void Start() { SheetAssigner SA = FindObjectOfType <SheetAssigner>(); moveJump = new Vector3(SA.gutterSizeX, SA.gutterSizeY, 0); Debug.Log(moveJump.x + ", " + moveJump.y); }
void Start() { SheetAssigner SA = FindObjectOfType <SheetAssigner>(); Vector2 tempJump = SA.roomDimensions + SA.gutterSize; moveJump = new Vector3(tempJump.x, tempJump.y, 0); //distance b/w rooms: to be used for movement }
public GameObject enter; //added void Start() { player = GameObject.FindGameObjectWithTag("Player"); //added enter = GameObject.FindGameObjectWithTag("DoorTrigger"); //added SheetAssigner SA = FindObjectOfType <SheetAssigner>(); Vector2 tempJump = SA.roomDimensions + SA.gutterSize; moveJump = new Vector3(tempJump.x, tempJump.y, 0); //distance b/w rooms: to be used for movement }
void Start() { isEnabled = true; mainCamera = GameObject.Find("MainCamera"); player = GameObject.Find("Player"); SheetAssigner SA = FindObjectOfType <SheetAssigner>(); Vector2 tempJump = SA.roomDimensions + SA.gutterSize; moveJump = new Vector3(tempJump.x, tempJump.y, 0); //distance b/w rooms: to be used for movement }
private void Start() { SheetAssigner SA = FindObjectOfType <SheetAssigner>(); Vector2 tempJump = SA.roomDimensions + SA.gutterSize; moveJump = new Vector3(tempJump.x, tempJump.y, 0); //distance b/w rooms: to be used for movement minX = transform.position.x - SA.roomDimensions.x / 4 + 0.45f; maxX = transform.position.x + SA.roomDimensions.x / 4 - 0.45f; minY = transform.position.y - SA.roomDimensions.y / 4 + 0.3f; maxY = transform.position.y + SA.roomDimensions.y / 4 - 0.3f; }
void Start() { SheetAssigner SA = FindObjectOfType <SheetAssigner>(); //Find SheetAssigner that holds overall room information. Vector2 tempJump = SA.roomDimensions + SA.gutterSize; //This makes sense; because all rooms are evenly spread out the room dimension + gutter should be just enough offset to move the camera one room in one of four directions. moveJump = new Vector3(tempJump.x, tempJump.y, 0); //distance b/w rooms: to be used for movement horMove = 0.0f; vertMove = 0.0f; movePosition = transform.position; remainingMovement = Vector3.zero; }
public int dir = 0; //The door direction, meaning which side the door is on (UDLR) void OnTriggerEnter2D(Collider2D coll) //Detect when the player collides with the door. { if (coll.gameObject.tag != "Player") { return; } /* * switch (dir){ * case 1: * Debug.Log("Top Door"); * break; * case 2: * Debug.Log("Bottom Door"); * break; * case 3: * Debug.Log("Left Door"); * break; * case 4: * Debug.Log("Right Door"); * break; * default: * Debug.Log("ERROR, door type not found"); * return; * } */ GameObject.FindWithTag("MainCamera").GetComponent <CameraMovement>().MoveCameraOneRoom(dir); //Move the camera. SheetAssigner SA = FindObjectOfType <SheetAssigner>(); //Find SheetAssigner that holds overall room information. float posOrNeg; Vector2 playerMove = Vector2.zero; //16*3 might overshoot a bit, but the overshoot amount should feel fairly trivial, but it's better than undershooting. //This is subject to change with the new graphics as they are in different dimensions. if (dir == 1 || dir == 2) { playerMove.y = SA.gutterSize.y + 16 * 3;//Move by 3 units further than it should be to ensure that the player will not collide with the door collider in the next room. } else { playerMove.x = SA.gutterSize.x + 16 * 3; } if (dir == 1 || dir == 4) { posOrNeg = 1.0f; } else { posOrNeg = -1.0f; } playerMove *= posOrNeg; GameObject.FindWithTag("Player").GetComponent <PlayerClass>().TeleportByAmount(playerMove);//This isn't named/set up correctly right now. }
// Use this for initialization void Start() { this.gameObject.tag = "ClosedDoor"; this.gameObject.GetComponent <BoxCollider2D>().isTrigger = false; SheetAssigner SA = FindObjectOfType <SheetAssigner>(); Vector2 tempJump = SA.roomDimensions + SA.gutterSize; moveJump = new Vector3(tempJump.x, tempJump.y, 0); //distance b/w rooms: to be used for movement playerMoveJump = new Vector3(tempJump.x - (14 * 16), tempJump.y - (6 * 16), 0); }
private IEnumerator OnTriggerEnter2D(Collider2D other) { // if (other == other.gameObject.GetComponent<PolygonCollider2D>()) // { Debug.Log("COLLIDED" + Time.time); if (other.gameObject.CompareTag("Player")) { other.attachedRigidbody.constraints = RigidbodyConstraints2D.FreezePosition | RigidbodyConstraints2D.FreezeRotation; ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent<ScreenFader>(); yield return StartCoroutine(sf.FadeToBlack()); other.gameObject.transform.position += new Vector3(shift.x, shift.y, 0f); Camera mycam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>(); SheetAssigner SA = FindObjectOfType<SheetAssigner>(); Vector2 tempJump = SA.roomDimensions + SA.gutterSize; Vector3 moveJump = new Vector3(tempJump.x, tempJump.y, 0); //distance b/w rooms: to be used for movement horMove = System.Math.Sign(shift.x);//capture input vertMove = System.Math.Sign(shift.y); Vector3 tempPos = mycam.transform.position; tempPos += Vector3.right * horMove * moveJump.x; //jump bnetween rooms tempPos += Vector3.up * vertMove * moveJump.y; mycam.transform.position = new Vector3(tempPos.x, tempPos.y, mycam.transform.position.z); GameObject pos = GameObject.FindGameObjectWithTag("pos"); RectTransform rect = pos.GetComponent<RectTransform>(); // Vector3 rectPosition = rect.position; rect.position += new Vector3(shift.x / 4.2f, shift.y / 4.8f, 0f); yield return StartCoroutine(sf.FadeToClear()); other.attachedRigidbody.constraints = RigidbodyConstraints2D.FreezeRotation; } }