private void OnGameRestart(GameManager.GameStates state) { if (state == GameManager.GameStates.Win || state == GameManager.GameStates.End) { RestartLevel(); } }
// When the game is restart // Reset the position and animation of the player private void OnGameRestart(GameManager.GameStates state) { transform.position = startPos; IsDead = false; animator.SetBool(ANIM_DEAD, IsDead); circleCollider.enabled = true; }
// Called when the game is restart // Cleans up the ghost and resets it to its spawn position private void OnGameRestart(GameManager.GameStates state) { Tweener.Instance.CancelTween(transform); StopHaywire(); Pathfinding.path.Clear(); transform.position = startPos; }
protected override void Behaviour(string whichUpdate, GameManager.GameStates currentGameState) { if (GameManager.Instance.CanStartGameLogic()) { switch (currentGameState) { case GameManager.GameStates.Mainmenu: break; case GameManager.GameStates.InnerZone: case GameManager.GameStates.Roofs: // Update Loop Stuff if (whichUpdate.Equals("Update")) { PhysicsStuff(); } // FixedUpdate Loop Stuff else if (whichUpdate.Equals("FixedUpdate")) { BackToPool(); Movement(); } break; case GameManager.GameStates.Street: break; default: break; } } }
void Behaviour(GameManager.GameStates currentGameState) { if (target.transform.position.y < -4) { gameObject.transform.position = new Vector3(target.transform.position.x + 9, -3 + 2 + offsetY, transform.position.z); } else { gameObject.transform.position = new Vector3(target.transform.position.x + 9, 4 + 2 + offsetY, transform.position.z); } if (GameManager.Instance.CanStartGameLogic()) { switch (currentGameState) { case GameManager.GameStates.Mainmenu: break; case GameManager.GameStates.Roofs: case GameManager.GameStates.InnerZone: rendererRef.material.mainTextureOffset = new Vector2((Time.time * velocity) % 1, 0); break; default: break; } } }
public void OnGameOver() { if (transform.position.y < Constants.DROP_OFF_LIMIT) { gameState = GameManager.GameStates.none; rb2D.isKinematic = true; rb2D.gravityScale = 0.0f; rb2D.velocity.Set(0.0f, 0.0f); } }
void Behaviour(string whichUpdate, GameManager.GameStates currentGameState) { // Handles all game states if (GameManager.Instance.CanStartGameLogic()) { switch (currentGameState) { case GameManager.GameStates.Mainmenu: break; case GameManager.GameStates.InnerZone: case GameManager.GameStates.Roofs: // Update Loop Stuff if (whichUpdate.Equals("Update")) { platformControllerActions(PlayerActions.JUMP); } // FixedUpdate Loop Stuff else if (whichUpdate.Equals("FixedUpdate")) { //Transition(); // Movement Stuff if (freeMove) { platformControllerActions(PlayerActions.MOVE_FORWARD); platformControllerActions(PlayerActions.MOVE_BACKWARD); } else { //Movement(PlayerActions.MOVE_FORWARD); } // Other actions platformControllerActions(PlayerActions.SHIELD); //platformControllerActions(PlayerActions.BEND); if (FrontHit()) { GameManager.Instance.naturalWorldSpeed = 0f; } GameManager.Instance.playerSpeed = speed; } break; case GameManager.GameStates.Street: Transition(); break; default: Debug.Log("Unaccepted command!"); break; } } }
public void HitTable() { #if UNITY_IOS || UNITY_ANDROID Handheld.Vibrate(); #endif gameState = GameManager.GameStates.gameover; anim.SetInteger(stateHash, (int)AnimStates.impact); rb2D.isKinematic = false; rb2D.gravityScale = 1.0f; rb2D.AddForce(impactForce); audioS.clip = soundImpact; audioS.loop = false; audioS.Play(); }
public void SetLive(GameManager.GameStates stateName) { CinemachineVirtualCamera tmpCam; tmpCam = FetchCam(stateName); if (tmpCam != null) { tmpCam.m_Priority = 10; liveCam = tmpCam; } else { liveCam.m_Priority = 10; } }
public CinemachineVirtualCamera FetchCam(GameManager.GameStates state) { CinemachineVirtualCamera tmpCam = null; foreach (var cam in cameras) { if (cam.refState == state) { tmpCam = cam.targetCam; } else { cam.targetCam.m_Priority = 0; } } return(tmpCam); }
public void Reset() { gameState = GameManager.GameStates.play; flipAcc = FlipAccuracy.perf; anim.SetInteger(stateHash, (int)AnimStates.idle); rb2D.isKinematic = true; rb2D.gravityScale = 0.0f; rb2D.velocity.Set(0.0f, 0.0f); transform.position = startPos; flipForce.Set(-400.0f, 500.0f); torque = 125.0f; impactForce.Set(100.0f, 100.0f); anim.speed = 1.0f; soundFootstepsPitch = 1.0f; audioS.pitch = 1.0f; exitTimer = 0.0f; exitMenuUp = false; }
void Update() { if (SceneManager.GetActiveScene().name.Equals("MainMenu")) { selectedControllerInput.enabled = true; selectedRaycastPointer.enabled = true; } else { playerState = GameManager.gm.currState; if (playerState.Equals(GameManager.GameStates.GameOver)) { selectedControllerInput.enabled = true; selectedRaycastPointer.enabled = true; } else { lhRaycastPointer.enabled = false; rhRaycastPointer.enabled = false; } } }
public void SetLive(GameManager.GameStates state) { Debug.Log("SETLIVE{0}"); CameraData tmpData = null; foreach (var cam in cameras) { if (cam.GetComponent <CameraData>().refState == state) { tmpData = cam.GetComponent <CameraData>(); //Set active cam to live priority if (tmpData != null) { tmpData.targetCam.m_Priority = 10; liveCam = tmpData.targetCam; //Set active canvas if ther's one if (tmpData.targetCanvas != null) { tmpData.targetCanvas.gameObject.SetActive(true); } } else if (liveCam != null) { liveCam.m_Priority = 10; } } else { //If not active gamestate - disable camera and canvas cam.GetComponent <CameraData>().targetCam.m_Priority = 0; } } }
protected virtual void Behaviour(string whichUpdate, GameManager.GameStates currentGameState) { }
// When the game is restart, update all the score texts private void OnGameRestart(GameManager.GameStates state) { livesText.text = "x" + GameManager.Lives.ToString(); scoreText.text = scoreText.text = GameManager.Score.ToString("D7"); highScoreText.text = PlayerPrefs.GetInt(GameManager.HighScoreKey).ToString("D7"); }
public void SetActiveCanvas(GameManager.GameStates targetState) { GameObject targetCanvas = null; switch (targetState) { case GameManager.GameStates.Paused: { targetCanvas = menuCanvas; } break; case GameManager.GameStates.LevelStarted: { targetCanvas = uiCanvas; } break; case GameManager.GameStates.CanFly: { targetCanvas = uiCanvas; } break; case GameManager.GameStates.IsFlying: { targetCanvas = uiCanvas; } break; case GameManager.GameStates.Rest: { targetCanvas = uiCanvas; } break; case GameManager.GameStates.Finish: { targetCanvas = gameOverCanvas; } break; case GameManager.GameStates.NoEnergy: { targetCanvas = gameOverCanvas; } break; default: break; } foreach (var canvas in canvases) { Debug.Log("S " + targetCanvas + " : " + canvas); if (canvas == targetCanvas) { canvas.SetActive(true); } else { canvas.SetActive(false); } } }