コード例 #1
0
    public void _wm_spawnNoAnswerQuestion()
    {
        Vector3 playerPos = player.transform.position;

        playerPos.y = 2.5f;

        GameObject       newNAQGO = (GameObject)Instantiate(noAnswerQuestionPrefab, playerPos + new Vector3(-1, 0.3f, -1.3f), Quaternion.Euler(50.0f, 0, 0));
        NoAnswerQuestion newNAQ   = newNAQGO.GetComponent <NoAnswerQuestion> ();
        string           nextStr  = bank.getNextStringId();

        nextStr = rosetta.retrieveString(nextStr);
        newNAQ.transform.localScale = 0.2f * Vector2.one;
        newNAQ.initialize();
        newNAQ.setText(nextStr);
        newNAQ.setAutoTransitionOut(3.0f + nextStr.Length * 0.05f);
        newNAQ.transitionIn();


        floater [questionNumber++].GetComponent <MeshRenderer> ().enabled = false;
    }
コード例 #2
0
ファイル: Redeyes.cs プロジェクト: sumandotodos/WisdominiRPG
    void OnTriggerEnter(Collider other)
    {
        if (other.tag == "WorldStatic")
        {
            opacitySpeed = maxOpacitySpeed;
        }

        if (other.tag == "Player")
        {
            opacitySpeed = maxOpacitySpeed;
        }

        RedEyesController rec = GameObject.Find("RedEyesController").GetComponent <RedEyesController> ();

        if (other.tag == "Player")
        {
            if (!other.GetComponent <PlayerScript> ().blocked)
            {
                if (rec.canMakeText())
                {
                    Debug.Log("Player blink!!");
                    other.GetComponent <PlayerScript>().Blink(4.0f);
                    Vector3 newPos = other.gameObject.transform.position;
                    newPos.y = newPos.y + 2.5f;
                    GameObject newText;
                    newText = (GameObject)Instantiate(thoughtTextPrefab, newPos, Quaternion.Euler(0, 0, 0));
                    string sss = stringBank.getNextStringId();
                    sss = stringBank.getNextString();
                    newText.GetComponent <TextMesh> ().text = stringBank.getNextString();
                    rec.textMade();
                    //letter.decLetter ();
                    letter.decStep();
                    letter.decStep();
                    //letter.decStep();
                    //letter.decStep();
                    //letter.decStep();
                    //letter.decStep();
                }
            }
        }
    }
コード例 #3
0
    void OnTriggerEnter(Collider other)
    {
        if (state == WhirlwindState.dying)
        {
            return;
        }

        if (other.tag != "Player")
        {
            return;
        }
        else
        {
            parent.frozen = true;
        }

        // tell the player to spawn shadow. Will return bool value
        // if player.spawnShadow() returns true, continue spawning the shadow
        //  otherwise, return doing nothing
        if (!other.gameObject.GetComponent <PlayerScript> ().spawnShadow())
        {
            return;
        }

        string lvl      = parent.level.locationName.Substring(0, 6);
        string key      = lvl + "SpawnedShadows";
        int    nShadows = parent.level.retrieveIntValue(key);

        int control, strength;

        control  = shadowSpawnController.getControl();
        strength = shadowSpawnController.getStrength();

        if (nShadows < 4)
        {
            shadowStringBank  = shadowStringBanks.bank [nShadows];
            redEyesStringBank = redEyesStringBanks.bank [nShadows];


            GameObject newShadow;
            newShadow = (GameObject)Instantiate(shadowPrefab, other.gameObject.transform.position + new Vector3(0, 0.0f, 0), Quaternion.Euler(0, 0, 0));

            // check spawn direction
            bool       rightOK = false;
            bool       leftOK  = false;
            RaycastHit hit;
            rightOK = !Physics.Raycast(other.gameObject.transform.position, Vector3.right, 10.0f);
            leftOK  = !Physics.Raycast(other.gameObject.transform.position, Vector3.left, 10.0f);

            if (leftOK && (!rightOK))
            {
                newShadow.GetComponent <Shadow> ().spawnDirection = -1.0f;
            }

            shadowStringBank.rosetta = rosetta;
            placesStringBank.rosetta = rosetta;
            datesStringBank.rosetta  = rosetta;
            string sssId = shadowStringBank.getNextStringId();
            string sss   = shadowStringBank.getNextString();
            string pl    = placesStringBank.getNextStringId();
            pl = placesStringBank.getNextString();
            string dt = datesStringBank.getNextStringId();
            dt = datesStringBank.getNextString();

            shadowSpawnController.phrase.setText(sss);
            shadowSpawnController.phrase.fadeIn();
            shadowSpawnController.phrase.fadeOut(5.0f);

            shadowSpawnController.dates.setText(dt);
            shadowSpawnController.dates.fadeIn();
            shadowSpawnController.dates.fadeOut(5.0f);

            shadowSpawnController.places.setText(pl);
            shadowSpawnController.places.fadeIn();
            shadowSpawnController.places.fadeOut(5.0f);


            if (sssId.Contains("Familia"))
            {
                shadowSpawnController.iconAnimation [iconFamily].resetAnimation();
                shadowSpawnController.iconFader[iconFamily].fadeIn();
                shadowSpawnController.iconFader[iconFamily].fadeOut(5.0f);
            }
            if (sssId.Contains("Amigos"))
            {
                shadowSpawnController.iconAnimation [iconFriends].resetAnimation();
                shadowSpawnController.iconFader[iconFriends].fadeIn();
                shadowSpawnController.iconFader[iconFriends].fadeOut(5.0f);
            }
            if (sssId.Contains("Pareja"))
            {
                shadowSpawnController.iconAnimation [iconWork].resetAnimation();
                shadowSpawnController.iconFader[iconCouple].fadeIn();
                shadowSpawnController.iconFader[iconCouple].fadeOut(5.0f);
            }
            if (sssId.Contains("Trabajo"))
            {
                shadowSpawnController.iconAnimation [iconWork].resetAnimation();
                shadowSpawnController.iconFader[iconWork].fadeIn();
                shadowSpawnController.iconFader[iconWork].fadeOut(5.0f);
            }


            newShadow.GetComponent <Shadow> ().thoughtTextPrefab = thoughtTextPrefab;
            newShadow.GetComponent <Rigidbody> ().velocity       = new Vector3(0, 0, 0);
            newShadow.GetComponent <Shadow> ().initialize();
            newShadow.GetComponent <Shadow> ().eyesPrefab = redeyesPrefab;
            redEyesStringBank.rosetta             = rosetta;
            newShadow.GetComponent <Shadow> ().id = nShadows;
            newShadow.GetComponent <Shadow> ().redEyesStringBank = redEyesStringBank;
            newShadow.GetComponent <Shadow> ().rosetta           = rosetta;

            shadowSpawnController.addShadow(newShadow.GetComponent <Shadow> ());

            parent.level.storeIntValue(key, ++nShadows);


            GameObject newCGaugeGO;
            GameObject newSGaugeGO;
            newCGaugeGO = (GameObject)Instantiate(shadowSpawnController.csGaugePrefab, other.gameObject.transform.position + new Vector3(-2.0f, 5.8f, 0), Quaternion.Euler(0, 0, 0));
            newSGaugeGO = (GameObject)Instantiate(shadowSpawnController.csGaugePrefab, other.gameObject.transform.position + new Vector3(2.0f, 5.8f, 0), Quaternion.Euler(0, 0, 0));
            ShadowPowerIndicator con = newCGaugeGO.GetComponent <ShadowPowerIndicator> ();
            ShadowPowerIndicator str = newSGaugeGO.GetComponent <ShadowPowerIndicator> ();
            con.initialize(true, control);
            str.initialize(false, strength);
            con.transform.SetParent(newShadow.transform);
            str.transform.SetParent(newShadow.transform);
            con.transform.localScale = new Vector3(2, 2, 2);
            str.transform.localScale = new Vector3(2, 2, 2);
        }

        this.state = WhirlwindState.dying;
    }