コード例 #1
0
 public void Resume() //Button RESUME function
 {
     audioManager.PlaySound("Click");
     pausedMenuUI.SetActive(false);
     Time.timeScale = 1f;
     GamePaused     = false;
 }
コード例 #2
0
    public void OnTriggerEnter2D(Collider2D collision) //Die function
    {
        audioManager.PlaySound("Coin");

        gameFinishText.SetActive(true);
        Time.timeScale = 0;
    }
コード例 #3
0
    void Update()
    {
        _death = GroundObstacleDeath.IsDeath;

        if (Input.GetKeyDown(KeyCode.Space) && (rig.position.y < _playerPar.JumpMax) && (_death == false)
            ) //Jump function, on press Space and Height<4
        {
            // When you press "space", character will jump
            rig.velocity += new Vector2(0, _playerPar.jumpHeight);
            audioManager.PlaySound("Jump"); //PlaySound
        }

        transform.localScale = new Vector3(_playerPar.PlayerHeightX, _playerPar.PlayerHeightY, 1); //Standard sizes of our character


        if (Input.GetKey(KeyCode.DownArrow) && (_death == false)) // When you press Down Arrow our character going down or gets smaller
        {
            if (transform.position.y > _playerPar.PlayerMinSquat) //If height>4, character going down faster
            {
                rig.velocity = new Vector2(0, -_playerPar.jumpHeight);
            }
            else //Else it becomes smaller
            {
                transform.localScale = new Vector3(_playerPar.PlayerHeightX, _playerPar.PlayerSquatSize, 1); //Transforms character height 1/2
            }
        }
    }
コード例 #4
0
 public void OnTriggerEnter2D(Collider2D collision) //Die function
 {
     audioManager.PlaySound("Die");
     IsDeath = true;
     fml.gameOverText.SetActive(true);
     Time.timeScale = 0;
 }
コード例 #5
0
    void Update() //FireRate function
    {
        if (gameObject.CompareTag("Player"))
        {
            if (_weapons.FireRate == 0)
            {
                if (Input.GetButtonDown("Fire1") && MenuPause.GamePaused == false)
                {
                    Shoot();
                    audioManager.PlaySound("PistolSound"); //PlaySound
                }
            }
            else
            {
                if (Input.GetButton("Fire1") && Time.time > timeToFire && MenuPause.GamePaused == false)
                {
                    timeToFire = Time.time + 2 / _weapons.FireRate;
                    SpreadE();
                    //  Shoot();
                    // audioManager.PlaySound("PistolSound");
                }
            }
        }

        if (gameObject.CompareTag("Enemy") && Time.time > timeToFire && MoveContrl.Pdead == false && adead == false)
        {
            Enemy enemy = GetComponentInParent <Enemy>();
            adead = enemy._edead;

            if ((Vector2.Distance(transform.position, player.position) < attackDistance) && adead == false)
            {
                timeToFire = Time.time + 2 / _weapons.FireRate;
                SpreadE();
            }
        }
    }
コード例 #6
0
    private void Update()
    {
        realhealth = health;
        if (Input.GetKeyDown(KeyCode.Space) && rig.position.y < 0f && MenuPause.GamePaused == false)
        {
            // When you press "space", character will jump
            rig.velocity += new Vector2(0, jumpHeight);
            audioManager.PlaySound("Jump"); //PlaySound
        }

        transform.localScale = new Vector3(1, 1, 1); //Standard sizes of our character


        if (Input.GetKey(KeyCode.DownArrow) && MenuPause.GamePaused == false
            ) // When you press Down Arrow our character going down or gets smaller
        {
            if (transform.position.y > 4)
            {
                rig.velocity = new Vector2(0, -jumpHeight);
            }
            else
            {
                transform.localScale = new Vector3(1, 0.5f, 1);
            }
        }

        //Horizontal movement

        Vector3 movement = new Vector3(Input.GetAxis("Horizontal") - (FireRecoil.x * MoveHand.m_Right),
                                       0f + (FireRecoil.y * MoveHand.m_Down), 0f);

        transform.position += movement * (Time.deltaTime * moveSpeed);

        if (Input.GetAxis("Horizontal") != 0)
        {
            anim.SetBool("isWalking", true);
        }
        else
        {
            anim.SetBool("isWalking", false);
        }


        //Flip body
        if (Input.GetAxis("Horizontal") > 0 && !m_FacingRight)
        {
            Flip();
        }
        else if (Input.GetAxis("Horizontal") < 0 && m_FacingRight)
        {
            Flip();
        }

        if (Pdead == true && !m_FacingRight)
        {
            Flip();
        }

        void Flip()
        {
            m_FacingRight = !m_FacingRight;

            transform.Rotate(0f, 180, 0f);
        }
    }