/// <summary> /// Initialize core essential values at Start /// </summary> private void Start() { self_col = GetComponent <Collider>(); camScript = GetComponent <CameraBehaviour>(); collisionDetection = GetComponent <PlayerCollisionDetection>(); playerCam = GameObject.FindGameObjectWithTag("MainCamera"); Physics.gravity = Vector3.up * -GRAVITY; }
public void ReceiveBlockerCollision(PlayerCollisionDetection colRef) { if (colRef == leftCollision) { pRunner.DoBumpLeft(); } else if (colRef == rightCollision) { pRunner.DoBumpRight(); } else if (colRef == frontCollision) { pRunner.PlayerHit(); } }
/// <summary> /// Procédure qui va regarder si le joueur à besoin de respawn ou non /// Lance également les questions lorsque l'on meurt /// </summary> void respawnPlayer() { //Si le joueur est mort et que le niveau n'est pas fini if (!sf_player.activeSelf && !levelEnded) { playerDead = true; if (luckyDay == 2 && respawnDelay <= 0) { sf_canvas.SetActive(true); camera.setShouldMove(false); //Si le joueur à trouvé la bonne réponse if (sf_script.userFindTrueRep() == 1) { //On fait respawn le joueur sf_canvas.SetActive(false); camera.setShouldMove(true); camera.speedCamera = camera.SpeedCameraBuff; sf_player.SetActive(true); PlayerCollisionDetection.setInvicible(true); sf_script.DieQuestion(); luckyDay = Random.Range(0, 3); } //Si le joueur à faux else if (sf_script.userFindTrueRep() == -1) { if (!sf_player.activeSelf && currentNbRespawn < numberOfRespawnMax && startDelay <= 0 && respawnDelay <= 0) { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); //On reprends une quetsion au hasard que l'on affichera pas avant la prochaine mort sf_script.DieQuestion(); luckyDay = Random.Range(0, 3); } } else if (respawnDelay <= 0 && !levelEnded) { sf_canvas.SetActive(false); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } } } }
// Start is called before the first frame update void Start() { movement = new Vector3(0, 0, 1); PlayerRigidBody = PlayerBody.GetComponent <Rigidbody>(); playerColl = PlayerBody.GetComponent <PlayerCollisionDetection>(); }
public void JumpLanded(PlayerCollisionDetection childScript) { Debug.Log("Osuttiin maahan"); jumping = false; playerAnim.ResetTrigger("Jump_start"); }
//functions for player collisions public void WallCollisionDetected(PlayerCollisionDetection childScript) { speed = 0; Debug.Log("Osuttiin seinään"); StartCoroutine(GameOver()); }
private void Start() { playerScript = GetComponent <PlayerBehaviour>(); camScript = GetComponent <CameraBehaviour>(); colScript = GetComponent <PlayerCollisionDetection>(); }