コード例 #1
0
    IEnumerator GoToCoroutine()
    {
        handState = RightHandState.GoingTo;

        //move to destination
        Vector3 moveDir   = desPosition - transform.localPosition;
        float   movedDist = 0;

        while (movedDist < moveDir.magnitude)
        {
            yield return(null);

            transform.localPosition = transform.localPosition + moveDir.normalized * Time.deltaTime * movingSpeed;
            movedDist += Time.deltaTime * movingSpeed;
        }

        transform.localPosition = desPosition;

        //interact

        RaycastHit2D hit = Physics2D.CircleCast(transform.position, effectRadius, Vector2.zero, 100, interactLayerMask);

        if (currentUsable)
        {
            currentUsable.Use(transform.position.x, transform.position.y, hit.collider == null?null: hit.collider.gameObject);
            currentUsable.transform.SetParent(null);
            currentUsable = null;
        }
        else if (hit.collider != null)
        {
            currentUsable = hit.collider.gameObject.GetComponent <UsableObject>();
            if (currentUsable != null)
            {
                //obtain the usable
                currentUsable.Obtain();
                currentUsable.transform.SetParent(this.transform);
                Vector3 localP = currentUsable.transform.localPosition;
                localP.x = 0;
                localP.y = 0;
                currentUsable.transform.localPosition = localP;
                pick.PlayOneShot(pickup, 0.6f);
            }
            else
            {
                //interact
                currentInteracable = hit.collider.gameObject.GetComponent <Interactable>();
                if (currentInteracable != null)
                {
                    currentInteracable.OnClickLeft.Invoke();
                }
            }
        }
        handState = RightHandState.Dragging;
    }
コード例 #2
0
 private void UseObject()
 {
     foreach (Collider2D c in Physics2D.OverlapCircleAll(transform.position, UseObjectRadius))
     {
         UsableObject u = c.GetComponent <UsableObject>();
         if (u == null)
         {
             continue;
         }
         u.Use(this);
     }
 }
コード例 #3
0
ファイル: PlayerUse.cs プロジェクト: ForsakenGS/LostKids
    public bool Use() {
        //Se lanza un rayo hacia delante, sumando cierta altura para no lanzarlo desde el suelo
        Ray usingRay = new Ray(this.transform.position + rayOffset, this.transform.forward);

        //Debug para poder visualizar el rayo en el inspector
        Debug.DrawLine(this.transform.position + rayOffset, this.transform.position + rayOffset + this.transform.forward * useDistance, Color.red);

        RaycastHit hit;
        if (Physics.Raycast(usingRay, out hit, useDistance)) {
            if (!hit.collider.isTrigger) {
                objectInUse = hit.collider.gameObject.GetComponent<UsableObject>();
                if (objectInUse != null) {
                    onCooldown = true;
                    Invoke("ResetCooldown", useCooldown);

                    //Se obtiene la normal del HIT para saber que parte del objeto ha encontrado el usable.
                    //Solo se permite usar los objetos desde la parte de atras ( un angulo de 180 respecto al frente )
                    Vector3 normalLocal = hit.transform.TransformDirection(hit.normal);
                    float angle = Vector3.Angle(hit.normal, hit.transform.forward);

                    if (objectInUse.canUse) {

                        objectInUse.Use();
                        if (objectInUse.type.Equals(UsableTypes.Hold)) {
                            isUsing = true;
 
                            if(objectInUse.usePosition!=null)
                            {
                                this.transform.position = objectInUse.usePosition.position;
                                Vector3 look = objectInUse.transform.position;
                                look.y = transform.position.y;
                                this.transform.LookAt(look);
                            }
                            else
                            {
                                Vector3 frontPosition = hit.point + GetComponent<CapsuleCollider>().radius * hit.normal;
                                Vector3 lookPosition = hit.point;
                                lookPosition.y = transform.position.y;
                                frontPosition.y = transform.position.y;
                                this.transform.position = frontPosition;

                                this.transform.LookAt(lookPosition);
                            }
                        }
                    }
                }
            }
        }
        return isUsing;
    }
コード例 #4
0
ファイル: PlayerOrb.cs プロジェクト: IanHolstead/GGJ2016
 void OnTriggerEnter2D(Collider2D otherObj)
 {
     if (otherObj.gameObject.tag == "Orb")
     {
         useableObject = otherObj.gameObject.GetComponent<Orb>();
         useableObject.Use(this);
         useableObject = null;
     }
     else if (otherObj.gameObject.tag == "Shrine")
     {
         UsableObject shrine = otherObj.gameObject.GetComponent<Shrine>();
         if (shrine == null)
         {
             shrine = otherObj.gameObject.GetComponent<EvilShrine>();
         }
         useableObject = shrine;
     }
 }
コード例 #5
0
    IEnumerator UseAnimation(UsableObject usable, float posX, float posY)
    {
        Vector3 pos = new Vector3();

        pos.x = posX;
        pos.y = posY;

        desPosition = transform.parent.InverseTransformPoint(pos);

        desPosition.z = defaultPosition.z;

        handState = LeftHandState.UsingTo;

        yield return(new WaitForSeconds(movingTime - lightUpTime / 2));

        mask.SetActive(true);
        sprite.sprite = sprite1;
        yield return(new WaitForSeconds(lightUpTime / 2));

        RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.zero, 100, interactLayerMask);

        usable.Use(posX, posY, hit.collider == null?null: hit.collider.gameObject);

        handState = LeftHandState.UsingBack;

        yield return(new WaitForSeconds(lightUpTime / 2));

        mask.SetActive(false);
        sprite.sprite = sprite0;



        yield return(new WaitForSeconds(movingTime - lightUpTime / 2));


        handState = LeftHandState.None;
    }