bool flyUp() { bool isUp = false; if (!isStepGravityEnable) { // Asegurarse que el boss mira hacia el player. boss.putLookingToPlayer(); // Cambiamos el estado al mismo que el de salto. boss.onlyChangeToJumpState(); boss.setIsTouchFloor(false); // Desactivamos la gravedad. boss.enableGravity(false); isStepGravityEnable = true; } isUp = (boss.transform.position.y >= ceilingMargin + UserInterfaceGraphics.getHeightCamera()); if (isUp) { // Paramos y reseteamos las variables utilizadas. boss.setVelocity(0, 0); isStepGravityEnable = false; } else { // Lanzamos impulso ascendente hacia el aliado. boss.setVelocity(boss.transform.localScale.x * factorImpulseX, factorImpulseY); } return(isUp); }
// Use this for initialization void Start() { gamecamera = GameObject.FindGameObjectWithTag("MainCamera"); //------------- Calcular ancho de la cámara. widthCamera = UserInterfaceGraphics.getWidthCamera() / 2; }
// Use this for initialization void Start() { gamecamera = GameObject.FindGameObjectWithTag("MainCamera"); cameraFollow = (CameraFollow)gamecamera.GetComponent("CameraFollow"); pauseMenu = (PauseMenu)gamecamera.GetComponent("PauseMenu"); goPlayer = GameObject.FindGameObjectWithTag("Player"); anim = gameObject.GetComponent <Animator>(); rb2d = gameObject.GetComponent <Rigidbody2D>(); currentTimeInAssault = 0f; countJumpUntilAssault = 0; isInAssault = false; firstMovementToAssault = false; isTouchFloor = true; isLaunchPowerUp = false; //------------- Colisiones a ignorar. Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_ENEMY, UserInterfaceGraphics.LAYER_ENEMY, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_ENEMY_SHOOT, UserInterfaceGraphics.LAYER_ENEMY, true); //------------- Calcular ancho de la cámara. widthCamera = UserInterfaceGraphics.getWidthCamera() / 2; //------------- Creo la sombra del enemigo. shadow = GameObject.Instantiate <GameObject>(shadowPrefabs); ShadowCharacter sc = (ShadowCharacter)shadow.GetComponent("ShadowCharacter"); sc.characterToFollow = gameObject; }
// Use this for initialization void Start() { gamecamera = GameObject.FindGameObjectWithTag("MainCamera"); cameraFollow = (CameraFollow)gamecamera.GetComponent("CameraFollow"); isBlockCamera = true; isActive = false; //------------- Calcular ancho de la cámara. widthCamera = UserInterfaceGraphics.getWidthCamera() / 2; }
void Start() { isInit = true; numberLevel = 0; currentPointLevel = 0; notificateNewLevel(); gamecamera = GameObject.FindGameObjectWithTag("MainCamera"); //------------- Calcular ancho de la cámara. widthCamera = UserInterfaceGraphics.getWidthCamera() / 2; }
// Use this for initialization void Start() { isCalledEnemies = false; unlockCamera = false; isEnd = false; numEnemiesCreated = 0; gamecamera = GameObject.FindGameObjectWithTag("MainCamera"); blockCamera = (BlockCamera)gameObject.GetComponent("BlockCamera"); enemiesCreated = new System.Collections.Generic.List <GameObject>(); //------------- Calcular ancho de la cámara. widthCamera = UserInterfaceGraphics.getWidthCamera() / 2; }
void Start() { // Lo típico. gamecamera = GameObject.FindGameObjectWithTag("MainCamera"); cameraFollow = (CameraFollow)gamecamera.GetComponent("CameraFollow"); pauseMenu = (PauseMenu)gamecamera.GetComponent("PauseMenu"); goPlayer = GameObject.FindGameObjectWithTag("Player"); player = (Player)goPlayer.GetComponent("Player"); anim = gameObject.GetComponent <Animator>(); rb2d = gameObject.GetComponent <Rigidbody2D>(); isTouchFloor = true; currentTimeLaunchMine = 0f; //------------- Colisiones a ignorar. Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_ENEMY, UserInterfaceGraphics.LAYER_ENEMY, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_ENEMY_SHOOT, UserInterfaceGraphics.LAYER_ENEMY, true); //------------- Calcular ancho de la cámara. widthCamera = UserInterfaceGraphics.getWidthCamera() / 2; //------------- Creo la sombra del enemigo. shadow = GameObject.Instantiate <GameObject>(shadowPrefabs); ShadowCharacter sc = (ShadowCharacter)shadow.GetComponent("ShadowCharacter"); sc.characterToFollow = gameObject; // Creamos estrategias e inicializamos variables asociadas a las mismas. strategies = new Strategy[] { new StopStrategy(1f, this), new StopStrategy(0.5f, this), new JumpStrategy(-1f, this), new CallEnemiesStrategy(-1f, this), new FlyTypeZ(-1f, this), new AssaultStrategy(-1, this), new StopStrategy(2f, this) }; indexCurrentStrategy = 0; isIn23 = true; isIn13 = false; currentJump = 0; maxLife = currentLife; // Como al inicio estamos en idle (y no en RUN o JUMP), activo las manos, desactivo el boss. enableHands(true); isActive = false; // No está parpadeando en rojo al inicio. currentTimeBlink = 0; isInRedColor = false; isBlinkInRed = false; // Desactivo colisiones que no necesito. Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_BOSS, UserInterfaceGraphics.LAYER_ENEMY, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_BOSS, UserInterfaceGraphics.LAYER_ENEMY_SHOOT, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_BOSS, UserInterfaceGraphics.LAYER_POWER_UP, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_BOSS_HANDS, UserInterfaceGraphics.LAYER_ENEMY, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_BOSS_HANDS, UserInterfaceGraphics.LAYER_ENEMY_SHOOT, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_BOSS_HANDS, UserInterfaceGraphics.LAYER_POWER_UP, true); }
void checkActions() { // Comprobar si se ha pulsado en un "botón" de la pantalla mediante el teclado. bool isKeyboard = Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.X); float axisV = (isKeyboard)? 0 : UserInterfaceGraphics.getAxisVerticalForMenus(); if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W) || (axisV == 1f)) { // Si hemos pulsado arriba, seleccionamos opción de arriba. decrementCurrentOption(); } else if (Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.X) || (axisV == -1f)) { // Si hemos pulsado abajo, seleccionamos opción de abajo. incrementCurrentOption(); } else if (Input.GetKeyDown(KeyCode.F) || Input.GetKeyDown(KeyCode.J) || Input.GetKeyDown(KeyCode.K) || Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.JoystickButton0)) { // Si ha pulsado la F, J, K, el espacio o la tecla enter, confirmar la opción seleccionada. launchCurrentOption(); } // Cambiar de color las opciones no seleccionadas y esconder las flecha no activas (si hay flechas en el menú). bool areArrows = (arrowImageTextsMenuPause != null) && (arrowImageTextsMenuPause.Length == textsMenuPause.Length); for (int i = 0; i < textsMenuPause.Length; i++) { tmMenuPause[i].color = new Color(rgbaColorUnselected[0], rgbaColorUnselected[1], rgbaColorUnselected[2]); if (areArrows) { SpriteRenderer sr = srArrowMenuPause[i]; sr.color = new Color(sr.color.r, sr.color.g, sr.color.b, 0f); } } // Cambiar de color la opción seleccionada y mostrar la flecha indicada (si hay flechas en el menú). tmMenuPause[currentOption].color = new Color(RGBA_COLOR_SELECTED[0], RGBA_COLOR_SELECTED[1], RGBA_COLOR_SELECTED[2]); if (areArrows) { SpriteRenderer sr = srArrowMenuPause[currentOption]; sr.color = new Color(sr.color.r, sr.color.g, sr.color.b, 1f); } }
// Use this for initialization void Start() { gamecamera = GameObject.FindGameObjectWithTag("MainCamera"); cameraFollow = (CameraFollow)gamecamera.GetComponent("CameraFollow"); pauseMenu = (PauseMenu)gamecamera.GetComponent("PauseMenu"); goPlayer = GameObject.FindGameObjectWithTag("Player"); player = (Player)goPlayer.GetComponent("Player"); anim = gameObject.GetComponent <Animator>(); rb2d = gameObject.GetComponent <Rigidbody2D>(); isLookingToRight = true; isInAttackMode = false; timeToAttack = 0; timeInAttack = TIME_IN_ATTACK; //------------- Colisiones a ignorar. Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_ENEMY, UserInterfaceGraphics.LAYER_ENEMY, true); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_ENEMY_SHOOT, UserInterfaceGraphics.LAYER_ENEMY, true); //------------- Calcular ancho de la cámara. widthCamera = UserInterfaceGraphics.getWidthCamera() / 2; //------------- Creo la sombra del enemigo. shadow = GameObject.Instantiate <GameObject>(shadowPrefabs); ShadowCharacter sc = (ShadowCharacter)shadow.GetComponent("ShadowCharacter"); sc.characterToFollow = gameObject; }
// Use this for initialization void Start() { Player.score = 0; Player.timeGame = 1000; gamecamera = GameObject.FindGameObjectWithTag("MainCamera"); cameraFollow = (CameraFollow)gamecamera.GetComponent("CameraFollow"); pauseMenu = (PauseMenu)gamecamera.GetComponent("PauseMenu"); rb2d = gameObject.GetComponent <Rigidbody2D>(); anim = gameObject.GetComponent <Animator>(); currentLife = maxLife; timerAttack = 0; timeMatrix = 0; timeToRefleshTimeGame = 0; timeToShowGo = 0; isLookingToRight = true; goAlertArrow.GetComponent <Renderer>().enabled = false; activeBlinkHurt = false; currentTimeBlink = 0; //------------- Calcular ancho de la cámara. widthCamera = UserInterfaceGraphics.getWidthCamera() / 2; // Para cuando muere el player y vuelve a iniciarse el juego. Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_ENEMY_SHOOT, UserInterfaceGraphics.LAYER_PLAYER, false); Physics2D.IgnoreLayerCollision(UserInterfaceGraphics.LAYER_ENEMY, UserInterfaceGraphics.LAYER_PLAYER, false); }