public void UpdateHealth(int HPupdate) { if (IsImmune == false) { if (HPupdate < 0) { HP += HPupdate; AudioHits.clip = AudioDamaged; AudioHits.Play(); RedBoxLeft.enabled = true; RedBoxRight.enabled = true; RedBoxLeft.CrossFadeAlpha(0, .5f, false); RedBoxRight.CrossFadeAlpha(0, .5f, false); DelayHelper.DelayAction(this, Resetboxes, .5f); } if (HPupdate > 0) { if (HP < 5) { HP += HPupdate; } } int HealhGUISize = HP * 100; HealthGUI.rectTransform.sizeDelta = new Vector2(HealhGUISize, 50); } }
void Update() { if (TimeCounter > 0 && playerShip.Won == false) { TimeCounter -= Time.deltaTime; TimeOnScreen = Mathf.Floor(TimeCounter); TimeText.text = "Time: " + TimeOnScreen; if (playerShip != null && TimeCounter <= 0f) { playerShip.Kill(); YouLoseText.enabled = true; DelayHelper.DelayAction(this, ReloadLevel, 5.0f); } } else if (TimeCounter <= 0) { TimeText.text = "Time: " + 0; } if (Input.GetKeyDown(KeyCode.Backspace)) { ReloadLevel(); } if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } }
public void TakeDamage(int damage) { Health -= damage; Debug.Log("Health for " + this.transform.name + " is " + Health); HitCircle.color = Color.red; DelayHelper.DelayAction(this, swapToWhite, .7f); bool deathnoise = false; if (Health <= 0) { if (deathnoise == false) { EnemyAudio.clip = AudioExploding; EnemyAudio.Play(); deathnoise = true; Exploder.Play(); PLC.UpdateHealth(1); } DisableObject(); Debug.Log(this.transform.name + " is " + "dead"); LV.IncreaseScore(5); if (IsFreezeOn == true) { LV.IncreaseScore(5); } } }
private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { Resume(); DelayHelper.DelayAction(this, Pause, 0.1f); } }
//FIRE PROJECTILE void Shoot() { //create projectile Instantiate(confuseProjectile, projectileSpawnPoint.position, transform.rotation, projectileParent); //play projectile effects PlayShootFeedback(); //prevents from shooting again until DelayAction marks the ship as reloaded canFire = false; DelayHelper.DelayAction(this, ReadyToFire, projectileReloadTime); }
void displayScoreText() { scoreText.text = "Score: " + count.ToString(); //count is an integer; it can become a String (literal text) if (count >= 5) { winText.SetActive(true); AudioHelper.PlayClip2D(_WSound, 3); DelayHelper.DelayAction(this, RespawnPlayer, 2f); } }
private void OnTriggerStay(Collider other) { //if collides with player ship, kill it PlayerShip playerShip = other.GetComponent <PlayerShip>(); if (playerShip != null && !playerShip.invinciblePowerupActive) { playerShip.Kill(); DelayHelper.DelayAction(this, playerShip.Respawn, 2f); } }
/* * private void OnTriggerEnter(Collider other) * { * if (other.CompareTag("Player")) * { * Debug.Log("Player has entered"); * targetingOn = true; * } * } * * private void OnTriggerStay(Collider other) * { * Debug.Log("Player is staying"); * targetingOn = true; * } * private void OnTriggerExit(Collider other) * { * Debug.Log("Player has left"); * targetingOn = false; * } */ private void Update() { frozenSoundTimer += Time.deltaTime; DecayFreezeLimitTimer += Time.deltaTime; if (Health >= 1) { if (DecayFreezeLimitTimer > DecayFreezeLimit && FreezeContainer > .001f && DecayTimerFinished == false && IsFreezeOn == false) { Debug.Log("decay freeze conditions have been met"); DelayHelper.DelayAction(this, UnfreezingAction, Unfreeze); beginUnfreeze = true; } //checks to see if they are frozen if (IsFreezeOn == true) { //Begins the unfreeze effect after 2 seconds if (frameStartUnFreeze == 0) { DelayHelper.DelayAction(this, FreezeDelay, 2f); frameStartUnFreeze = 1; } //Unfreezing and updates every unfreeze rate if (frameUnFreeze == 0) { DelayHelper.DelayAction(this, UnfreezingAction, Unfreeze); frameUnFreeze = 1; DecayTimerFinished = true; } } else { timerShoot += Time.deltaTime; targetVelocity = rb.velocity; //targetpos = Player.transform.position; targetpos = PlayerPos; //distanceToTarget = Vector3.Distance(SphereCollider.transform.position, Player.transform.position); distanceToTarget = Vector3.Distance(SphereCollider.transform.position, PlayerPos); if (timerShoot >= ShootCoolDown) { // Get target info ShootPlayer(); } } } NothingHitTimer += Time.deltaTime; if (NothingHitTimer >= .8f) { HitCircle.color = Color.white; NothingHitTimer = 0f; } }
private void OnTriggerEnter(Collider other) { PlayerShip playerShip = other.gameObject.GetComponent <PlayerShip>(); if (playerShip != null) { YouLoseText.enabled = true; playerShip.Kill(); DelayHelper.DelayAction(this, GameRestart, 2.0f); } }
protected override void PowerupDuration(Player player) { Player _player = player.GetComponent <Player>(); if (_player != null) { player.changeColor(); DelayHelper.DelayAction(this, player.returnColor, 3.0f); base.PowerupDuration(player); } }
void PowerupSequence(PlayerShip playerShip) { //duplicate handling FixDuplicatePowerups(playerShip); //set boolean for detecting lockout poweredUp = true; ActivatePowerup(playerShip); //simulate this object being disabled DisableObject(); //delay end of powerup DelayHelper.DelayAction(this, EndPowerupSequence, playerShip, powerupDuration); }
private void OnTriggerEnter(Collider other) { //Detect if it's the player PlayerShip playerShip = other.gameObject.GetComponent <PlayerShip>(); // if we found something valid, continue if (playerShip != null) { // do something! playerShip.Kill(); AudioHelper.PlayClip2D(_DSound, 1); loseText.SetActive(true); DelayHelper.DelayAction(this, RespawnPlayer, 2f); } }
//CONFUSED EFFECT public void ActivateConfused(float duration) { //only activate confused effects if not already confused (prevents getting overwhelmed) if (!isConfused && !invinciblePowerupActive) { isConfused = true; //delay deactivation DelayHelper.DelayAction(this, DeactivateConfused, duration); //particles confusedParticle.Play(); //sound AudioHelper.PlayClip2D(confusedStartSound, .2f); //cockpit turns red //'7': Cockpit ID transform.GetChild(0).GetComponentsInChildren <MeshRenderer>()[7].material = cockpitConfusedMaterial; } }
private void Update() { if (playerShip != null && poweredUp == true && TeleportHolder >= 1) { playerShip?.SetTeleportReference(true); DisableObject(); if (Input.GetKeyDown(KeyCode.J)) { playerShip?.SetTeleportBoost(true); playerShip?.TeleportPower(); TeleportHolder -= TeleportUses; playerShip?.SetTeleportReference(false); DelayHelper.DelayAction(this, EnableObject, 5.0f); poweredUp = false; } } }
private void Update() { //checks to see if they are frozen if (IsFreezeOn == true) { //Begins the unfreeze effect after 2 seconds if (frameStartUnFreeze == 0) { DelayHelper.DelayAction(this, FreezeDelay, 2f); frameStartUnFreeze = 1; } //Unfreezing and updates every unfreeze rate if (frameUnFreeze == 0) { DelayHelper.DelayAction(this, UnfreezingAction, Unfreeze); frameUnFreeze = 1; } } else { timerShoot += Time.deltaTime; Vector3 shooterPosition = ShootingArea.transform.position; Vector3 targetPosition = Player.transform.position; Vector3 shooterVelocity = TurretRb.velocity; Vector3 targetVelocity = rb.velocity; interceptPoint = FirstOrderIntercept(shooterPosition, shooterVelocity, shootSpeed, targetPosition, targetVelocity); if (timerShoot >= ShootCoolDown) { // Get target info ShootPlayer(); } } }
void SetConfuseRotation() { //dont confine rotation confuseRotation = GetNewConfuseAmount(confuseRotationMax, confuseRotationMin); DelayHelper.DelayAction(this, SetConfuseRotation, confusedChangeTime); }
//calculate confused effect every interval void SetConfuseForce() { //confine the force confuseForce = ConfineConfusion(GetNewConfuseAmount(confuseForceMax, confuseForceMin)); DelayHelper.DelayAction(this, SetConfuseForce, confusedChangeTime); }
private void Update() { if (PL.CheckIsPlaying() == true) { if (Input.GetKeyUp(KeyCode.Mouse0)) { IceGunParticle.Emit(0); } if (Input.GetKey(KeyCode.Mouse0)) { IceGunParticle.Emit(1); if (FreezeShoot == 0) { DelayHelper.DelayAction(this, Shoot, IceGunCooldown); //Shoot(); SwapMode = 0; FreezeShoot = 1; //play sound if (audioSwapGun.isPlaying == false) { // ... play them. if (audioSwapGun.clip != audioClipFreezeGun) { audioSwapGun.clip = audioClipFreezeGun; } audioSwapGun.Play(); } } } else if (Input.GetKeyDown(KeyCode.Mouse1)) { if (CanRegShoot == true) { DelayHelper.DelayAction(this, RegGunOnCooldown, RegGunCooldown); SwapMode = 1; Shoot(); //Debug.Log("doing regular shot"); CanRegShoot = false; //noises and particles MuzzleFlash.Play(); //Sound if (audioSwapGun.clip != audioClipRegGun) { audioSwapGun.clip = audioClipRegGun; } audioSwapGun.Play(); } } else { if (audioSwapGun.clip == audioClipFreezeGun) { if (SwapMode == 0) { audioSwapGun.Stop(); } } } if (Input.GetKey(KeyCode.F)) { if (CanIceWall == true) { //DelayHelper.DelayAction(this, IceWallOnCooldown, IceWallCooldown); IceWallMaker(); CanIceWall = false; //Play sound } } if (CanIceWall == false) { BackgroundIceCounter.enabled = true; IceWallTimer += Time.deltaTime; int IceWallTimerConverted = (int)IceWallTimer; IceWallTimerConverted = (int)IceWallCooldown - IceWallTimerConverted; CounterIceWall.text = IceWallTimerConverted.ToString(); if (IceWallTimer >= IceWallCooldown) { IceWallOnCooldown(); } } /* * NothingHitTimer += Time.deltaTime; * if (NothingHitTimer >= .6f) * { * HitCircle.color = Color.white; * NothingHitTimer = 0f; * } */ } }
bool hasCollided; //prevents duplicate collisions public void Start() { velocityVector = Vector3.forward * velocity; DelayHelper.DelayAction(this, Despawn, lifespan); }
private void Awake() { _rb = GetComponent <Rigidbody>(); DelayHelper.DelayAction(this, DestroyBullet, _bulletDuration); }
//TeleporterPowers public void SetTeleportBoost(bool activeState) { trail2.enabled = activeState; AudioHelper.PlayClip2D(PowerUpTeleporter, 0.4f); DelayHelper.DelayAction(this, Trail2Off, .2f); }
void RegressSpeed() { moveSpeed = DodgeSpeed * .25f; DelayHelper.DelayAction(this, ChangeSpeedToNormal, .25f); }
private void Update() { if (IsPlaying == true) { if (Input.GetKeyDown(KeyCode.LeftShift) && Input.GetKey(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftShift) && Input.GetKey(KeyCode.D) || Input.GetKeyDown(KeyCode.LeftShift) && Input.GetKey(KeyCode.S)) { if (Input.GetKey(KeyCode.W) == false && isRolling != true) { //motor.Dodge(); moveSpeed = DodgeSpeed; isRolling = true; IsImmune = true; DelayHelper.DelayAction(this, RegressSpeed, .5f); AudioMovement.clip = AudioDodge; AudioMovement.Play(); } } else if (Input.GetKey(KeyCode.LeftShift) && isRolling != true) { moveSpeed = .2f; } else if (Input.GetKeyUp(KeyCode.LeftShift)) { moveSpeed = OGmoveSpeed; } /* * if (Input.GetKeyDown(KeyCode.Mouse1)) * { * //Debug.Log("Shoot!"); * //MuzzleFlash.Play(); * //Sound * //GunShot.Play(); * }*/ } if (HP <= 0) { if (IsPlaying == true) { IsImmune = true; AudioHits.clip = AudioDeath; AudioHits.Play(); } IsPlaying = false; YouLose.text = "You Lose! Press Escape and click restart!"; } if (isRolling == true) { BackgroundDodgeCounter.enabled = true; DodgeTimer += Time.deltaTime; int DodgeTimerConverted = (int)DodgeTimer; DodgeTimerConverted = (int)DodgeCooldown - DodgeTimerConverted; CounterDodge.text = DodgeTimerConverted.ToString(); if (DodgeTimer >= DodgeCooldown) { RollingCooldown(); } } }
void Shield() { _shieldObject.SetActive(true); _shieldActive = true; DelayHelper.DelayAction(this, InvertShield, 0.5f); }
protected virtual void PowerupDuration(Player player) { DelayHelper.DelayAction(this, powerDown, 3.0f); }