コード例 #1
0
ファイル: CursorManager.cs プロジェクト: Streus/Time-Is-Not
    void UpdateGameplayCursor()
    {
        // Choose sprite for main cursor (stasis)

        // If hovering over a stasis bubble
        if (LevelStateManager.CursorIsOverAStasisBubble() || TetherManager.CursorIsOverATetherPoint())
        {
            mainCursorRend.sprite = cursorStasisHover;
        }
        // TODO: This might be the wrong check. Might need to check where the player checks if can shoot a stasis bubble
        else if (GameManager.inst.canUseStasis && LevelStateManager.canAddStasisBubble())
        {
            mainCursorRend.sprite = cursorStasisEnabled;
        }

        else
        {
            mainCursorRend.sprite = cursorStasisDisabled;
        }

        // Secondary cursor (dash target)
        // Temporary: hide the dash cursor while zoomed out
        // TODO: replace this with a separate CursorState for zoom out
        if (GameManager.CameraIsZoomedOut() || !GameManager.inst.canUseDash)
        {
            dashCursorRend.enabled = false;
        }
        else
        {
            dashCursorRend.enabled = true;
        }

        if (GameManager.isPlayerDashing() == true)
        {
            dashTargetLock        = true;
            dashTargetLockPos     = dashCursor.transform.position;
            dashCursorRend.sprite = cursorDashTarget;
        }
        else
        {
            dashTargetLock = false;

            if (GameManager.dashIsCharged())
            {
                dashCursorRend.sprite = cursorDashEnabled;
            }
            else
            {
                dashCursorRend.sprite = cursorDashDisabled;
            }
        }

        // Update texture
        //dashCursorRend.texture = cursorDashEnabled;
    }
コード例 #2
0
    public override void perform(Controller c)
    {
        Player p = State.cast <Player> (c);

        Vector3 mousePos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0));

        //bool inSBBounds = LevelStateManager.StasisBubbleAtPos (mousePos);

        // Use Stasis Placement ablility
        if (PlayerControlManager.GetKeyDown(ControlInput.FIRE_STASIS))
        {
            if (GameManager.inst.canUseStasis &&
                //!inSBBounds &&
                //!TetherManager.CursorIsOverATetherPoint () &&
                CursorManager.CursorInGameplayState())
            {
                p.setStasisShootAnim();
                c.getSelf().getAbility(0).use(c.getSelf(), mousePos);
            }

            if (!LevelStateManager.canAddStasisBubble() && !GlobalAudio.ClipIsPlaying(AudioLibrary.inst.stasisError))
            {
                AudioLibrary.PlayStasisErrorSound();
            }
        }

        // Use Dash ability
        if (PlayerControlManager.GetKeyDown(ControlInput.DASH))
        {
            if (GameManager.inst.canUseDash && CursorManager.CursorInGameplayState())
            {
                if (c.getSelf().getAbility(1).isReady())
                {
                    AudioLibrary.PlayDashForwardSound();
                }
                else
                {
                    if (!GlobalAudio.ClipIsPlaying(AudioLibrary.inst.dashError))
                    {
                        AudioLibrary.PlayDashErrorSound();
                    }
                }///
                c.getSelf().getAbility(1).use(c.getSelf(), p.getJumpTargetPos());
            }
        }

        p.move();
        p.findTarget();
    }
コード例 #3
0
ファイル: AbilityRepo.cs プロジェクト: Streus/Time-Is-Not
    private static bool placeStasisBubble(Entity e, Vector2 tarPos)
    {
        if (!LevelStateManager.canAddStasisBubble())
        {
            return(false);
        }

        float      angle = Vector2.Angle(Vector2.up, tarPos - (Vector2)e.transform.position);
        float      sign  = e.transform.position.x < tarPos.x ? -1f : 1f;
        Quaternion rot   = Quaternion.Euler(0f, 0f, angle * sign);

        StasisBullet s = StasisBullet.create(e.transform.position, rot, tarPos);

        Physics2D.IgnoreCollision(s.GetComponent <Collider2D> (), e.GetComponent <Collider2D> ());

        return(true);
    }
コード例 #4
0
    // Update is called once per frame
    void Update()
    {
        // Time tether
        if (Input.GetKeyDown(createPointKey))
        {
            if (LevelStateManager.canCreateTetherPoint())
            {
                Debug.Log("Create tether point");
                LevelStateManager.createTetherPoint();
                CreateTimeTetherIndicator(new Vector3(LevelStateManager.curState, 0, 0));
            }
            else
            {
                Debug.Log("Can't create tether point right now");
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha0))
        {
            if (LevelStateManager.canLoadTetherPoint(0) && LevelStateManager.loadTetherPoint(0))
            {
                Debug.Log("Successfully loaded state 0");
                RemoveTimeTetherIndicator(0);
            }
            else
            {
                Debug.Log("Could not load state 0");
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            if (LevelStateManager.canLoadTetherPoint(1) && LevelStateManager.loadTetherPoint(1))
            {
                Debug.Log("Successfully loaded state 1");
                RemoveTimeTetherIndicator(1);
            }
            else
            {
                Debug.Log("Could not load state 1");
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            if (LevelStateManager.canLoadTetherPoint(2) && LevelStateManager.loadTetherPoint(2))
            {
                Debug.Log("Successfully loaded state 2");
                RemoveTimeTetherIndicator(2);
            }
            else
            {
                Debug.Log("Could not load state 2");
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha3))
        {
            if (LevelStateManager.canLoadTetherPoint(3) && LevelStateManager.loadTetherPoint(3))
            {
                Debug.Log("Successfully loaded state 3");
                RemoveTimeTetherIndicator(3);
            }
            else
            {
                Debug.Log("Could not load state 3");
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha4))
        {
            if (LevelStateManager.canLoadTetherPoint(4) && LevelStateManager.loadTetherPoint(4))
            {
                Debug.Log("Successfully loaded state 4");
                RemoveTimeTetherIndicator(4);
            }
            else
            {
                Debug.Log("Could not load state 4");
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha5))
        {
            if (LevelStateManager.canLoadTetherPoint(5) && LevelStateManager.loadTetherPoint(5))
            {
                Debug.Log("Successfully loaded state 5");
                RemoveTimeTetherIndicator(5);
            }
            else
            {
                Debug.Log("Could not load state 5");
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha6))
        {
            if (LevelStateManager.canLoadTetherPoint(6) && LevelStateManager.loadTetherPoint(6))
            {
                Debug.Log("Successfully loaded state 6");
                RemoveTimeTetherIndicator(6);
            }
            else
            {
                Debug.Log("Could not load state 6");
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha7))
        {
            if (LevelStateManager.canLoadTetherPoint(7) && LevelStateManager.loadTetherPoint(7))
            {
                Debug.Log("Successfully loaded state 7");
                RemoveTimeTetherIndicator(7);
            }
            else
            {
                Debug.Log("Could not load state 7");
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha8))
        {
            if (LevelStateManager.canLoadTetherPoint(8) && LevelStateManager.loadTetherPoint(8))
            {
                Debug.Log("Successfully loaded state 8");
                RemoveTimeTetherIndicator(8);
            }
            else
            {
                Debug.Log("Could not load state 8");
            }
        }

        if (Input.GetKeyDown(KeyCode.Alpha9))
        {
            if (LevelStateManager.canLoadTetherPoint(9) && LevelStateManager.loadTetherPoint(9))
            {
                Debug.Log("Successfully loaded state 9");
                RemoveTimeTetherIndicator(9);
            }
            else
            {
                Debug.Log("Could not load state 9");
            }
        }

        // Stasis Keys
        if (Input.GetKeyDown(createStasisKey) && LevelStateManager.canAddStasisBubble())
        {
            Vector3      spawnPos  = new Vector3(transform.position.x + Random.Range(-2.0f, 2.0f), transform.position.y + Random.Range(-2.0f, 2.0f), transform.position.z);
            StasisBubble newStasis = ((GameObject)Instantiate(stasisBubblePrefab, spawnPos, transform.rotation)).GetComponent <StasisBubble>();
            LevelStateManager.addStasisBubble(newStasis);
        }

        if (Input.GetKeyDown(removeStasisKey) && LevelStateManager.canRemoveStasisBubble())
        {
            LevelStateManager.removeLastStasisBubble();
        }

        // Sample tether UI
        if (pointText != null)
        {
            pointText.text = LevelStateManager.curState + " / " + (LevelStateManager.maxNumStates - 1);
        }

        // Sample stasis UI
        if (stasisText != null)
        {
            stasisText.text = LevelStateManager.numStasisLeft + " / " + LevelStateManager.maxNumStasis;
        }
    }