/// <summary> /// What the object should do when interacted with. /// </summary> public override void OnInteract() { if (player != null) { TransitionManager.MakeTransition(scene.SceneName, spawnName); } }
/// <summary> /// Have the player respawn at the last checkpoint. /// </summary> public void Respawn() { ResetManager.Reset(); playerSprite.enabled = true; player.Physics.Enable(); try { Vector3 position = TransitionManager.GetCurrentSpawnPosition(); if (position != Vector3.positiveInfinity) { player.Physics.Position = position; } player.Physics.Velocity = Vector2.zero; bool facingRight = TransitionManager.GetCurrentSpawnFacing(); Facing facing = facingRight ? Facing.Right : Facing.Left; player.SetFacing(facing); } catch (UnityException e) { Debug.Log(e); } StartCoroutine(_WaitToEnableControls()); }
private void OnTriggerEnter2D(Collider2D col) { if (col.CompareTag("Player")) { TransitionManager.SetCurrentSpawn(spawn.name); } }
/// <summary> /// Kill the player. /// </summary> public void Die() { Instantiate( player.EffectsSettings.DeathEffect, player.Physics.Position, Quaternion.identity ); playerSprite.enabled = false; TransitionManager.Wipe(); player.Physics.Disable(); if (player.CarriedItem != null) { player.CarriedItem.OnPutDown(); } player.EndInteraction(); player.DisableCrouch(this); player.DisableJump(this); player.DisableMove(this); isDead = true; }
//--------------------------------------------------------------------- // Auxiliary Methods //--------------------------------------------------------------------- private void selectLevel() { if (currentOption >= 0) { LevelSelectOption option = Options[currentOption]; TransitionManager.MakeTransition(option.GetSceneName()); } }
/// <summary> /// Returns to the main menu. /// </summary> public void ReturnToMainMenu() { Time.timeScale = 1; TransitionManager.MakeTransition("main_menu"); pauseScreen.SetActive(false); DialogManager.EndDialog(); paused = false; }
//------------------------------------------------------------------------- // Public Interface //------------------------------------------------------------------------- /// <summary> /// Start playing the game. /// </summary> public void PlayGame() { VSave.Reset(); VSave.CreateSlot("demo"); VSave.ChooseSlot("demo"); GameManager.Player?.ClearInventory(); TransitionManager.MakeTransition(sceneName, spawnName); }
//------------------------------------------------------------------------- // Auto Node API //------------------------------------------------------------------------- public override void Handle(GraphEngine graphEngine) { if (OnSceneReload != null) { TransitionManager.AddTransitionEvents(OnSceneReload); } TransitionManager.ReloadScene(); }
/// <summary> /// Move on to the next scene. /// </summary> public void ChangeScenes() { if (OnSlideshowFinished != null) { OnSlideshowFinished.Invoke(); } TransitionManager.MakeTransition(Scene.SceneName, NextSpawn, VCamName); }
//------------------------------------------------------------------------- // Auto Node API //------------------------------------------------------------------------- public override void Handle(GraphEngine graphEngine) { if (OnSceneLoad != null) { TransitionManager.AddTransitionEvents(OnSceneLoad); } TransitionManager.MakeTransition(scene.SceneName, spawnPoint); }
//------------------------------------------------------------------------- // Unity API //------------------------------------------------------------------------- protected override void Awake() { base.Awake(); player = FindObjectOfType <PlayerCharacter>(); mouse = GetComponentInChildren <Mouse>(true); resets = ResetManager.Instance; sounds = AudioManager.Instance; dialogs = DialogManager.Instance; Physics2D.gravity = new Vector2(0, -gravity); string currentSpawn = TransitionManager.GetCurrentSpawnName(); if (currentSpawn == null || currentSpawn == "") { if (initialSpawn == null) { if (player != null) { TransitionManager.RegisterSpawn("SCENE_START", GameObject.FindGameObjectWithTag("Player").transform.position, true); TransitionManager.SetCurrentSpawn("SCENE_START"); } } else { TransitionManager.SetCurrentSpawn(initialSpawn.name); } } // Set the current scene in the transition manager; // Set vsync to monitor refresh rate. if (!initialized) { QualitySettings.vSyncCount = 1; TransitionManager.SetCurrentScene(SceneManager.GetActiveScene().name); initialized = true; } Journey.SetNarrator(QuestSettings.Narrator); Journey.SetQuest(QuestSettings.MainQuest); Journey.Begin(); }
//------------------------------------------------------------------------- // Public Interface //------------------------------------------------------------------------- /// <summary> /// Perform a transition to the next scene. /// </summary> public void DoTransition() { TransitionManager.MakeTransition(scene.SceneName, spawnPoint); }
/// <summary> /// Animation event callback. /// </summary> public void OnFadedOut() { TransitionManager.OnTransitionComplete(); }
public void Transition() { TransitionManager.MakeTransition(scene, spawn); }
//------------------------------------------------------------------------- // Unity API //------------------------------------------------------------------------- private void Awake() { TransitionManager.RegisterSpawn(this.name, transform.position, SpawnFacingRight); }