コード例 #1
0
    // Update is called once per frame
    void Update()
    {
        spawnTimer -= Time.deltaTime;
        if (spawnTimer < 0)
        {
            if (sundial.isDayTime())
            {
                Vector3 spawnPosition = new Vector3(Random.Range(-spawnScreenWidth, spawnScreenWidth), Random.Range(-spawnScreenHeight, spawnScreenHeight), 0);

                Carrot clone;
                clone         = Instantiate(carrot, spawnPosition, Quaternion.identity) as Carrot;
                clone.sundial = sundial;
            }
            spawnTimer = Random.Range(avgSpawnTime * 0.5f, avgSpawnTime * 1.5f);
        }
    }
コード例 #2
0
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.tag == "Enemy")
        {
            if (sundial.isDayTime())
            {
                SF_bunnyDie.Play();
            }
            else
            {
                SF_eatHunter.Play();
            }
            if (!gameController.IsReviving())
            {
                if (sundial.isDayTime())
                {
                    // kill the player
                    gameObject.SetActive(false);
                    gameController.GameOverDisplay();
                }
                else
                {
                    // eat the enemy
                    Destroy(other.gameObject);
                    // gain point and update hunger
                    gameController.hunters++;

                    if (playerController.hunger < 70)
                    {
                        playerController.hunger += 30;
                    }
                    else
                    {
                        playerController.hunger = 100;
                    }
                }
            }
            else
            {
                StartCoroutine(gameController.Wait());
                gameController.Reviving(false);
            }
        }
        else if (other.tag == "Carrot")
        {
            SF_eatCarrot.Play();
            // eat the carrot
            Destroy(other.gameObject);
            // gain point and update hunger
            gameController.carrots++;
            if (playerController.hunger < 70)
            {
                playerController.hunger += 30;
            }
            else
            {
                playerController.hunger = 100;
            }
        }
        else if (other.tag == "Spear")
        {
            SF_bunnyDie.Play();
            if (SF_bunnyHop.isPlaying)
            {
                SF_bunnyHop.Stop();
            }
            if (SF_mutatedHop.isPlaying)
            {
                SF_mutatedHop.Stop();
            }
            if (!gameController.IsReviving())
            {
                if (sundial.isDayTime())
                {
                    // kill the player
                    gameObject.SetActive(false);
                    gameController.GameOverDisplay();
                }
                else
                {
                    // Destory spear
                    Destroy(other.gameObject);
                }
            }
            else
            {
                StartCoroutine(gameController.Wait());
                gameController.Reviving(false);
            }
        }
    }
コード例 #3
0
ファイル: Enemy.cs プロジェクト: vector8/Bunny-Hunt
    // Update is called once per frame
    void Update()
    {
        if (sundial.getDayCount() > dayCount)
        {
            dayCount = sundial.getDayCount();

            runSpeed = (maxRunSpeed * levelStartRatio) + ((maxRunSpeed * (1 - levelStartRatio)) / levelScaleToDays) * sundial.getDayCount();
            if (runSpeed > maxRunSpeed)
            {
                runSpeed = maxRunSpeed;
            }

            walkSpeed = (maxWalkSpeed * levelStartRatio) + ((maxWalkSpeed * (1 - levelStartRatio)) / levelScaleToDays) * sundial.getDayCount();
            if (walkSpeed > maxWalkSpeed)
            {
                walkSpeed = maxWalkSpeed;
            }
        }

        attackTimer += Time.deltaTime;
        screamTimer += Time.deltaTime;

        if (!attacking)
        {
            alertBox.SetActive(false);
            ahhhBox.SetActive(false);
            if (player.activeSelf && Vector3.Distance(player.transform.position, transform.position) < detectionRadius)
            {
                alertBox.SetActive(true);
                ahhhBox.SetActive(false);
                if (attackTimer >= attackDelay && sundial.isDayTime())
                {
                    if ((screamTimer >= screamDelay) && (!SF_hunterChase.isPlaying))
                    {
                        SF_hunterChase.Play();
                        screamTimer = 0;
                    }
                    attackTimer = 0.0f;
                    attacking   = true;
                    anim.SetBool(attackingHash, attacking);
                    return;
                }
                else
                {
                    if ((screamTimer >= screamDelay) && (!sundial.isDayTime()))
                    {
                        SF_hunterRunaway.Play();
                        screamTimer = 0;
                    }
                    chaseTimer = maxChaseTime;
                }
            }

            if (player.activeSelf && chaseTimer > 0.0f)
            {
                chaseTimer -= Time.deltaTime;

                if (sundial.isDayTime())
                {
                    alertBox.SetActive(true);
                    ahhhBox.SetActive(false);
                    goal = player.transform.position;
                }
                else
                {
                    // get the point on the opposite side of this enemy from the player
                    // TODO: Limit running to within the screen boundary?
                    alertBox.SetActive(false);
                    ahhhBox.SetActive(true);
                    goal = 0.75f * (transform.position - player.transform.position) + transform.position;
                }

                currentSpeed = runSpeed;
            }
            else if (idleTimer > 0.0f)
            {
                alertBox.SetActive(false);
                ahhhBox.SetActive(false);
                idleTimer -= Time.deltaTime;

                if (idleTimer <= 0.0f)
                {
                    // find a new goal to wander to
                    // find a random point within wander range (higher chance to move toward center of map the further out this is)
                    //float wanderDistance = Random.Range(minWanderRange, maxWanderRange);



                    goal.x = Random.Range(-screenWidth, screenWidth);
                    goal.y = Random.Range(-screenHeight, screenHeight);
                    goal.z = 0;

                    /*
                     * float chanceWest = 0.5f;
                     * float chanceSouth = 0.5f;
                     *
                     * Vector3 temp = transform.position;
                     * if(temp.x > screenWidth * 0.5f)
                     * {
                     *      chanceWest = temp.x / screenWidth;
                     * }
                     * else if(temp.x < -screenWidth * 0.5f)
                     * {
                     *      chanceWest = 1.0f - (-temp.x / screenWidth);
                     * }
                     *
                     * if(temp.y > screenHeight * 0.5f)
                     * {
                     *      chanceSouth = temp.x / screenHeight;
                     * }
                     * else if(temp.x < -screenHeight * 0.5f)
                     * {
                     *      chanceSouth = 1.0f - (-temp.x / screenHeight);
                     * }
                     *
                     * int rollX = Random.Range(0, 100);
                     * int rollY = Random.Range(0, 100);
                     *
                     * Vector3 dir = new Vector3();
                     *
                     * if(rollX < chanceWest * 100.0f)
                     * {
                     *      dir.x = -1.0f;
                     * }
                     * else
                     * {
                     *      dir.x = 1.0f;
                     * }
                     * if(rollY < chanceSouth * 100.0f)
                     * {
                     *      dir.y = -1.0f;
                     * }
                     * else
                     * {
                     *      dir.y = 1.0f;
                     * }
                     *
                     * dir.x *= Random.value;
                     * dir.y *= Random.value;
                     *
                     * dir.Normalize();
                     *
                     * goal = transform.position + dir * wanderDistance;
                     *
                     * if(goal.x > screenWidth)
                     * {
                     *      goal.x = screenWidth;
                     * }
                     * else if(goal.x < -screenWidth)
                     * {
                     *      goal.x = -screenWidth;
                     * }
                     *
                     * if(goal.y > screenHeight)
                     * {
                     *      goal.y = screenHeight;
                     * }
                     * else if(goal.y < -screenHeight)
                     * {
                     *      goal.y = -screenHeight;
                     * }
                     */
                }

                currentSpeed = 0.0f;
            }
            else             // must be walking
            {
                currentSpeed = walkSpeed;
            }

            if (currentSpeed > 0)
            {
                // move the unit according to the goal and speed
                Vector3 moveDirection = goal - transform.position;

                if (moveDirection.magnitude < 0.1)
                {
                    // we've reached our goal
                    idleTimer = Random.Range(minIdleTime, maxIdleTime);
                }
                else
                {
                    moveDirection.Normalize();
                    transform.position += moveDirection * currentSpeed * Time.deltaTime;
                }

                Vector3 scale = new Vector3(Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z);
                if (moveDirection.x < 0)
                {
                    scale.x *= -1;
                }
                transform.localScale = scale;
            }

            anim.SetFloat(speedHash, currentSpeed);
        }
        else
        {
            if (attackTimer >= attackAnimationLength)
            {
                SF_throwSpear.Play();
                Quaternion rotation = Quaternion.FromToRotation(new Vector3(1, 0, 0), (player.transform.position - transform.position));
                Spear      instance;
                Vector3    startPos = new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z);
                instance                = Instantiate(spearPrefab, startPos, rotation) as Spear;
                instance.player         = player;
                instance.gameController = gameController;

                attacking = false;
                anim.SetBool(attackingHash, attacking);
            }
        }
        alertBox.transform.rotation = Quaternion.Euler(alertBox.transform.rotation.eulerAngles.x, 0, 0);
        ahhhBox.transform.rotation  = Quaternion.Euler(ahhhBox.transform.rotation.eulerAngles.x, 0, 0);
    }
コード例 #4
0
ファイル: GameController.cs プロジェクト: vector8/Bunny-Hunt
    // Update is called once per physics time unit
    void FixedUpdate()
    {
        //update day count
        txtDayCount.text = "Day " + sundial.day.ToString();

        if (player.activeSelf)
        {
            if (dayTime != sundial.isDayTime()) // if daytime has changed, update display msg
            {
                dayTime    = sundial.isDayTime();
                fade       = true;
                displayMsg = true;

                if (dayTime)
                {
                    txtDayMsg.text = "Day " + sundial.day + "\n"
                                     + "Run!";
                }
                else
                {
                    txtDayMsg.text = "Night " + sundial.day + "\n"
                                     + "Hunt!";
                }
            }

            if (fade)
            {
                Fade();
            }
        }
        if (preCarrots != carrots)
        {
            preCarrots        = carrots;
            carrotsCount.text = carrots.ToString();
            if (googlePlayScript != null)
            {
                if (googlePlayScript.ReturnSignInStatus() == true)
                {
                    googlePlayScript.CarrotsAchievement(carrots);
                }
            }
        }
        if (preHunters != hunters)
        {
            preHunters        = hunters;
            huntersCount.text = hunters.ToString();
            if (googlePlayScript != null)
            {
                if (googlePlayScript.ReturnSignInStatus() == true)
                {
                    googlePlayScript.HunterAchievement(hunters);
                }
            }
        }
        if (preDay != sundial.day)
        {
            preDay = sundial.day;
            if (googlePlayScript != null)
            {
                if (googlePlayScript.ReturnSignInStatus() == true)
                {
                    googlePlayScript.DaysAchievement(sundial.day);
                }
            }
        }
    }
コード例 #5
0
    // Update is called once per frame
    void Update()
    {
        if (Time.timeScale > 0)
        {
            Vector3 currentPosition = transform.position;

            if (Input.GetButtonDown("Fire1"))
            {
                clickDelay = 0;
            }
            else if (Input.GetButtonUp("Fire1"))
            {
                jumping = (clickDelay < 0.5f);
            }

            if (jumping)
            {
                if (sundial.isDayTime())
                {
                    if (SF_mutatedHop.isPlaying)
                    {
                        SF_mutatedHop.Stop();
                    }
                    if (!SF_hop.isPlaying)
                    {
                        SF_hop.Play();
                    }
                }
                else
                {
                    if (SF_hop.isPlaying)
                    {
                        SF_hop.Stop();
                    }
                    if (!SF_mutatedHop.isPlaying)
                    {
                        SF_mutatedHop.Play();
                    }
                }
                jumpTimer += Time.deltaTime;


                if ((moveDirection.x == 0) && (moveDirection.y == 0))
                {
                    transform.position += prevMoveDirection * jumpSpeed * Time.deltaTime;
                }
                else
                {
                    anim.SetFloat(speedHash, jumpSpeed);
                    prevMoveDirection   = moveDirection;
                    transform.position += moveDirection * jumpSpeed * Time.deltaTime;
                }

                float screenWidth, screenHeight;
                screenHeight = Camera.main.orthographicSize;
                screenWidth  = Camera.main.aspect * screenHeight;

                Vector3 pos = transform.position;

                if (pos.x > screenWidth)
                {
                    pos.x = screenWidth;
                }
                else if (pos.x < -screenWidth)
                {
                    pos.x = -screenWidth;
                }
                if (pos.y > screenHeight)
                {
                    pos.y = screenHeight;
                }
                else if (pos.y < -screenHeight)
                {
                    pos.y = -screenHeight;
                }

                transform.position = pos;

                if (jumpTimer >= jumpDuration)
                {
                    moveDirection.x = 0;
                    moveDirection.y = 0;
                    moveDirection.z = 0;

                    jumping   = false;
                    jumpTimer = 0;
                }
            }
            else
            {
                if (Input.GetButton("Fire1"))
                {
                    clickDelay += Time.deltaTime;

                    targetPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);

                    float screenWidth, screenHeight;
                    screenHeight = Camera.main.orthographicSize;
                    screenWidth  = Camera.main.aspect * screenHeight;

                    if (targetPosition.x > screenWidth)
                    {
                        targetPosition.x = screenWidth;
                    }
                    else if (targetPosition.x < -screenWidth)
                    {
                        targetPosition.x = -screenWidth;
                    }

                    if (targetPosition.y > screenHeight)
                    {
                        targetPosition.y = screenHeight;
                    }
                    else if (targetPosition.y < -screenHeight)
                    {
                        targetPosition.y = -screenHeight;
                    }

                    targetPosition.z = 0;

                    if (Vector3.Distance(targetPosition, transform.position) >= 0.1)
                    {
                        moveDirection   = targetPosition - currentPosition;
                        moveDirection.z = 0;
                        moveDirection.Normalize();
                    }
                }
                else
                {
                    moveDirection.x = 0;
                    moveDirection.y = 0;
                    moveDirection.z = 0;
                    jumping         = false;
                }

                if (moveDirection.magnitude != 0)
                {
                    Vector3 scale = new Vector3(Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z);
                    if (moveDirection.x < 0)
                    {
                        scale.x *= -1;
                    }
                    transform.localScale = scale;

                    anim.SetFloat(speedHash, moveSpeed);
                    transform.position += moveDirection * moveSpeed * Time.deltaTime;

                    if (Vector3.Distance(targetPosition, transform.position) < 0.1)
                    {
                        moveDirection.x = 0;
                        moveDirection.y = 0;
                        moveDirection.z = 0;
                        jumping         = false;
                    }
                }
                else
                {
                    anim.SetFloat(speedHash, 0);
                }
            }

            if (sundial.isDayTime())
            {
                transform.localScale = new Vector3(Mathf.Sign(transform.localScale.x) * 1.5f, 1.5f, 1.0f);
                if (dayTimeNow != sundial.isDayTime())
                {
                    dayTimeNow = sundial.isDayTime();
                    SF_mutateSmall.Play();
                }
            }
            else
            {
                transform.localScale = new Vector3(Mathf.Sign(transform.localScale.x) * 3.0f, 3.0f, 1.0f);
                if (dayTimeNow != sundial.isDayTime())
                {
                    dayTimeNow = sundial.isDayTime();
                    SF_mutateBig.Play();
                }
            }

            anim.SetBool(mutatedHash, !sundial.isDayTime());

            if (this.gameObject.activeSelf)
            {
                UpdateHunger();
            }
        }
    }