コード例 #1
0
ファイル: Wall.cs プロジェクト: vpdh98/SHIFT_Roope
 public override RopeCollisionType collideWithRopeLine(RopeLine line)
 {
     if (isRopeAttachable())
     {
         return(RopeCollisionType.CAN_ATTACH);
     }
     else
     {
         return(RopeCollisionType.CAN_NOT_ATTACH_AND_CUT);
     }
 }
コード例 #2
0
    private void Update()
    {
        //Tether movement
        float axisY = XCI.GetAxis(XboxAxis.LeftStickY, controller);                     //Store the direction and magnitude of the left joystick Y axis

        tether.currentLength += tether.changeSpeed * -axisY * Time.deltaTime;           //Move tether length up/down based on this

        //Animation
        //if the control stick is pushed 40% of the way upwards
        if (axisY >= 0.4)
        {
            //sets the animation state to moving forward
            characterAnim.SetBool("MovingForward", true);
            characterAnim.SetBool("MovingBackward", false);
        }
        //if the control stick is pushed 40% of the way downwards
        else if (axisY <= -0.4)
        {
            //sets the animation state to moving backwards
            characterAnim.SetBool("MovingForward", false);
            characterAnim.SetBool("MovingBackward", true);
        }
        //if neither
        else
        {
            //sets the animation state to idle
            characterAnim.SetBool("MovingForward", false);
            characterAnim.SetBool("MovingBackward", false);
        }

        //Sideways movement
        if (tether.Distance() >= (tether.currentLength * 0.95f))                //As long as the skier is close to the arc of the tether,
        {
            float axisX = XCI.GetAxis(XboxAxis.LeftStickX, controller);         //Store the direction and magnitude of the left joystick X axis
            tether.ApplyForce(new Vector3(movingForce * axisX, 0, 0));          //Apply an instantaneous sideways force

            //Animation
            //if the control stick is pushed 40% of the way to the right
            if (axisX >= 0.4)
            {
                //sets the animation state to moving  right
                characterAnim.SetBool("MovingLeft", false);
                characterAnim.SetBool("MovingRight", true);
            }
            //if the control stick is pushed 40% of the way to the left
            else if (axisX <= -0.4)
            {
                //sets the animation state to moving left
                characterAnim.SetBool("MovingRight", false);
                characterAnim.SetBool("MovingLeft", true);
            }
            //if neither
            else
            {
                //sets the animation state to idle
                characterAnim.SetBool("MovingRight", false);
                characterAnim.SetBool("MovingLeft", false);
            }
        }

        //Easter egg
        if (!m_eggUnlocked)
        {
            for (XboxButton i = 0; i <= XboxButton.Y; ++i)
            {
                if (XCI.GetButtonDown(i))
                {
                    if (i == m_sequence[m_progress])
                    {
                        ++m_progress;
                        if (m_sequence[m_progress] == 0)
                        {
                            m_eggUnlocked = true;
                        }
                    }
                    else
                    {
                        m_progress = 0;
                    }
                }
            }
        }
        else
        {
            if (XCI.GetButtonDown(XboxButton.A))
            {
                tether.ApplyForce(new Vector3(0, 500, 0));
            }
        }

        //Wipeout
        if (m_isAlive == false)
        {
            //Make them sink
            Vector3 newPos = transform.position;
            newPos.y          -= Time.deltaTime;
            transform.position = newPos;

            //Make their tether fade
            RopeLine renderedTether = GetComponentInChildren <RopeLine>();
            if (renderedTether != null)
            {
                renderedTether.Fade(1);
            }
        }

        bonkResolved = false;
    }
コード例 #3
0
ファイル: ArrowController.cs プロジェクト: vpdh98/SHIFT_Roope
 // Action when collide with rope line
 public RopeCollisionType collideWithRopeLine(RopeLine line)
 {
     return(RopeCollisionType.CAN_NOT_ATTACH_AND_THROUGH);
 }
コード例 #4
0
 public abstract RopeCollisionType collideWithRopeLine(RopeLine line);
コード例 #5
0
ファイル: Arrow.cs プロジェクト: vpdh98/SHIFT_Roope
 public override RopeCollisionType collideWithRopeLine(RopeLine line)
 {
     return(RopeCollisionType.CAN_NOT_ATTACH_AND_CUT);
 }