コード例 #1
0
ファイル: PrincessController.cs プロジェクト: derosa/ld24
 public void Restart()
 {
     rage = GetComponent<RagePixelSprite> ();
     rage.PlayNamedAnimation ("idle");
     hair = transform.GetChild (0).gameObject;
     hairRage = hair.GetComponent<RagePixelSprite> ();
     hair.active = false;
 }
コード例 #2
0
ファイル: Scene09_CatController.cs プロジェクト: derosa/ld24
    void Start()
    {
        player = GameObject.FindGameObjectWithTag ("Player");
        direction = (player.transform.position - transform.position);
        direction.Normalize ();
        direction.y = 0.0f;

        rage = GetComponent<RagePixelSprite> ();
        rage.SetTintColor (ColorUtils.RandomColor ());
        rage.PlayNamedAnimation ("idle");

        seekTime = Time.time + Random.Range (0f, 5.0f);
    }
コード例 #3
0
ファイル: SharkMover.cs プロジェクト: jrmullins/ludumdare29
    // Use this for initialization
    void Start()
    {
        currentSpeed = swimSpeed;
        rotator = Vector2.zero;
        ragePixel = GetComponent<RagePixelSprite> ();
        ragePixel.PlayNamedAnimation ("Idle", false);
        goingLeft = true;
        mouthLeft = GameObject.Find ("Mouth Left");
        mouthRight = GameObject.Find ("Mouth Right");
        body = GameObject.FindGameObjectWithTag ("Body");
        if (!body || !mouthLeft || !mouthRight)
            Debug.LogError ("MISSING MOUTH OR BODY");

        mouthLeft.SetActive (true);
        mouthRight.SetActive (false);
    }
コード例 #4
0
    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.name == "Bullet(Clone)")
        {
            Destroy(other.gameObject);

            ragePixel.PlayNamedAnimation("DEATH", false);
            isAlive = false;
            audio.PlayOneShot(death);

            GameObject Hero     = GameObject.FindWithTag("Hero");
            Vector3    position = Hero.transform.position;
            Camera.mainCamera.GetComponent <GameSceneCreator>().CreateEnemyNearBy(position);
        }
        else
        {
            ChangeDirection();
        }
    }
コード例 #5
0
    void Update()
    {
        if (!isInSafeZone)
        {
            reduceHealth(1);
        }
        //Update Right Stick
        if (!castDirectionSet)
        {
            r_Xaxis = Input.GetAxis("R_XAxis_" + controllerNumber);
            r_Yaxis = -Input.GetAxis("R_YAxis_" + controllerNumber);
        }
        if (Input.GetButtonDown("RB_" + controllerNumber) || (Input.GetKey(KeyCode.Space) && controllerNumber == 1))
        {
            casting = true;
        }

        if (!casting)
        {
            //Check the keyboard state and set the character state accordingly
            if (Input.GetAxis("L_XAxis_" + controllerNumber) < 0)
            {
                state = WalkingState.WalkLeft;
            }
            else if (Input.GetAxis("L_XAxis_" + controllerNumber) > 0)
            {
                state = WalkingState.WalkRight;
            }
            else
            {
                state = WalkingState.Standing;
            }
            if (Input.GetAxis("L_YAxis_" + controllerNumber) < 0)
            {
                if (state == WalkingState.WalkLeft)
                {
                    state = WalkingState.WalkUpLeft;
                }
                else if (state == WalkingState.WalkRight)
                {
                    state = WalkingState.WalkUpRight;
                }
                else
                {
                    state = WalkingState.WalkUp;
                }
            }
            else if (Input.GetAxis("L_YAxis_" + controllerNumber) > 0)
            {
                if (state == WalkingState.WalkLeft)
                {
                    state = WalkingState.WalkDownLeft;
                }
                else if (state == WalkingState.WalkRight)
                {
                    state = WalkingState.WalkDownRight;
                }
                else
                {
                    state = WalkingState.WalkDown;
                }
            }
            if (state == WalkingState.Standing)
            {
                getStandAnimation(lastState);

                ragePixel.PlayNamedAnimation(animation, false);
            }
            else
            {
                switch (state)
                {
                case (WalkingState.WalkLeft):
                    //Flip horizontally. Our animation is drawn to walk right.
                    ragePixel.SetHorizontalFlip(true);
                    //PlayAnimation with forceRestart=false. If the WALK animation is already running, doesn't do anything. Otherwise restarts.

                    ragePixel.PlayNamedAnimation("WALK R", false);

                    //Move direction. X grows right so left is -1.
                    moveDirection = new Vector3(-1f, 0f, 0f);
                    lastState     = LastState.L;
                    break;

                case (WalkingState.WalkRight):
                    //Not flipping horizontally. Our animation is drawn to walk right.
                    //ragePixel.SetHorizontalFlip(false);
                    //PlayAnimation with forceRestart=false. If the WALK animation is already running, doesn't do anything. Otherwise restarts.
                    ragePixel.SetHorizontalFlip(false);
                    ragePixel.PlayNamedAnimation("WALK R", false);
                    //Move direction. X grows right so left is +1.
                    moveDirection = new Vector3(1f, 0f, 0f);
                    lastState     = LastState.R;
                    break;

                case (WalkingState.WalkUp):
                    ragePixel.SetHorizontalFlip(false);
                    moveDirection = new Vector3(0f, 1f, 0f);
                    ragePixel.PlayNamedAnimation("WALK U", false);
                    lastState = LastState.U;
                    break;

                case (WalkingState.WalkDown):
                    ragePixel.SetHorizontalFlip(false);
                    moveDirection = new Vector3(0f, -1f, 0f);
                    ragePixel.PlayNamedAnimation("WALK D", false);
                    lastState = LastState.D;
                    break;

                case (WalkingState.WalkUpLeft):
                    ragePixel.SetHorizontalFlip(true);
                    moveDirection = new Vector3(-1f, 1f, 0f) / Mathf.Pow(2f, 0.5f);
                    ragePixel.PlayNamedAnimation("WALK UR", false);
                    lastState = LastState.UL;
                    break;

                case (WalkingState.WalkUpRight):
                    ragePixel.SetHorizontalFlip(false);
                    moveDirection = new Vector3(1f, 1f, 0f) / Mathf.Pow(2f, 0.5f);
                    ragePixel.PlayNamedAnimation("WALK UR", false);
                    lastState = LastState.UR;
                    break;

                case (WalkingState.WalkDownLeft):
                    ragePixel.SetHorizontalFlip(true);
                    moveDirection = new Vector3(-1f, -1f, 0f) / Mathf.Pow(2f, 0.5f);
                    ragePixel.PlayNamedAnimation("WALK DR", false);
                    lastState = LastState.DL;
                    break;

                case (WalkingState.WalkDownRight):
                    ragePixel.SetHorizontalFlip(false);
                    moveDirection = new Vector3(1f, -1f, 0f) / Mathf.Pow(2f, 0.5f);
                    ragePixel.PlayNamedAnimation("WALK DR", false);
                    lastState = LastState.DR;
                    break;
                }
            }
        }
        else if (!castDirectionSet)
        {
            if ((Input.GetAxis("R_XAxis_" + controllerNumber) == 0 && Input.GetAxis("R_YAxis_" + controllerNumber) == 0))
            {
                //getStandAnimation(lastState);
                if (lastState == LastState.R || lastState == LastState.DR || lastState == LastState.UR)
                {
                    r_Xaxis = 1f;
                }
                else if (lastState == LastState.L || lastState == LastState.DL || lastState == LastState.UL)
                {
                    r_Xaxis = -1f;
                }
                if (lastState == LastState.U || lastState == LastState.UR || lastState == LastState.UL)
                {
                    r_Yaxis = 1f;
                }
                else if (lastState == LastState.D || lastState == LastState.DR || lastState == LastState.DL)
                {
                    r_Yaxis = -1f;
                }
            }
            else
            {
                lastState = getCastAngle();
            }
            getStandAnimation(lastState);
            ragePixel.PlayNamedAnimation(animation, false);
            castDirectionSet = true;
        }


        //Move the sprite into moveDirection at walkingSpeed pixels/sec
        //transform.Translate(moveDirection * Time.deltaTime * walkingSpeed);
        reset();
    }
コード例 #6
0
 void Start()
 {
     ragePixel = GetComponent <RagePixelSprite>();
     ragePixel.PlayNamedAnimation("WALK", false);
 }
コード例 #7
0
 // Use this for initialization
 void Start()
 {
     ragePixel = GetComponent<RagePixelSprite> ();
     ragePixel.PlayNamedAnimation("Swim", false);
 }
コード例 #8
0
ファイル: BabyScript.cs プロジェクト: jacol/firstPixelGame
 // Use this for initialization
 void Start()
 {
     _ragePixel = GetComponent<RagePixelSprite>();
     _ragePixel.PlayNamedAnimation("sleep");
 }
コード例 #9
0
ファイル: Walker.cs プロジェクト: somelun/ld27
    void Update()
    {
        if (!isAlive)
        {
            timeToRestart -= Time.deltaTime;
            if (timeToRestart <= 0)
            {
                Application.LoadLevel(Application.loadedLevel);
            }

            return;
        }

        if (timeFromArr > 0)
        {
            timeFromArr -= Time.deltaTime;
        }
        else
        {
            timeFromArr = BothBoundsRandoms(10, 20);
            audio.PlayOneShot(arr);
        }

        int vertical   = (int)Input.GetAxis("Vertical");
        int horizontal = (int)Input.GetAxis("Horizontal");

        lastState = 0;

        switch (vertical)
        {
        case 1:
            state = WalkingState.WalkUp;
            break;

        case -1:
            state = WalkingState.WalkDown;
            break;

        default:
            break;
        }

        switch (horizontal)
        {
        case 1:
            state = WalkingState.WalkRight;
            break;

        case -1:
            state = WalkingState.WalkLeft;
            break;

        default:
            break;
        }

        lastState = state;

        switch (state)
        {
        case (WalkingState.RestDown):
            ragePixel.PlayNamedAnimation("REST_DOWN", false);
            break;

        case (WalkingState.RestUp):
            ragePixel.PlayNamedAnimation("REST_UP", false);
            break;

        case (WalkingState.RestLeft):
            ragePixel.PlayNamedAnimation("REST_LEFT", false);
            break;

        case (WalkingState.RestRight):
            ragePixel.PlayNamedAnimation("REST_RIGHT", false);
            break;

        case (WalkingState.WalkDown):
            ragePixel.PlayNamedAnimation("WALK_DOWN", false);
            break;

        case (WalkingState.WalkUp):
            ragePixel.PlayNamedAnimation("WALK_UP", false);
            break;

        case (WalkingState.WalkLeft):
            ragePixel.PlayNamedAnimation("WALK_LEFT", false);
            break;

        case (WalkingState.WalkRight):
            ragePixel.PlayNamedAnimation("WALK_RIGHT", false);
            break;
        }

        if (vertical == 0 && horizontal == 0)
        {
            this.rigidbody.velocity = new Vector3(0f, 0f, 0f);

            switch (lastState)
            {
            case (WalkingState.WalkDown):
                ragePixel.PlayNamedAnimation("REST_DOWN", false);
                break;

            case (WalkingState.WalkUp):
                ragePixel.PlayNamedAnimation("REST_UP", false);
                break;

            case (WalkingState.WalkLeft):
                ragePixel.PlayNamedAnimation("REST_LEFT", false);
                break;

            case (WalkingState.WalkRight):
                ragePixel.PlayNamedAnimation("REST_RIGHT", false);
                break;
            }
        }
        else
        {
            this.rigidbody.velocity = new Vector3(horizontal * walkingSpeed, vertical * walkingSpeed, 0);
        }
    }
コード例 #10
0
ファイル: Dinamite.cs プロジェクト: derosa/ld24
 void Start()
 {
     rage = GetComponent<RagePixelSprite> ();
     rage.PlayNamedAnimation("idle");
 }
コード例 #11
0
ファイル: Walker.cs プロジェクト: hagura/unity_chiruno04
    void Update()
    {
        //Check the keyboard state and set the character state accordingly
        if (Input.GetKey(KeyCode.LeftArrow))
        {
            state = WalkingState.WalkLeft;
        }
        else if (Input.GetKey(KeyCode.RightArrow))
        {
            state = WalkingState.WalkRight;
        }
        else
        {
            state = WalkingState.Standing;
        }

        Vector3 moveDirection = new Vector3();

        switch (state)
        {
        case (WalkingState.Standing):
            //Reset the horizontal flip for clarity
            ragePixel.SetHorizontalFlip(false);
            ragePixel.PlayNamedAnimation("STAY", false);
            if (arrowLeft != null)
            {
                arrowLeft.SetTintColor(Color.gray);
            }
            if (arrowRight != null)
            {
                arrowRight.SetTintColor(Color.gray);
            }
            break;

        case (WalkingState.WalkLeft):
            //Flip horizontally. Our animation is drawn to walk right.
            ragePixel.SetHorizontalFlip(true);
            //PlayAnimation with forceRestart=false. If the WALK animation is already running, doesn't do anything. Otherwise restarts.
            ragePixel.PlayNamedAnimation("WALK", false);
            //Move direction. X grows right so left is -1.
            moveDirection = new Vector3(-1f, 0f, 0f);
            if (arrowLeft != null)
            {
                arrowLeft.SetTintColor(Color.white);
            }
            if (arrowRight != null)
            {
                arrowRight.SetTintColor(Color.gray);
            }
            break;

        case (WalkingState.WalkRight):
            //Not flipping horizontally. Our animation is drawn to walk right.
            ragePixel.SetHorizontalFlip(false);
            //PlayAnimation with forceRestart=false. If the WALK animation is already running, doesn't do anything. Otherwise restarts.
            ragePixel.PlayNamedAnimation("WALK", false);
            //Move direction. X grows right so left is +1.
            moveDirection = new Vector3(1f, 0f, 0f);
            if (arrowLeft != null)
            {
                arrowLeft.SetTintColor(Color.gray);
            }
            if (arrowRight != null)
            {
                arrowRight.SetTintColor(Color.white);
            }
            break;
        }

        //Move the sprite into moveDirection at walkingSpeed pixels/sec
        transform.Translate(moveDirection * Time.deltaTime * walkingSpeed);
    }
コード例 #12
0
    public void SetAnimation(float Horizontal, float Vertical)
    {
        //Check the keyboard state and set the character state accordingly
        if (Horizontal < (float)0)
        {
            state = State.WalkLeft;
        }
        else if (Horizontal > (float)0)
        {
            state = State.WalkRight;
        }
        else if (Vertical < 0)
        {
            state = State.WalkToward;
        }
        else if (Vertical > 0)
        {
            state = State.WalkAway;
        }
        else
        {
            switch (state)
            {
            case (State.WalkToward):
                prevState = State.WalkToward;
                break;

            case (State.WalkAway):
                prevState = State.WalkAway;
                break;

            case (State.WalkLeft):
                prevState = State.WalkLeft;
                break;

            case (State.WalkRight):
                prevState = State.WalkRight;
                break;
            }
            state = State.Standing;
        }


        //Debug.Log(Input.GetAxisRaw("Vertical"));

        switch (state)
        {
        case (State.Standing):
            switch (prevState)
            {
            case (State.WalkAway):
                //Reset the horizontal flip for clarity
                ragePixel.SetHorizontalFlip(false);
                ragePixel.PlayNamedAnimation("StayAway", true);
                break;

            case (State.WalkToward):
                //Reset the horizontal flip for clarity
                ragePixel.SetHorizontalFlip(false);
                ragePixel.PlayNamedAnimation("StayToward", true);
                break;

            case (State.WalkRight):
                //Reset the horizontal flip for clarity
                ragePixel.SetHorizontalFlip(false);
                ragePixel.PlayNamedAnimation("StayRight", true);
                break;

            case (State.WalkLeft):
                //Reset the horizontal flip for clarity
                ragePixel.SetHorizontalFlip(true);
                ragePixel.PlayNamedAnimation("StayRight", true);
                break;
            }
            break;

        case (State.WalkLeft):
            //Flip horizontally. Our animation is drawn to walk right.
            ragePixel.SetHorizontalFlip(true);
            //PlayAnimation with forceRestart=false. If the WALK animation is already running, doesn't do anything. Otherwise restarts.
            ragePixel.PlayNamedAnimation("WalkRight", false);
            break;

        case (State.WalkRight):
            //Not flipping horizontally. Our animation is drawn to walk right.
            ragePixel.SetHorizontalFlip(false);
            //PlayAnimation with forceRestart=false. If the WALK animation is already running, doesn't do anything. Otherwise restarts.
            ragePixel.PlayNamedAnimation("WalkRight", false);
            break;

        case (State.WalkToward):
            //Not flipping horizontally. Our animation is drawn to walk right.
            ragePixel.SetHorizontalFlip(false);
            //PlayAnimation with forceRestart=false. If the WALK animation is already running, doesn't do anything. Otherwise restarts.
            ragePixel.PlayNamedAnimation("WalkToward", false);
            break;

        case (State.WalkAway):
            //Not flipping horizontally. Our animation is drawn to walk right.
            ragePixel.SetHorizontalFlip(false);
            //PlayAnimation with forceRestart=false. If the WALK animation is already running, doesn't do anything. Otherwise restarts.
            ragePixel.PlayNamedAnimation("WalkAway", false);
            break;
        }
    }
コード例 #13
0
 void Start()
 {
     ragePixel = GetComponent <RagePixelSprite>();
     ragePixel.SetHorizontalFlip(false);
     ragePixel.PlayNamedAnimation("StayToward", false);
 }