private void DropDownAction() { if (Input.GetKeyDown(KeyCode.Space) && currentState == playerState.hasDoubleJumped && !isGrounded && powerUps["DropDown"]) { currentState = playerState.isFalling; } }
private void ShowCorrectCam(playerState state) { if (state == playerState.InInventory) { mainCam.gameObject.SetActive(false); } else if(state == playerState.InGame){ mainCam.gameObject.SetActive(true); } }
bool IsWalk() { if (h != 0) { if (IsPush()) { h = h * 0.4f; _state = playerState.push; } else { if (h < 0) { sp.flipX = true; } else { sp.flipX = false; } _state = playerState.walk; //PlaySoundClip (moveSound); } return(true); } else if (isGameover) { return(false); } else { _state = playerState.idle; return(false); } }
private void BetterJump() { if (Input.GetKeyDown(KeyCode.Space) && isGrounded && powerUps["Jump"]) { anim_Controller.TriggerJumpAnimation(); rb.velocity = Vector3.up * jumpForce; currentState = playerState.isJumping; jumpTimeCounter = jumpTimer; } if (Input.GetKey(KeyCode.Space) && currentState == playerState.isJumping) { if (jumpTimeCounter > 0) { rb.velocity = Vector3.up * jumpForce; jumpTimeCounter -= Time.deltaTime; } else { currentState = playerState.canDoubleJump; } } if (Input.GetKeyUp(KeyCode.Space) && currentState == playerState.isJumping) { currentState = playerState.canDoubleJump; } }
public void changeToRun() { if (player != playerState.Running) { player = playerState.Running; } }
public void changeToJump() { if (player != playerState.Jumping) { player = playerState.Jumping; } }
public void changeToWalk() { if (player != playerState.Walking) { player = playerState.Walking; } }
private void Whispering() { // if you press and HOLD Q.. if (Input.GetKeyDown(KeyCode.Q)) { // Whisper to birds while holding Q myAnimator.SetBool("TalkToBirds", true); myAnimator.SetBool("Walking", false); crossHair.GetComponent <Crosshair>().crosshairstate = Crosshair.CrosshairState.isactive; hotdog.GetComponent <Hotdog>().hotdogState = Hotdog.pigeonState.imlistening; pigeonbox[0].GetComponent <Pigeon>().pigeonstate = Pigeon.pigeonState.imlistening; } // If you let go of Q after hitting nothing, -> General Movement else if (Input.GetKeyUp(KeyCode.Q) && crossHair.GetComponent <Crosshair>().ivehitsomething == false) { myAnimator.SetBool("TalkToBirds", false); state = Player.playerState.GeneralMovement; crossHair.GetComponent <Crosshair>().crosshairstate = Crosshair.CrosshairState.isdisabled; hotdog.GetComponent <Hotdog>().hotdogState = Hotdog.pigeonState.resetpigeon; pigeonbox[0].GetComponent <Pigeon>().pigeonstate = Pigeon.pigeonState.followplayer; } // If you let go of Q after hitting something -> General Movement else if (Input.GetKeyUp(KeyCode.Q) && crossHair.GetComponent <Crosshair>().ivehitsomething == true) { state = Player.playerState.GeneralMovement; myAnimator.SetBool("TalkToBirds", false); pigeonbox[0].GetComponent <Pigeon>().pigeonstate = Pigeon.pigeonState.followplayer; } }
void switchState() { switch (pState) { case playerState.idle: pState = playerState.walking; break; case playerState.walking: pState = playerState.shooting; break; case playerState.shooting: pState = playerState.jumping; break; case playerState.jumping: pState = playerState.smoking; break; case playerState.smoking: pState = playerState.smokingidle; break; case playerState.smokingidle: pState = playerState.crouchingDown; break; case playerState.crouchingDown: pState = playerState.idle; break; } }
public IEnumerator Rematch() { //Interpolations spinWheelController.AnimateEndUI(); yield return(new WaitForSeconds(0.2f)); UIManager.Instance.ShowWindow(GameWindow.GamePlay); // Reset match manager _matchManager.currentRound = 0; // Reset Player Data seekTimer = oponentSeekTimer = 0; spinWheelController._rematchRequestReceived = false; _playerInfo.ResetData(); if (_playerInfo.isMyTurn) { _playerState = playerState.WaitingToSpawnPoint; } else { _playerState = playerState.WaitingToSeek; } //Addapt UI UIManager.Instance.UpdateGamePlayUI(_playerInfo.isMyTurn); UIManager.Instance.AnimateBottomBar(); }
private void airPhysics(ref Vector3 velocityChange) { float currVelocityY = body.velocity.y; float currVelocityX = body.velocity.x; int h_sign = System.Math.Sign(horizontal_IP); bool isFastFalling = currVelocityY <= 0 && vertical_IP < -.75; velocityChange.x += (h_sign * airBaseAcceleration + airAcceleration * horizontal_IP) * Time.deltaTime; //apply air acceletation //gravity if (isFastFalling) { state = playerState.fastFalling; velocityChange.y += fastFallGravity * Time.deltaTime; } else { state = playerState.falling; velocityChange.y += gravity * Time.deltaTime; } //limits if (Abs(velocityChange.x + currVelocityX) > airSpeed) { velocityChange.x = h_sign * airSpeed - currVelocityX; } if (isFastFalling && (velocityChange.y + currVelocityY < fastFallVelocity)) { velocityChange.y = fastFallVelocity - currVelocityY; } else if (!isFastFalling && (velocityChange.y + currVelocityY < fallVelocity)) { velocityChange.y = fallVelocity - currVelocityY; } }
void Start() { rb2d = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); currentState = playerState.idle; spawnController = GameObject.Find("GameController").GetComponent <SpawnController>(); }
// Update is called once per frame void Update() { timer += Time.deltaTime; if (attacking && timer >= timeBeweenAttacks) { if (state == playerState.FINAL_ATTACK) { attacking = false; } else if (state == playerState.FIRST_ATTACK) { attacking = false; } state = playerState.NOT_ATTACKING; } if (InputManager.LightAttack() && timer <= timeBeweenAttacks && timer >= timeToCombo && attacking && state == playerState.FIRST_ATTACK) { timer = 0; state = playerState.FINAL_ATTACK; } if (InputManager.LightAttack() && timer >= timeBeweenAttacks && state == playerState.NOT_ATTACKING) { Attack(); state = playerState.FIRST_ATTACK; } }
void OnMouseDown() { Debug.Log("OnMouseDown()"); state = playerState.runup; deltaTimeFly = DateTime.Now; currentTimeRunup = DateTime.Now; }
// Update is called once per frame void Update() { if (state == playerState.runup && currentTimeRunup.AddMilliseconds(maxRunupTime) < DateTime.Now) { startFlight(700f); } if (tr.localPosition.y <= -3.49f && state != playerState.runup && isFirstFly && deltaTimeFly.AddMilliseconds(deltaSecondsTime) < DateTime.Now) { state = playerState.normal; } if (state == playerState.normal) { if (limitXRight <= tr.localPosition.x) { direction = -1f; } //Debug.Log("limitXLeft:"+limitXLeft.ToString()+"|pos:"+tr.localPosition.x.ToString()); if (limitXLeft >= tr.localPosition.x) { direction = 1f; } float deltaX = speed * Time.deltaTime; float newPositionX = tr.localPosition.x + deltaX * direction; //Debug.Log("newPositionX:"+newPositionX.ToString()); tr.localPosition = new Vector3(newPositionX, tr.localPosition.y, tr.localPosition.z); } }
/// <summary> /// Spawn player from server. /// </summary> /// <param name="location">Coordinates where player should spawn</param> /// <param name="player_state">State to put player. Only alive and ready really make sense.</param> public void Spawn(Vector4 location, bool isRunner, playerState player_state) { string pedskin = isRunner ? PedTypes.RandomRunner : PedTypes.Swat; this.player.TriggerEvent("sth:spawn", location, pedskin); sthvLobbyManager.getPlayerByLicense(player.getLicense()).State = playerState.alive; }
void Start() { rbd2 = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); state = playerState.IDLE; canMove = true; }
void startFlight(float deltaForce) { tr.rigidbody2D.AddForce(new Vector2(0, forceY + deltaForce)); state = playerState.flight; deltaTimeFly = DateTime.Now; isFirstFly = true; }
// Update is called once per frame void Update() { if (Input.GetKeyDown("p") && currentPlayerState == playerState.normal) { currentPlayerState = playerState.powered; } else { currentPlayerState = playerState.normal; } if (currentEnemyState == enemyState.follow) { float step = speed * Time.deltaTime; //enemy.transform.LookAt(player); enemy.transform.position = Vector3.MoveTowards(transform.position, player.position, step); } if (currentEnemyState == enemyState.runAway) { float step = -speed * Time.deltaTime; enemy.transform.position = Vector3.MoveTowards(transform.position, player.position, step); } if (currentPlayerState == playerState.normal) { ; } { } }
void FixedUpdate() { //essentially, we blindly calculate velocities and then apply limits after Vector3 velocityChange = Vector3.zero; //zero out velocity to add to each body each PU(physics update) float currVelocityY = body.velocity.y; if (jump_IP) { state = playerState.jumping; velocityChange.y += jumpVelocity; velocityChange.y -= currVelocityY; //stop in air then jump FAF = 3; //Jump lag jumps++; jump_IP = false; } else if (isGrounded) { jumps = 0; jump_IP = false; //land on ground after clicking jump maxJumps+1 times, don't auto jump } if (isGrounded) { groundedPhysics(ref velocityChange); } else { airPhysics(ref velocityChange); } body.AddForce(velocityChange, ForceMode.VelocityChange); }
private void FallDown() { BodyBack.SetActive(true); AnimationState animState; StopAllCoroutines(); State = playerState.Fall; //TODO: Przenieść do managera animacji if (Random.Range(0f, 4f) > 1) { Jump.CrossFade("Fall"); animState = Jump.PlayQueued("AfterFall"); } else { Jump.CrossFade("Fall2"); animState = Jump.PlayQueued("AfterFall2"); } _rb.gravityScale = 2f; if (_currentShadowPrefab != null) { Destroy(_currentShadowPrefab); _currentShadowPrefab = Instantiate(ShadowPrefab2); } if (!_isOnHill) { CalculateNotes(GetDistance()); } else { CalculateNotes(GetDistance(true)); } StartCoroutine(AnimationCooling(animState)); }
private IEnumerator MakeLanding() { //TODO: POłączyć z telemarkiem, wybór lądowania uzależniony od miejsca kliknięcia BodyBack.SetActive(true); State = playerState.DuringTwoLegs; Jump.Play("Landing"); const int rotatingTime = 7; //Czas obrotu w klatkach Vector3 rotateValue; Quaternion finalAngle = Quaternion.Euler(new Vector3(0, 0, 335)); if (transform.eulerAngles.z > 180 && transform.eulerAngles.z < finalAngle.eulerAngles.z) { rotateValue = new Vector3(0, 0, (Quaternion.Angle(finalAngle, transform.rotation)) / rotatingTime); } else { rotateValue = new Vector3(0, 0, -(Quaternion.Angle(finalAngle, transform.rotation)) / rotatingTime); } rotateValue.z = Mathf.Clamp(rotateValue.z, -6, 6); while (Jump.isPlaying) { if (Quaternion.Angle(finalAngle, transform.rotation) > (rotateValue.z + 1)) { transform.Rotate(rotateValue); } _animProgress += 1; yield return(null); } State = playerState.LandingTwoLegs; }
void Start() { path.Add(new Vector3(-7.68f, 3.85f)); //0 path.Add(new Vector3(-7.68f, 1.85f)); //1 path.Add(new Vector3(-7.68f, -0.15f)); //2 path.Add(new Vector3(-7.68f, -2.15f)); //3 path.Add(new Vector3(-7.68f, -4.15f)); //4 path.Add(new Vector3(-5.5f, 3.85f)); //5 path.Add(new Vector3(-5.5f, 1.85f)); //6 path.Add(new Vector3(-5.5f, -0.15f)); //7 path.Add(new Vector3(-5.5f, -2.15f)); //8 path.Add(new Vector3(-5.5f, -4.15f)); //9 path.Add(new Vector3(-3.4f, 3.85f)); //10 path.Add(new Vector3(-3.4f, 1.85f)); //11 path.Add(new Vector3(-3.4f, -0.15f)); //12 path.Add(new Vector3(-3.4f, -2.15f)); //13 path.Add(new Vector3(-3.4f, -4.15f)); //14 path.Add(new Vector3(-1.25f, 3.85f)); //15 path.Add(new Vector3(-1.25f, 1.85f)); //16 path.Add(new Vector3(-1.25f, -0.15f)); //17 path.Add(new Vector3(-1.25f, -2.15f)); //18 path.Add(new Vector3(-1.25f, -4.15f)); //19 manager = GameObject.Find("GameManager").GetComponent <GameManager>(); rbd2 = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); state = playerState.IDLE; canMove = true; }
//Zone trigger to display Boss's Health Bar private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "BossZone" && hasTriggeredBoss == false) { hasTriggeredBoss = true; BossHealth.SetActive(true); StartCoroutine(bossHealthAnim()); StartCoroutine(BossMusic()); } /*else if (other.gameObject.tag == "Health") * { * pickupSound.Play(); * recoverAmount = Random.Range(3.0f, 7.0f); * playerHealth.healDamage(recoverAmount); * Destroy(other.gameObject); * }*/ else if (other.gameObject.tag == "Note") { rangeOfNote = true; setCurrentState(playerState.inspecting); previousState = currentState; noteTimer = 0; } }
private void Land() { StopAllCoroutines(); switch (State) { case playerState.LandingTwoLegs: Jump.Play("LandAfterTwoLegs"); break; case playerState.Telemark: Jump.Play("LandAfterTelemark"); break; case playerState.DuringTwoLegs: Jump.Play("LandDuringTwoLegs"); break; case playerState.DuringTelemark: Jump.Play("LandDuringTelemark"); break; default: break; } if (_currentShadowPrefab != null) { Destroy(_currentShadowPrefab); _currentShadowPrefab = Instantiate(ShadowPrefab2); } CalculateNotes(GetDistance()); State = playerState.Finish; _rb.gravityScale = 2f; }
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------- void StateSwitch() { if (currentState == playerState.fall) { if (isGrounded) { currentState = playerState.idle; } } else if (currentState == playerState.idle) { if (Mathf.Abs(rb.velocity.x) > 1f) { currentState = playerState.run; } } else if (currentState == playerState.run) { if (Mathf.Abs(rb.velocity.x) == 0f) { currentState = playerState.idle; } } else if (currentState == playerState.pain) { if (damagedTimer <= 0f) { currentState = playerState.idle; damagedTimer = 0f; } } }
public void AddJson() { //如果資料有誤的話跑提示 if (GirlName.text == "" || GirlLevel.text == "") { UnityEditor.EditorUtility.DisplayDialog("System", "確認是否資料有異常??", "Ok"); return; } //讀取檔案myJson.json內的資料,命名為 myPlayer playerState myPlayer = LoadJson(); //新增資料至 myPlayer myPlayer.GirlName.Add(GirlName.text); myPlayer.GirlLevel.Add(int.Parse(GirlLevel.text)); //將myPlayer轉換成json格式的字串 string saveString = JsonUtility.ToJson(myPlayer); //將字串saveString存到硬碟中 StreamWriter file = new StreamWriter(Application.dataPath + "/Resources/myJson.json"); file.Write(saveString); file.Close(); //提示玩家以新增資料 UnityEditor.EditorUtility.DisplayDialog("System", "已新增資料", "Ok"); }
// Update is called once per frame void Update () { if (Input.GetKeyDown("p")&¤tPlayerState == playerState.normal) { currentPlayerState = playerState.powered; } else { currentPlayerState = playerState.normal; } if (currentEnemyState == enemyState.follow) { float step = speed * Time.deltaTime; //enemy.transform.LookAt(player); enemy.transform.position = Vector3.MoveTowards(transform.position, player.position, step); } if (currentEnemyState == enemyState.runAway) { float step = -speed * Time.deltaTime; enemy.transform.position = Vector3.MoveTowards(transform.position, player.position, step); } if (currentPlayerState == playerState.normal); { } }
void Start() { theRB = GetComponent <Rigidbody2D>(); isRight = true; state = playerState.normal; }
public void BeVictorious() { GetComponent <NetworkView>().RPC("PlaySFX", RPCMode.All, (int)playerSounds.Victory); playerControllable = false; lastState = playerState.PlayerVictory; GetComponent <NetworkView>().RPC("LaunchAnimation", RPCMode.All, (int)playerState.PlayerVictory); }
/// <summary> /// Applies the gravity to the player /// </summary> protected new void applyGravity() { if (!_isDebugMode) { if (Math.Abs(_speedY - 1.5f) < 0.05) { _speedY += 1.5f; } else { _speedY += 1.0f; } // the value shouldn't be greater than the amount of pixel of a tile if (_speedY > 15.5f) { _speedY = 15.5f; } _isGrounded = false; if (!TryMove(0, _speedY)) { //The same as: if(speedY > 0) isGrounded=true; //called pipe equals _isGrounded |= _speedY > 0; _wallJumpDirection = 0.0f; _groundHitSpeed = _speedY; _speedY = 0; _playerState = playerState.Idle; } } }
// Update is called once per frame void Update() { inputDevice = InputManager.ActiveDevice; if (inputDevice != InputDevice.Null && inputDevice != TouchManager.Device) { TouchManager.ControlsEnabled = false; } if (shieldIsActive) { shield.SetActive(true); } else { shield.SetActive(false); } // touchControl.ActiveArea.Set(gameObject.transform.position.x - 20.0f, -1.33f, 146.4f, 107.8f); if (transform.position.y <= -10.0f) { playerStates = playerState.Dead; } if (playerStates == playerState.Dead) { playerMovement.movementSpeed = 0; } }
public WhiteChicken(Texture2D texture, Texture2D texture3, GraphicsDeviceManager graphics) { sprite = texture; healthBar = texture3; spriteState = playerState.standing; prevSpriteState = playerState.standing; spriteEffects = SpriteEffects.FlipHorizontally; }
void Start() { state = playerState.MainMenu; text = GetComponent<TextMesh>(); text.color = colorStart; initDict(); //textManager.LogAllEngWords(); initSetting(); hideLeaderboardHUD(); }
// Update is called once per frame void Update () { if (Input.GetKeyDown("p") && playerCurrentState == playerState.normal) { print("Powered"); playerCurrentState = playerState.powered; } else { playerCurrentState = playerState.normal; } }
public Player(Texture2D texture, SpriteFont font1,GraphicsDeviceManager graphics) { sprite = texture; spriteVisible = true; spriteState = playerState.STANDING; prevSpriteState = playerState.STANDING; position.X = 10; position.Y = 550; bulletScale = 1.0f; ObjectRectangle = new Rectangle(); }
public Player2(Texture2D texture, SpriteFont font1, GraphicsDeviceManager graphics) { font = font1; sprite = texture; spriteVisible = true; spriteState = playerState.STANDING; prevSpriteState = playerState.STANDING; position.X = 100; position.Y = 550; bulletScale = 1.0f; scale = 1.55f; }
public GiantChicken(Texture2D texture, Texture2D texture2, Texture2D texture3, GraphicsDeviceManager graphics) { sprite = texture; bullet = texture2; healthBar = texture3; position.X = 10; position.Y = 550; spriteVisible = true; spriteState = playerState.standing; prevSpriteState = playerState.standing; bulletScale = 1.0f; spriteEffects = SpriteEffects.FlipHorizontally; }
void Start() { minimap = GetComponentInChildren<Minimap>(); Debug.Log("Minimap"); minimap.gameObject.SetActive(false); state = playerState.StageStart; //Freeze(); rb = GetComponent<Rigidbody>(); result.SetActive(false); dead.SetActive(false); isAfterClear = false; settingBGM(); //int level = 99; //int stage = 99; //int min = 80; //int sec = 70; //Debug.Log(getLeaderboardRecord(90, 90)); //Debug.Log(getLeaderboardRecord(90, 90)[0] + " " + getLeaderboardRecord(90, 90)[1]); }
void Update() { //Debug.Log("Camera State: " + state); if (state == playerState.Moving) { sm.playSound (SoundManager.soundclip.Dash,0.000000000001f); cardboard.transform.position = Vector3.Lerp(cardboard.transform.position, destinationPrime, Time.deltaTime); if((destination - cardboard.transform.position).magnitude <= 0.05f) { sm.stopSound (); setState(nextState); cardboard.transform.position = destination; } } else { if ((Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.Alpha2)) && gazed) { Debug.Log("Scene Var: " + scene); sm.playSound (SoundManager.soundclip.PointEnter); if(PositionDict.ContainsKey(scene) && StateDict.ContainsKey(scene)) { nextState = StateDict[scene]; moveCameraTo(PositionDict[scene]); } else if(scene == "bgm") { string bgm; bgmToggle.isOn = !bgmToggle.isOn; if (bgmToggle.isOn) bgm = "TRUE"; else bgm = "FALSE"; PlayerPrefs.SetString("BGM", bgm); updateBGMMute(); } else if (scene == "fx") { string fx; fxToggle.isOn = !fxToggle.isOn; if (fxToggle.isOn) fx = "TRUE"; else fx = "FALSE"; PlayerPrefs.SetString("FX", fx); } else if (scene == "setting_langugage") { if(settingLanguageText.text == "ENGLISH") setLanguage("THAI"); if (settingLanguageText.text == "THAI") setLanguage("ENGLISH"); } else LoadMapGenerator(scene); } } }
public void setState(playerState newState) { nowState = newState; }
void Start () { _playerState = playerState.idle; animator = GetComponent<Animator>(); direction = new Vector3(0, 0, 0); body = GetComponent<Rigidbody2D>(); }
// Use this for initialization void Start () { playerCurrentState = playerState.normal; }
public void PlayerHealthAdd(int num) { //this function will trigger hurt or dead if (PlayerHealth + num > 100) PlayerHealth += 100; else if (PlayerHealth + num < 0) { PlayerHealth = 0; spriteState = playerState.DEAD; } else { PlayerHealth += num; if (num < 0) // if the number that's passed is negative spriteState = playerState.HURT; } }
// float step = speed * Time.deltaTime; // Use this for initialization void Start () { currentPlayerState = playerState.normal; currentEnemyState = enemyState.follow; }
public void ThrowLeaf(Vector3 targetPosition=default(Vector3)) { startThrow = false; Debug.Log (transform.parent); leafInArms.transform.parent = null; leafInArms.GetComponent<Collider2D> ().isTrigger = false; leafInArms.GetComponent<MapleLeaf> ().carrier = null; if (targetPosition != default(Vector3)) { //leafInArms.transform.position = targetPosition; leafInArms.GetComponent<Rigidbody2D> ().isKinematic = false; leafInArms.GetComponent<Rigidbody2D> ().AddForce (new Vector2 (targetPosition.x - transform.position.x, targetPosition.y - transform.position.y).normalized * (200f * throwLine.localScale.y)); leafInArms.GetComponent<MapleLeaf> ().isBeingThrown = true; leafInArms.GetComponent<MapleLeaf>().thrower = this; } leafInArms = null; pState = playerState.Idle; punchResetTime = (Time.time + this.gameObject.transform.GetChild (0).transform.GetChild (0).gameObject.GetComponent<Punch> ().punchRecharge); throwLine.localScale = new Vector3 (throwLine.localScale.x, 0f, throwLine.localScale.z); target.localPosition = new Vector3 (0f, 0f, -10f); throwLine.gameObject.SetActive (false); target.gameObject.SetActive (false); }
public void Stun() { Debug.Log ("Stunned!"); GameObject starPart = Instantiate (Resources.Load<GameObject> ("Prefabs/StarParticle"), new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z),Quaternion.identity) as GameObject; starPart.transform.parent = this.transform; Destroy (starPart, 3); // Set state to punching pState = playerState.Stunned; switch (playerId) { case 1: gameManager.soundManager.PlaySound (GameManager.SoundType.bear); break; case 2: gameManager.soundManager.PlaySound (GameManager.SoundType.loon); break; case 3: gameManager.soundManager.PlaySound (GameManager.SoundType.beaver); break; case 4: gameManager.soundManager.PlaySound (GameManager.SoundType.moose); break; } stunStartTime = Time.time; leafInArms = null; }
public void setState(playerState st) { state = st; switch(state) { case playerState.MainMenu: mainMenu.SetActive(true); StartText.SetActive(true); SetText.SetActive(true); Credit.SetActive(true); HowText.SetActive(true); cardboard.GetComponent<Rotating>().enabled = true; break; case playerState.Credit: CreditMesh.SetActive(true); BackFromCredit.SetActive(true); break; case playerState.HowToPlay: Application.LoadLevel("Training"); BackFromHowToPlay.SetActive(true); break; case playerState.Setting: SettingMesh.SetActive(true); BackFromSetting.SetActive(true); break; case playerState.LevelSelect: levelSelectMenu.SetActive (true); break; case playerState.Level1: BackFromLevel1.SetActive(true); break; case playerState.Level2: BackFromLevel2.SetActive(true); break; case playerState.Level3: BackFromLevel3.SetActive(true); break; } }
public void moveCameraTo(Vector3 destination) { Vector3 cameraPosition = cardboard.transform.position; destinationPrime = destination * 1.07f - cameraPosition * 0.07f; this.destination = destination; state = playerState.Moving; setAllGameObjectInactive(); }
private void StateChange(playerState state) { anim.SetInteger("GameState", (int)state); }
private void Punch() { Debug.Log ("Punch!"); // Set state to punching pState = playerState.Punching; bool zoom = false; foreach (PlayerController player in gameManager.activePlayers) { if(player != this) { if(Vector3.Distance(this.gameObject.transform.position, player.gameObject.transform.position) < zoomConstant) { if(player.pState == playerState.Carrying || player.pState == playerState.Throwing) { Camera.main.GetComponent<CameraZoom>().ZoomIn(this.gameObject); zoom = true; break; } } } } if (!zoom) { Camera.main.GetComponent<CameraShake>().Shake(); } // Set vibration intensity to a vibrationIntensity = 200.0f; // Play correct sound for correct player switch (playerId) { case 1: gameManager.soundManager.PlaySound (GameManager.SoundType.bear); break; case 2: gameManager.soundManager.PlaySound (GameManager.SoundType.loon); break; case 3: gameManager.soundManager.PlaySound (GameManager.SoundType.beaver); break; case 4: gameManager.soundManager.PlaySound (GameManager.SoundType.moose); break; } this.gameObject.transform.GetChild (0).transform.GetChild (0).gameObject.SetActive (true); this.gameObject.transform.GetChild (0).GetComponent<SpriteRenderer> ().sprite = Resources.Load<Sprite> ("Sprites/" + character.ToString () + "_Body_Punch") as Sprite; this.gameObject.transform.GetChild (0).transform.GetChild (0).gameObject.GetComponent<Punch> ().punchStartTime = Time.time; }
/// <summary> /// Applies the gravity, also sets the grounded state. /// </summary> private void applyGravity() { //minimum acceleration, makes grounded state not flip out if (_velocityY >= 0.0f && _velocityY < 1.0f) _velocityY += 1.0f; else _velocityY += 0.5f; //maximum downward velocity, higher then 16 will make you go trough tiles(they have a 16px height) if (_velocityY > 16.0f) _velocityY = 16.0f; //try to move down, if you can't set grounded if (move (0, (int)_velocityY) == false) { _grounded = true; wallJumpDirection = 0.0f; _groundHitSpeed = _velocityY; _velocityY = 0.0f; _playerState = playerState.Idle; } }
// Update is called once per frame void Update () { // Set vibration intensity to decrease by half until it reaches 0 if (vibrationIntensity > 1){ vibrationIntensity /= 2; } else if(vibrationIntensity < 1){ vibrationIntensity = 0; } if (gameManager.spawnManager.gameHasStarted) { //----- HANDLES PLAYER MOVEMENT float tempSpeed = movementSpeed; if (pState == playerState.Idle || pState == playerState.Carrying) { GamePad.SetVibration (WindowsCheckControllerToVibrate (), 0, 0); } if (pState == playerState.Carrying || pState == playerState.Throwing) { tempSpeed *= 0.9f; } if (pState != playerState.Stunned) { movementVector.x = Input.GetAxis (("LeftJoystickX" + playerId).ToString ()) * tempSpeed; movementVector.y = Input.GetAxis (("LeftJoystickY" + playerId).ToString ()) * tempSpeed * -1; //Debug.Log (playerId + " " + Input.GetAxis (("RightTrigger" + playerId).ToString ())); this.gameObject.transform.GetChild (0).gameObject.transform.localEulerAngles = new Vector3 (0, 0, Mathf.Rad2Deg * (Mathf.Atan2 (movementVector.y, movementVector.x)) - 270f); movementVector.x = Mathf.Lerp (rb.velocity.x, movementVector.x, dragConstant); movementVector.y = Mathf.Lerp (rb.velocity.y, movementVector.y, dragConstant); rb.velocity = movementVector; this.gameObject.transform.localEulerAngles = new Vector3 (0f, 0f, 0f); } else { vibrationIntensity = 100.0f; GamePad.SetVibration (WindowsCheckControllerToVibrate (), vibrationIntensity, vibrationIntensity); if (Time.time > (stunStartTime + playerManager.stunDuration)) { pState = playerState.Idle; GamePad.SetVibration (WindowsCheckControllerToVibrate (), 0, 0); } } //----- HANDLES PLAYER ACTION if(!gameManager.inGodMode) { if (Input.GetAxis (("RightTrigger" + playerId).ToString ()) > 0f) { // Actual vibration GamePad.SetVibration (WindowsCheckControllerToVibrate (), vibrationIntensity, vibrationIntensity); if (Time.time > punchResetTime) { switch (pState) { case playerState.Idle: //punch Punch (); break; case playerState.Carrying: pState = playerState.Throwing; startThrow = true; throwStartTime = Time.time; break; case playerState.Punching: //nothing break; case playerState.Stunned: //nothing break; case playerState.Throwing: //nothing break; } } } else if (startThrow) { if (target.gameObject.activeSelf) { ThrowLeaf (target.position); } else { ThrowLeaf (); } } if (startThrow && (Time.time > (throwStartTime + timeBeforeThrowBegins))) { throwLine.gameObject.SetActive (true); target.gameObject.SetActive (true); throwLine.localScale = new Vector3 (throwLine.localScale.x, throwLine.localScale.y + 0.1f, throwLine.localScale.z); target.localPosition = new Vector3 (0f, -3.4f * throwLine.localScale.y, -10f); } } if(leafInArms == null && (pState == playerState.Throwing || pState == playerState.Carrying)) { pState = playerState.Idle; MapleLeaf brokenLeaf = GetComponentInChildren<MapleLeaf>(); brokenLeaf.carrier = null; brokenLeaf.transform.parent = null; } } }
/// <summary> /// Applies the player movement according to user input. /// </summary> private void applyPlayerMovement() { if (Input.GetKey (Key.LEFT)) { if (!Input.GetKey (Key.RIGHT) && move (-_moveSpeed, 0) == true) { if (_grounded) { _playerState = playerState.Running; } scaleX = -1; SetOrigin (width-1, 0); } else if (!_grounded && (_velocityY > 2.0f || Input.GetKeyDown (Key.SPACE) || Input.GetKeyDown (Key.UP))) { _playerState = playerState.Sliding; } } if (Input.GetKey (Key.RIGHT)) { if (!Input.GetKey (Key.LEFT) && move (_moveSpeed, 0) == true) { if (_grounded) { _playerState = playerState.Running; } scaleX = 1; SetOrigin (0, 0); } else if (!_grounded && (_velocityY > 2.0f || Input.GetKeyDown (Key.SPACE) || Input.GetKeyDown (Key.UP))) { _playerState = playerState.Sliding; } } if ((Input.GetKeyDown (Key.UP) || Input.GetKeyDown (Key.Z) || Input.GetKeyDown (Key.SPACE)) && _grounded) { _velocityY -= 6.0f; } }
public bool Jump(GameTime currentTime) { if (currentPlayerState != playerState.POSTJUMP || (jumpNum < 1 && currentTime.TotalGameTime - nextAvailableJump > JUMP_TIMELIMIT)) { nextAvailableJump = currentTime.TotalGameTime; currentPlayerState = playerState.POSTJUMP; speedY = 3.5f; jumpNum++; if (jumpNum == 2) jumpNum = 0; return true; } return false; }
void Update() { //if level isn't visible stop movement if (parent != null && !parent.visible) return; //if sliding play sliding sound if (_playerState == playerState.Sliding) { _slideChannel.IsPaused = false; } else { _slideChannel.IsPaused = true; } //if running play running sound if (_playerState == playerState.Running) { _footStepChannel.IsPaused = false; } else { _footStepChannel.IsPaused = true; } //stop player movement if dead if (!_isDead) { _grounded = false; _frame += 0.5f; checkSpecialColisions (); //fallback playerstate _playerState = playerState.InAir; applyGravity (); applyPlayerMovement (); switch (_playerState) { case playerState.Idle: Idle (); break; case playerState.Running: Running (); break; case playerState.InAir: InAir (); break; case playerState.Sliding: Sliding (); break; } wallJump (); } checkDamage (); }
public void resetPlayer() { _score = 0; _isDead = false; _playerState = playerState.Idle; _moveSpeed = 4; _frame = 0.0f; _grounded = false; SetFrame (1); }
public void Frames(GameTime time) { gameTime = time; switch (spriteState) { #region case: STANDING case playerState.STANDING: if (spriteState != prevSpriteState) { frames = 0; elapsed = 0; //if (Player1PreviousState == playerState.PUNCHING && flip1) // DestinationRectangle1.X += 40; prevSpriteState = spriteState; } elapsed += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (elapsed >= Homer.standing.delay) { if (frames >= (Homer.standing.numOfFrames - 1)) frames = 0; else frames++; elapsed = 0; } break; #endregion #region case: WALKING case playerState.WALKING: if (spriteState != prevSpriteState) { frames = 0; elapsed = 0; prevSpriteState = spriteState; } elapsed += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (elapsed >= Homer.walking.delay) { if (frames >= (Homer.walking.numOfFrames - 1)) frames = 0; else frames++; elapsed = 0; } break; #endregion #region case: FIRING case playerState.FIRING: if (spriteState != prevSpriteState) { //fireBall.Play(); //FireBall1_CurrentState_Active = true; frames = 0; elapsed = 0; prevSpriteState = spriteState; } elapsed += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (elapsed >= Homer.firing.delay) { if (frames != Homer.firing.numOfFrames - 1) { frames++; elapsed = 0; } } if ((frames == Homer.firing.numOfFrames - 1) && (elapsed >= Homer.firing.delay + 200f)) { frames = 0; spriteState = playerState.STANDING; } break; #endregion #region case: HURT case playerState.HURT: if (spriteState != prevSpriteState) { frames = 0; elapsed = 0; prevSpriteState = spriteState; // = hurtamount } elapsed += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (elapsed >= Homer.hurt.delay) { if (frames != Homer.hurt.numOfFrames - 1) { if (spriteEffects == SpriteEffects.None) position.X -= 30; else position.X += 30; frames++; elapsed = 0; } } if ((frames == Homer.hurt.numOfFrames - 1) && (elapsed >= Homer.hurt.delay + 200f)) { frames = 0; spriteState = playerState.STANDING; } break; #endregion #region case: DEAD case playerState.DEAD: if (spriteState != prevSpriteState) { frames = 0; elapsed = 0; prevSpriteState = spriteState; } elapsed += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (elapsed >= Homer.dead.delay) { if (frames < (Homer.dead.numOfFrames - 1)) { if (spriteEffects == SpriteEffects.None) position.X -= 50; if (spriteEffects == SpriteEffects.FlipHorizontally) position.X += 50; frames++; } elapsed = 0; } break; #endregion default: break; } //switch (PlayerHealth) //{ //} }
// Use this for initialization void Start() { nowState = playerState.stop; }
public static void SetState(playerState state) { State = state; OnStateChanged(state); }