コード例 #1
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.CompareTag(Types.s_sTag_Player))
     {
         GameMode.AchievementUnlocked(m_iID);
     }
 }
コード例 #2
0
    // When the player dies:
    // - Drop inventory items
    // - Reset multiplier
    // - Decrement lives
    // - Trigger events so any message subscribers can react
    //
    public uint OnPlayerHasDied()
    {
        m_bPlayerMarkedForDeath = false;

        LockPlayer();

        // Create the explosion
        Instantiate(m_goExplosionEffect, transform.position, Quaternion.identity);

        // Check for achievement
        ++m_iNumberOfDeaths;
        if (m_iNumberOfDeaths > 200)
        {
            GameMode.AchievementUnlocked(Types.EAchievementIdentifier._SweetBangBang);
        }
        else
        {
            Debug.Log("Sweet Bang Bang count: " + m_iNumberOfDeaths);
        }


        // Handle Inventory
        {
            GAssert.Assert(null != m_gcInventory, "Player Inventory not set!");
            if (m_bCanDrop)
            {
                m_gcInventory.DropInventory();
                m_gcInventory.GetPlayerOption().SetActive(false);
            }
            m_gcEquippedWeapon     = m_gcInventory.GetEquippedWeapon();
            m_fCachedMovementSpeed = m_fPlayerMovementSpeed + (m_fPlayerMovementSpeedPowerUp * m_gcInventory.GetSpeedMultiplier());
        }


        // Update state
        {
            m_bIsAlive         = false;
            m_iScoreMultiplier = 1;
            if (m_iLives > 0)
            {
                --m_iLives;
            }
        }

        // Tell the HUD things have changed...
        Messenger.Invoke(Types.s_sHUD_LivesUpdated);
        Messenger.Invoke(Types.s_sHUD_MultiplierUpdated);


        // Check for the achievement
        if (GameInstance.Object.m_bIsCecconoid && m_bIsFirstDeath)
        {
            GameMode.AchievementUnlocked(Types.EAchievementIdentifier._FirstDeath);
            m_bIsFirstDeath = false;
        }

        // Return lives count. GameMode / GameInstance decide what to do when the
        // player is out of lives.
        return(m_iLives);
    }
コード例 #3
0
    public bool AddMultiplier(uint iAmount)
    {
        if (!m_bCanAdd)
        {
            return(false);
        }
        m_iScoreMultiplier = MathUtil.Clamp(m_iScoreMultiplier + iAmount, 0, Types.s_iPLAYER_MaxMultiplier);
        Messenger.Invoke(Types.s_sHUD_MultiplierUpdated);

        // Check For Achievement
        {
            if (GameInstance.Object.m_bIsCecconoid && m_iScoreMultiplier >= 99 && !m_bCheckedFor99)
            {
                GameMode.AchievementUnlocked(Types.EAchievementIdentifier._99MultCecconoid);
                m_bCheckedFor99 = true;
            }
            else if (!GameInstance.Object.m_bIsCecconoid && m_iScoreMultiplier >= 50)
            {
                GameMode.AchievementUnlocked(Types.EAchievementIdentifier._50MultEugatron);
                m_bCheckedFor99 = true;
            }
        }

        return(true);
    }
コード例 #4
0
    public bool AddLives(uint iAmount)
    {
        if (!m_bCanAdd)
        {
            return(false);
        }

        // Make the sprite face the correct way...
        GameObject     go   = Instantiate(m_goLifeEffect, transform.position, Quaternion.identity);
        SpriteRenderer sr   = go.GetComponent <SpriteRenderer>();
        SpriteRenderer mySr = GetComponent <SpriteRenderer>();

        if (null != sr && null != mySr)
        {
            sr.sprite = mySr.sprite;
        }

        // Add the life...
        m_iLives = MathUtil.Clamp(m_iLives + iAmount, 0, Types.s_iPLAYER_MaxLives);
        Messenger.Invoke(Types.s_sHUD_LivesUpdated);
        GameInstance.Object.GetAudioManager().PlayAudio(EGameSFX._SFX_PLAYER_EXTRA_LIFE);


        // Check for Achievement
        if (!GameInstance.Object.m_bIsCecconoid && m_iLives >= 10)
        {
            GameMode.AchievementUnlocked(Types.EAchievementIdentifier._10LevelsEugatron);
        }

        return(true);
    }
コード例 #5
0
    public IEnumerator RunCompletionSequence()
    {
        // Unlock the achievement
        GameMode.AchievementUnlocked(Types.EAchievementIdentifier._CompletedCecconoid);

        bool bSlowingDown = true;

        do
        {
            if (TimerManager.fGameDeltaScale > 0.01f)
            {
                TimerManager.SetGameTimeScale(TimerManager.fGameDeltaScale - 0.015f);
            }
            else
            {
                bSlowingDown = false;
            }
            yield return(new WaitForSeconds(0.1f));
        } while (bSlowingDown);
        yield return(new WaitForSeconds(1f));

        Instantiate(m_goScreenWhitener, transform.position + new Vector3(0f, 0f, -0.76f), Quaternion.identity);
        yield return(new WaitForSeconds(5f));


        CompletionSequenceGetter aLines = GameInstance.Object.GetCompletionSequence();

        GAssert.Assert(null != aLines, "Have the completion sequence lines been added to the game instance?");


        aLines.OnShowInstant();
        aLines.m_aTextLines[0].enabled = true;
        yield return(new WaitForSeconds(3.5f));

        aLines.m_aTextLines[1].enabled = true;
        yield return(new WaitForSeconds(3.5f));

        aLines.m_aTextLines[2].enabled = true;
        yield return(new WaitForSeconds(3.5f));

        aLines.m_aTextLines[3].enabled = true;
        yield return(new WaitForSeconds(2.5f));

        aLines.m_aTextLines[4].enabled = true;
        yield return(new WaitForSeconds(3.5f));

        // Fade screen to black
        GameInstance.Object.HideHud();
        Instantiate(m_goScreenDarkener, transform.position + new Vector3(0f, 0f, -0.80f), Quaternion.identity);
        yield return(new WaitForSeconds(2f));

        aLines.OnHideInstant();

        // Exit game...
        // Move camera off map, so there can be now glithces while we transiton
        //Vector3 vNewPos = transform.position + new Vector3(Types.s_fRoomBoundsX, 0f, 0f);
        //GameInstance.Object.GetGameCamera().WarpToPosition(ref vNewPos);
        Messenger.Invoke(Types.s_sGF_BeginExitGame);
    }
コード例 #6
0
    public void SpawnExitKey()
    {
        GAssert.Assert(null != m_goExitKeyPrefab, "Exit Key Prefab has not been setup in the editor!");
        m_goSpawnedExitKey = Instantiate(m_goExitKeyPrefab, transform.position, Quaternion.identity);

        // Unlock the achievement
        GameMode.AchievementUnlocked(Types.EAchievementIdentifier._GotTheKey);
    }
コード例 #7
0
    public bool AddPowerUp(Types.EPowerUp iPowerUp)
    {
        GAssert.Assert(null != m_gcInventory, "Player Inventory not set!");

        // Set the inventory state for the new pickup
        switch (iPowerUp)
        {
        case Types.EPowerUp._SHOT_DOUBLE: m_gcInventory.SetInventoryItem(Types.s_iINV_Shot_Double); break;

        case Types.EPowerUp._SHOT_TRIPLE: m_gcInventory.SetInventoryItem(Types.s_iINV_Shot_Triple); break;

        case Types.EPowerUp._LASER_SINGLE: m_gcInventory.SetInventoryItem(Types.s_iINV_Laser_Single); break;

        case Types.EPowerUp._LASER_DOUBLE: m_gcInventory.SetInventoryItem(Types.s_iINV_Laser_Double); break;

        case Types.EPowerUp._LASER_TRIPLE: m_gcInventory.SetInventoryItem(Types.s_iINV_Laser_Triple); break;

        case Types.EPowerUp._OPTION: m_gcInventory.SetInventoryItem(Types.s_iINV_Option); break;

        case Types.EPowerUp._SPEED1: m_gcInventory.SetInventoryItem(Types.s_iINV_Speed1); break;

        case Types.EPowerUp._SPEED2: m_gcInventory.SetInventoryItem(Types.s_iINV_Speed2); break;
        }

        // Update the weapon, in case we've upgraded...
        if (m_gcEquippedWeapon != m_gcInventory.GetEquippedWeapon())
        {
            m_gcEquippedWeapon.SetCanFire(false);
            m_gcEquippedWeapon = m_gcInventory.GetEquippedWeapon();
        }

        // Update the cached speed multiplier
        m_fCachedMovementSpeed = m_fPlayerMovementSpeed + (m_fPlayerMovementSpeedPowerUp * m_gcInventory.GetSpeedMultiplier());

        // If this was the option, enable it!
        if (iPowerUp == Types.EPowerUp._OPTION)
        {
            m_gcInventory.GetPlayerOption().SetActive(true);
        }

        // In Eugatron pickups give you a little invulnerable period...
        if (!GameInstance.Object.m_bIsCecconoid && !m_bIsGod)
        {
            StartInvulnerablePeriod();
        }

        // Check for Achievement
        if (m_gcInventory.IsFullPower() && GameInstance.Object.m_bIsCecconoid)
        {
            GameMode.AchievementUnlocked(Types.EAchievementIdentifier._FullPowerCecconoid);
        }

        // We've always added something...
        return(true);
    }
コード例 #8
0
    public bool AddScore(uint iScore)
    {
        if (!m_bCanAdd)
        {
            return(false);
        }

        // Do score...
        m_iScore = MathUtil.Clamp(m_iScore + (iScore * m_iScoreMultiplier), m_iScore, Types.s_iPLAYER_MaxScore);
        Messenger.Invoke(Types.s_sHUD_ScoreUpdated);

        // Check for extra life if we're in Eugatron
        if (!GameInstance.Object.m_bIsCecconoid)
        {
            m_iScoreToNextLife += (iScore * m_iScoreMultiplier);
            while (m_iScoreToNextLife > Types.s_iPLAYER_ExtraLifeScore)
            {
                m_iScoreToNextLife = MathUtil.Clamp(m_iScoreToNextLife - Types.s_iPLAYER_ExtraLifeScore, 0, 9999999);
                if (null != m_goLifeEffect)
                {
                    AddLives(1);
                }
            }
        }


        // Check for Achievements
        if (m_iScore >= 1000000 && !m_bCheckedForAMillion)
        {
            m_bCheckedForAMillion = true;
            if (!GameInstance.Object.m_bIsCecconoid)
            {
                GameMode.AchievementUnlocked(Types.EAchievementIdentifier._MillionInEugatron);
            }
            else
            {
                GameMode.AchievementUnlocked(Types.EAchievementIdentifier._MillionInCecconoid);
            }
        }

        return(true);
    }
コード例 #9
0
    // Check for the complete (death) of the wave, spawn rewards and unlock the player!
    //
    public virtual void Update()
    {
        // Early outs
        {
            if (GameGlobals.TestGameEvent(m_iEventBitField))
            {
                return;
            }
            if (!m_bIsActive)
            {
                return;
            }
            if (m_iWaveNumber < m_iNumberOfWaves)
            {
                return;
            }
        }


        // If there are active gameObjects (we spawned them) then the player can't exit...
        bool bStillPlaying = false;

        foreach (GameObject go in m_aRoomObjects)
        {
            if (null != go)
            {
                bStillPlaying = true;
            }
        }


        if (!bStillPlaying)
        {
            // DeInit any additional objects
            {
                foreach (GameObject go in m_aAdditionalObjects)
                {
                    if (null == go)
                    {
                        continue;
                    }
                    Types.IRoom_EnemyObject[] aGC = go.GetComponents <Types.IRoom_EnemyObject>();
                    foreach (Types.IRoom_EnemyObject gc in aGC)
                    {
                        gc.OnRoomExit();
                    }
                    go.SetActive(false);
                }
            }

            // Spawn the rewards!
            foreach (GameObject go in m_aRewards)
            {
                if (null == go)
                {
                    continue;
                }

                Vector2 vPos       = Vector2.zero;
                Vector2 vDist      = Vector2.zero;
                Vector2 vPlayerPos = GameInstance.Object.GetPlayerPosition();
                bool    bChecking  = true;

                do
                {
                    vPos  = new Vector2(Random.Range(-m_vHalfRoomBounds.x + 0.25f, m_vHalfRoomBounds.x - 0.25f), Random.Range(-m_vHalfRoomBounds.y + 0.25f, m_vHalfRoomBounds.y - 0.25f));
                    vPos += m_vRoomOrigin;
                    vDist = vPlayerPos - vPos;
                    if (vDist.magnitude > m_fDistanceFromPlayer)
                    {
                        bChecking = false;
                    }
                }while (bChecking);

                Instantiate(go, vPos, Quaternion.identity);
                if (null != m_goRewardEffect)
                {
                    Instantiate(m_goRewardEffect, vPos, Quaternion.identity);
                }
            }

            // Play Audio
            GameInstance.Object.GetAudioManager().PlayAudio(EGameSFX._SFX_ROBOTRON_COMPLETE);


            // Add the achivement
            switch (m_iEvent)
            {
            case ERobotronEvents._RB1_IckleBaddies: GameMode.AchievementUnlocked(Types.EAchievementIdentifier._PartyLike2084); break;

            case ERobotronEvents._RB2_Enforcers: GameMode.AchievementUnlocked(Types.EAchievementIdentifier._SmashTV); break;

            case ERobotronEvents._RB3_FloatingLaserBrains: GameMode.AchievementUnlocked(Types.EAchievementIdentifier._TotalCarnage); break;

            case ERobotronEvents._RB4_LoadsaBaddies: /* The key will be delivered in this room */ break;

            case ERobotronEvents._RB5_CircularShotTwats: GameMode.AchievementUnlocked(Types.EAchievementIdentifier._Llamatron); break;
            }

            // Save event in GameGlobals...
            OpenAllDoors();
            GameGlobals.SetGameEvent(m_iEventBitField);
            m_bIsActive = false;
        }
    }
コード例 #10
0
 public void AddAchievement()
 {
     GameMode.AchievementUnlocked(m_iAchievement);
 }
コード例 #11
0
 // The first room shows images for the controls, so we don't want to overwhelm
 // the player by firing the first entry achievement at the same time
 // So, now they've figured out how to move to the next room, wait for the
 // transition to end and give them a little present...
 //
 public void CheckForAchievement()
 {
     // Is this the first entry to the game? Achievement Unlocked! (This timer callback is only called in Cecconoid, see Eugatron room controller for the equiv...)
     GameMode.AchievementUnlocked(Types.EAchievementIdentifier._WelcomeToCecconoid);
 }