.y + windowRect.size.y ||
                    Input.mousePosition.y < windowRect.y)
                {
                    showLevelWindow = false;
                }
            }
        }

        //set the previous mouse position
        previousMousePosition = Input.mousePosition;
    }
コード例 #3
0
ファイル: PlayerScript.cs プロジェクト: Frempt/Assassin
    public void UpdateInteraction()
    {
        //allow for player interactions
        if (Input.GetButtonDown("Action"))
        {
            //if the player is at a teleporter
            if (proxyType == ProxyObjectType.TELEPORTER && !isHanging)
            {
                if (!animState.IsName("PhasingOut") && !animState.IsName("PhasingIn"))
                {
                    //set the animation to phase out
                    animator.SetBool("isPhasing", true);

                    //prevent the player from moving
                    isRooted = true;
                    rigidbody2D.gravityScale = 0.0f;
                    teleporterIndex          = 0;
                    teleportColour           = proxyObject.GetComponent <TeleportNodeScript>().colour;

                    audio.PlayOneShot(teleportOutClip);
                }
            }

            //if the player is at a door and is grounded
            else if (proxyType == ProxyObjectType.DOOR && isGrounded)
            {
                //move the player to the door's exit
                Vector2 newPosition = proxyObject.GetComponent <DoorScript>().exit.transform.position;
                transform.position = newPosition;
            }

            else if (proxyType == ProxyObjectType.LEVER && isGrounded)
            {
                //switch the lever
                proxyObject.GetComponent <LeverScript>().Switch();
            }

            //if the player is at a grab point and is not grounded
            else if (proxyType == ProxyObjectType.GRABPOINT && !isGrounded)
            {
                if (!animState.IsName("PhasingOut") && !animState.IsName("PhasingIn"))
                {
                    //if the player is hanging already, release from the grab point
                    if (isHanging)
                    {
                        isRooted = false;

                        //if targetting another grab point, set it to the destination
                        if (targetedGrabPoint)
                        {
                            grabDestination = targetedGrabPoint;
                        }
                        else
                        {
                            //if not targetting a grab point, stop hanging
                            animator.SetBool("isHanging", false);
                            isHanging = false;
                            rigidbody2D.gravityScale = gravityScale;

                            //remove the old grabber
                            GameObject oldGrabber = GameObject.FindGameObjectWithTag("Grabber");
                            if (oldGrabber)
                            {
                                Destroy(oldGrabber);
                            }

                            //remove the old cursor
                            CursorScript.RemoveCursors();
                        }
                    }
                    else
                    {
                        //if not currently hanging, set the proxy grab point to the destination and start hanging
                        velocity                 = Vector2.zero;
                        rigidbody2D.velocity     = Vector2.zero;
                        rigidbody2D.gravityScale = 0.0f;

                        grabDestination = proxyObject;

                        animator.SetBool("isHanging", true);
                        isHanging = true;
                    }
                }
            }
        }

        //if the player is hanging
        if (isHanging)
        {
            //if not yet at the destination
            if ((Vector2)transform.position != (Vector2)grabDestination.GetComponent <GrabPointScript>().hangPoint.position)
            {
                //move towards the destination
                velocity = (Vector2)grabDestination.GetComponent <GrabPointScript>().hangPoint.position - (Vector2)transform.position;
                velocity.Normalize();
                velocity *= maxHorizontalSpeed;

                if (((Vector2)transform.position - (Vector2)grabDestination.GetComponent <GrabPointScript>().hangPoint.position).magnitude < 0.5f)
                {
                    transform.position = (Vector2)grabDestination.GetComponent <GrabPointScript>().hangPoint.position;
                }

                //remove the old grabber
                GameObject oldGrabber = GameObject.FindGameObjectWithTag("Grabber");
                if (oldGrabber)
                {
                    Destroy(oldGrabber);
                }

                //create a new grabber
                GameObject   grabber = (GameObject)GameObject.Instantiate(grabberPrefab, transform.position, Quaternion.identity);
                LineRenderer lr      = grabber.GetComponent <LineRenderer>();
                lr.SetPosition(0, grabber.transform.position);
                lr.SetPosition(1, grabDestination.transform.position);
                lr.SetWidth(0.1f, 0.1f);
                grabber.tag = "Grabber";
            }
            else
            {
                //if destination reached, root the player
                velocity             = Vector2.zero;
                rigidbody2D.velocity = Vector2.zero;
                isRooted             = true;
            }

            //if the player is pressing right
            if (Input.GetAxis("Horizontal") > 0.0f)
            {
                //look for a grab point to the right of the player
                Collider2D[] colliders = Physics2D.OverlapPointAll((Vector2)grabDestination.transform.position + new Vector2(5.0f, 0.0f));

                targetedGrabPoint = null;

                facingDirection.x = 1.0f;
                FaceRight(true);
                if (mindSeedSpawnPosition.x <= 0.0f)
                {
                    mindSeedSpawnPosition.x *= -1.0f;
                }

                foreach (Collider2D collider in colliders)
                {
                    //if grab point found
                    if (collider.tag == "GrabPoint")
                    {
                        //update the cursor
                        CursorScript.CreateNewCursor(collider.transform.position, cursorPrefab);

                        //set the grab point to the target
                        if (targetedGrabPoint != collider.gameObject)
                        {
                            targetedGrabPoint = collider.gameObject;
                        }
                    }
                }
            }
            //if the player is pressing left
            else if (Input.GetAxis("Horizontal") < 0.0f)
            {
                //look for a grab point to the left of the player
                Collider2D[] colliders = Physics2D.OverlapPointAll((Vector2)transform.position + new Vector2(-5.0f, 0.0f));

                targetedGrabPoint = null;

                facingDirection.x = -1.0f;
                FaceRight(false);
                if (mindSeedSpawnPosition.x >= 0.0f)
                {
                    mindSeedSpawnPosition.x *= -1.0f;
                }

                foreach (Collider2D collider in colliders)
                {
                    //if grab point found
                    if (collider.tag == "GrabPoint")
                    {
                        //update the cursor
                        CursorScript.CreateNewCursor(collider.transform.position, cursorPrefab);

                        //set the grab point to the target
                        if (targetedGrabPoint != collider.gameObject)
                        {
                            targetedGrabPoint = collider.gameObject;
                        }
                    }
                }
            }
            else
            {
                //remove the cursor
                CursorScript.RemoveCursors();
                targetedGrabPoint = null;
            }
        }
        else
        {
            //remove the old grabber
            GameObject oldGrabber = GameObject.FindGameObjectWithTag("Grabber");
            if (oldGrabber)
            {
                Destroy(oldGrabber);
            }
        }
    }
コード例 #4
0
ファイル: PlayerScript.cs プロジェクト: Frempt/Assassin
    //update teleportation controls
    public void UpdateTeleportation()
    {
        //allow the player to select a teleporter
        if (animState.IsName("PhasingOut"))
        {
            //if the player is invisible/intangible and has not started teleporting
            if (!GetComponent <Renderer>().enabled&& !GetComponent <TrailRenderer>().enabled)
            {
                //if the mouse has moved
                if (mouseMoved)
                {
                    Collider2D[] colliders;
                    //get the objects at the mouse point
                    if (Application.platform == RuntimePlatform.PSMPlayer)
                    {
                        colliders = Physics2D.OverlapPointAll(Camera.main.ScreenToWorldPoint(Input.GetTouch(0).position));
                    }
                    else
                    {
                        colliders = Physics2D.OverlapPointAll(Camera.main.ScreenToWorldPoint(Input.mousePosition));
                    }

                    //iterate through the colliders
                    foreach (Collider2D other in colliders)
                    {
                        //if the mouse is at a teleporter of the correct colour, it is the selected teleporter
                        if (other.tag == "Teleporter")
                        {
                            if (other.GetComponent <TeleportNodeScript>().colour == teleportColour)
                            {
                                selectedTeleporter = other.gameObject;
                            }
                        }
                    }
                }

                //get all the teleporters
                GameObject[]      teleporters       = GameObject.FindGameObjectsWithTag("Teleporter");
                List <GameObject> colourTeleporters = new List <GameObject>();

                //select the first teleporter of the correct colour
                foreach (GameObject teleporter in teleporters)
                {
                    if (teleporter.GetComponent <TeleportNodeScript>().colour == teleportColour)
                    {
                        colourTeleporters.Add(teleporter);
                    }
                }

                //if the axis has changed
                if (previousHorizontalAxis == 0.0f && Input.GetAxis("Horizontal") != 0.0f)
                {
                    //decrement the index
                    if (Input.GetAxis("Horizontal") < 0.0f)
                    {
                        teleporterIndex--;
                    }

                    //increment the index
                    if (Input.GetAxis("Horizontal") > 0.0f)
                    {
                        teleporterIndex++;
                    }

                    //ensure the index is within the bounds
                    if (teleporterIndex >= colourTeleporters.Count)
                    {
                        teleporterIndex = 0;
                    }
                    if (teleporterIndex < 0)
                    {
                        teleporterIndex = (colourTeleporters.Count - 1);
                    }

                    //set the selected teleporter
                    selectedTeleporter = colourTeleporters[teleporterIndex];
                }

                //make sure the cursor is at the correct position
                if (selectedTeleporter)
                {
                    CursorScript.CreateNewCursor(selectedTeleporter.transform.position, cursorPrefab);
                }

                //if the player presses action
                if ((Input.GetButtonDown("Action") || Input.GetMouseButtonDown(0) || (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)) && selectedTeleporter)
                {
                    //player is teleporting to the selected teleporter
                    teleportEndPosition = selectedTeleporter.transform.position;
                    teleportDirection   = teleportEndPosition - (Vector2)transform.position;

                    selectedTeleporter = null;

                    TrailRenderer trail = GetComponent <TrailRenderer>();
                    trail.enabled = true;

                    audio.loop = true;
                    audio.clip = teleportFlyClip;
                    audio.Play();

                    //remove the cursor
                    CursorScript.RemoveCursors();
                }
            }
        }

        //if the player is teleporting, move towards the target position
        if (teleportDirection != Vector2.zero)
        {
            transform.Translate(teleportDirection.normalized * teleportSpeed * Time.deltaTime);

            //if the player is close to the target position, set its position to the target
            if ((teleportEndPosition - (Vector2)transform.position).magnitude < 0.5f)
            {
                transform.position = teleportEndPosition;

                //start phasing in
                animator.SetBool("isTeleporting", true);

                teleportEndPosition = Vector2.zero;
                teleportDirection   = Vector2.zero;

                GetComponent <TrailRenderer>().enabled = false;
                renderer.enabled = true;

                audio.Stop();
                audio.PlayOneShot(teleportInClip);
            }
        }
    }