コード例 #1
0
ファイル: TcRight.cs プロジェクト: DogeDapp/DogeRpg
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("Player"))
     {
         //parentTransform.position += new Vector3(1f,1f,0f);
         notifications.PostNotification(this, "GoBack");
         notifications.PostNotification(this, "GoRight");
         notifications.PostNotification(this, "onBoardMove");
     }
 }
コード例 #2
0
 void Update()
 {
     if (Input.anyKeyDown && notif != null)
     {
         notif.PostNotification(this, "OnKeyboardInput");
     }
 }
コード例 #3
0
 void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("KillBox") && Notifications != null)
     {
         Notifications.PostNotification(this, "KillBarrierDeath");
     }
 }
コード例 #4
0
 // Update is called once per frame
 void Update()
 {
     //Check for keyboard input
     if (Input.anyKeyDown && Notifications != null)
     {
         Notifications.PostNotification(this, "OnKeyboardInput2");
     }
 }
コード例 #5
0
    // Use this for initialization
    void Start()
    {
        manager       = GameObject.Find("GameManager").GetComponent <StateManager> ();
        notifications = manager.NotificationRef;
        thisCollider  = gameObject.GetComponent <BoxCollider2D> ();

        notifications.PostNotification(gameObject.transform.position, "newBoard");
    }
コード例 #6
0
 void OnTriggerExit2D(Collider2D other)
 {
     notifications.PostNotification(gameObject.transform.position, "boardDestroyed");
     if (other.CompareTag("Player"))
     {
         Destroy(gameObject);
     }
 }
コード例 #7
0
ファイル: PortalClass.cs プロジェクト: allen111/ScriptPortal
 void Start()
 {
     GameObject notmantmp = GameObject.FindGameObjectWithTag("Manager");
     NM = notmantmp.GetComponent<NotificationsManager>();
     NM.AddListener(OnPortalTimeSet,"PortalTimeSet");
     NM.PostNotification("PortalSpawn", type, 0);
     Debug.Log("spwn");
 }
コード例 #8
0
ファイル: PlayState.cs プロジェクト: DogeDapp/DogeRpg
 public void StateUpdate()
 {
     input_x = Input.GetAxisRaw("Horizontal");
     input_y = Input.GetAxisRaw("Vertical");
     if (Mathf.Abs(input_x) > 0 || Mathf.Abs(input_y) > 0)
     {
         Notifications.PostNotification(manager, "onPlayerMove");
     }
 }
コード例 #9
0
    public void OnEndTalkToGoblin()
    {
        DisableScreen(dialogueScreen);

        Notifications.PostNotification(this, "OnEndTalkToGoblin");
        //PauseFalse();
        Cursor.visible   = false;
        Cursor.lockState = CursorLockMode.Locked;
        playerState      = PlayerState.none;
    }
コード例 #10
0
 void Start()
 {
     Notifications.PostNotification(this, "OnGameSetupComplete");
     //Debug.Log("ugh.");
 }
コード例 #11
0
    void FixedUpdate()
    {
        //Scanning environment for interactions
        Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0));          //position of ray/origin

        if (Physics.Raycast(ray, out hit, rayLength))
        {
            //Debug.Log(hit.collider.gameObject.name);
            if (hit.collider.gameObject.tag == "Container")
            {
                Container_Data containerScript = hit.collider.gameObject.transform.parent.GetComponent <Container_Data>();
                if (!containerScript.Searched)
                {
                    uiScript.InfoBoxText = "Left-click to search this container";

                    //SEARCHING CRATES
                    if ((playerState == PlayerState.none) && (Input.GetMouseButtonDown(0)))
                    {
                        PlaySound(crate_open);
                        containerScript.Searched = true;
                        uiScript.InfoBoxText     = "";
                    }
                }
                else
                {
                    uiScript.InfoBoxText = containerScript.ContainerText;
                }
            }


            //else if (hit.collider.gameObject.tag == "Goblin")
            else if (hit.collider.gameObject.CompareTag("Goblin"))
            {
                //display name of goblin somewhere on the screen
                string gobName = hit.collider.gameObject.GetComponent <GoblinData>().goblinName;                                        //get name of goblin you're lookin at
                if (!armed)
                {
                    //uiScript.EnableInfoBox("Left-click to talk to " + gobName);                             //turn on info box and set text
                    uiScript.InfoBoxText = "Left-click to talk to " + gobName;
                }


                if ((playerState == PlayerState.none) && (Input.GetMouseButtonDown(0)) && (!armed))
                {
                    PlaySound(goblin_talk);
                    currentGoblin = hit.collider.gameObject;
                    playerState   = PlayerState.TalkingToGoblin;
                    if (!list_goblinsTalkedTo.Contains(gobName))
                    {
                        list_goblinsTalkedTo.Add(gobName);
                    }
                    uiScript.GoblinA_Name = gobName;
                    uiScript.List_DialogueDropdownChoices = list_goblinsTalkedTo;
                    currentGoblin.SendMessage("OnTalkToGoblin", this);
                    Notifications.PostNotification(this, "OnTalkToGoblin");
                }
                if (stopGoblinTalking)
                {
                    currentGoblin.SendMessage("OnEndTalkToGoblin");
                    stopGoblinTalking = false;
                }
            }


            else if (hit.collider.gameObject.tag == "Weapon")
            {
                //Debug.Log("Weapon");
                if (!armed)                                                                                                             //if player isn't currently holding anything
                {
                    //TODO - display "Pick Up" prompt somewhere on screen
                    canPickUp = true;
                    weapon    = hit.collider.gameObject;
                }

                if (canPickUp)
                {
                    //uiScript.EnableInfoBox("Left-click to pick up");
                    //uiScript.InfoBoxText = "Left-click to pick up " + hit.collider.gameObject.transform.parent.gameObject.GetComponent<Weapon_Spawner>().WeaponName;
                    string weaponType = hit.collider.gameObject.name;
                    string damageType = "";
                    if ((weaponType == "sword") || (weaponType == "axe"))
                    {
                        damageType = "slashy";
                    }
                    else if ((weaponType == "dagger") || (weaponType == "spear"))
                    {
                        damageType = "stabby";
                    }
                    else if ((weaponType == "brick") || (weaponType == "club"))
                    {
                        damageType = "bashy";
                    }
                    else
                    {
                        damageType = "ERROR";
                    }

                    uiScript.InfoBoxText = "Left-click to pick up the " + damageType + " " + weaponType;

                    //PLAYER PICKS STUFF UP
                    if (Input.GetMouseButtonDown(0))                                    //if player left-clicks mouse
                    {
                        PlaySound(weapon_pickup);
                        weapon.transform.parent = transform;                                    //make object child of hand

                        weaponScript         = weapon.GetComponent <ObjectInteraction>();
                        weaponRb             = weapon.GetComponent <Rigidbody>();
                        weaponRb.isKinematic = true;                                            //set item to kinematic to prevent from flying around
                        armed                = true;
                        canPickUp            = false;
                        uiScript.InfoBoxText = "";
                    }
                }
                else if (armed)
                {
                    //uiScript.EnableInfoBox("Hold E + Left-click to throw");
                    uiScript.InfoBoxText = "Hold E + Left-click to throw, or right-click to drop " + hit.collider.gameObject.name;
                }
            }

            else if (hit.collider.gameObject.CompareTag("Victim"))
            {
                uiScript.InfoBoxText = hit.collider.gameObject.GetComponent <Victim_Data>().InspectionText;
            }
            else
            {
                uiScript.InfoBoxText = "";
            }
        }
        else
        {
            uiScript.InfoBoxText = "";
        }

        //Throwing & Dropping Stuff
        if (armed)
        {
            //DROP WEAPON if player right clicks
            if (Input.GetMouseButtonDown(1))
            {
                PlaySound(weapon_pickup);
                uiScript.InfoBoxText    = "";
                weaponRb.isKinematic    = false;                                                //...set to not kinematic - allows weapon to move again
                weapon.transform.parent = null;                                                 //...remove parent
                weapon   = null;                                                                //...nullify weapon and weaponRb
                weaponRb = null;

                armed = false;                                                                  //...set armed to false
            }

            //THROW WEAPON if player holds E then clicks the mouse button...
            if ((Input.GetKey(KeyCode.E)) && (Input.GetMouseButtonDown(0)))
            {
                PlaySound(weapon_throw);
                uiScript.InfoBoxText = "";
                weaponScript.OnBeingThrown();
                weaponRb.isKinematic = false;                                               //...set to not kinematic - allows weapon to move again
                weaponRb.AddForce(transform.forward * throwSpeed);                          //...send item flying
                weapon.transform.parent = null;                                             //...remove parent
                weapon   = null;                                                            //...nullify weapon and weaponRb
                weaponRb = null;

                armed = false;                                                                  //...set armed to false
            }
        }
    }