/// Override this to describe what happens when the object gets picked /// </summary> protected override void Pick() { base.Pick(); _sprite = gameObject.GetComponent <SpriteRenderer>(); characterInventory = _collider.GetComponent <LucyInventory>(); _characterPause = _collider.GetComponent <CharacterPause>(); _sprite.enabled = false; CheckLoreNumber(LoreNumber); }
/// <summary> /// Grabs useful components, enables damage and gets the inital color /// </summary> protected override void Initialization() { _animator = GetComponent <Animator>(); if (_animator != null) { _animator.logWarnings = false; } _character = GetComponent <Character>(); if (gameObject.GetComponentNoAlloc <SpriteRenderer>() != null) { _renderer = GetComponent <SpriteRenderer>(); _renderer.material.color = Color.white; } if (_character != null) { if (_character.CharacterModel != null) { if (_character.CharacterModel.GetComponentInChildren <Renderer>() != null) { _renderer = _character.CharacterModel.GetComponentInChildren <Renderer>(); } } } _autoRespawn = GetComponent <AutoRespawn>(); _controller = GetComponent <CorgiController>(); _healthBar = GetComponent <MMHealthBar>(); _collider2D = GetComponent <Collider2D>(); _sprite = gameObject.GetComponent <SpriteRenderer>(); _characterInventory = GetComponent <LucyInventory>(); _damageSpriteEffect = GetComponent <_2dxFX_CompressionFX>(); _initialPosition = transform.position; _initialized = true; CurrentHealth = InitialHealth; DamageEnabled(); // _characterInventory.CheckPowerNodeInventories(); UpdateHealthBar(false); UpdateHealthCounter(CurrentHealth); //absolute bandaid for issue where GUI says health is 10 when actully full. Only when starting a scene in area 3 and 5. StartCoroutine(WaitAFrameAndCheckHealth()); InitializeSpriteColor(); }
/// Override this to describe what happens when the object gets picked /// </summary> protected override void Pick() { _health = _collider.GetComponent <LucyHealth>(); _inventory = _collider.GetComponent <LucyInventory>(); _sprite = gameObject.GetComponent <SpriteRenderer>(); //Starts the process of increasing heath count and size of health bar _health.BatteryObtained(); _sprite.enabled = false; //Tell the inventory to update the GUI on power nodes collected _inventory.PowerNodesCollected++; _inventory.UpdateGUIPowerNodes(); CheckPowerNodeNumber(PowerNodeNumber); }
/// Override this to describe what happens when the object gets picked /// </summary> protected override void Pick() { base.Pick(); _sprite = gameObject.GetComponent <SpriteRenderer>(); _characterInventory = _collider.GetComponent <LucyInventory>(); _sprite.enabled = false; _characterInventory.EquipWeaponOnPickup("InventoryHyperBeam"); //if we haven't already obtained it if (!GameManager.Instance.HyperBeamObtained) { if (!GameManager.Instance.DebugMode) { RunSplashScreen(); } GameManager.Instance.HyperBeamObtained = true; RetroAdventureProgressManager.Instance.SaveProgress(); } }
/// Override this to describe what happens when the object gets picked /// </summary> protected override void Pick() { base.Pick(); _sprite = gameObject.GetComponent <SpriteRenderer>(); characterInventory = _collider.GetComponent <LucyInventory>(); _lucyHealth = _collider.GetComponent <LucyHealth>(); _lucyHealth.KnockbackReducerAcquired(); _sprite.enabled = false; //if we haven't already obtained it if (!GameManager.Instance.KnockbackReducerObtained) { if (!GameManager.Instance.DebugMode) { RunSplashScreen(); } GameManager.Instance.KnockbackReducerObtained = true; RetroAdventureProgressManager.Instance.SaveProgress(); } }
/// Override this to describe what happens when the object gets picked /// </summary> protected override void Pick() { base.Pick(); _wallcling = _collider.GetComponent <LucyWallClinging>(); _sprite = gameObject.GetComponent <SpriteRenderer>(); _characterInventory = _collider.GetComponent <LucyInventory>(); _wallcling.MaglockBootsObtained = true; _sprite.enabled = false; //if we haven't already obtained it if (!GameManager.Instance.MaglockBootsObtained) { if (!GameManager.Instance.DebugMode) { RunSplashScreen(); } GameManager.Instance.MaglockBootsObtained = true; RetroAdventureProgressManager.Instance.SaveProgress(); } }
/// Override this to describe what happens when the object gets picked /// </summary> protected override void Pick() { base.Pick(); _characterHandleMelee = _collider.GetComponent <CharacterHandleMelee> (); _sprite = gameObject.GetComponent <SpriteRenderer> (); _characterInventory = _collider.GetComponent <LucyInventory>(); _characterHandleMelee.AbilityPermitted = true; _sprite.enabled = false; //if we haven't already obtained it if (!GameManager.Instance.PlasmaBladeObtained) { if (!GameManager.Instance.DebugMode) { RunSplashScreen(); } GameManager.Instance.PlasmaBladeObtained = true; RetroAdventureProgressManager.Instance.SaveProgress(); } }
/// Override this to describe what happens when the object gets picked /// </summary> protected override void Pick() { base.Pick(); _sprite = gameObject.GetComponent <SpriteRenderer>(); _characterInventory = _collider.GetComponent <LucyInventory>(); _sprite.enabled = false; _characterInventory.ArtifactBObtained = true; _characterInventory.CheckArtifacts(); //if we haven't already obtained it if (!GameManager.Instance.ArtifactBObtained) { GameManager.Instance.NumberOfArtifactsObtained += 1; if (!GameManager.Instance.DebugMode) { RunSplashScreen(); } GameManager.Instance.ArtifactBObtained = true; RetroAdventureProgressManager.Instance.SaveProgress(); } }
/// Override this to describe what happens when the object gets picked /// </summary> protected override void Pick() { base.Pick(); _animator = _collider.GetComponent <Animator>(); _lucyFlamethrower = _collider.GetComponent <LucyFlamethrower>(); _sprite = gameObject.GetComponent <SpriteRenderer>(); _characterInventory = _collider.GetComponent <LucyInventory>(); _lucyFlamethrower.SuperFlamethrowerObtained = true; _animator.runtimeAnimatorController = Resources.Load("SFTAnimator") as RuntimeAnimatorController; _sprite.enabled = false; //if we haven't already obtained it if (!GameManager.Instance.SuperFlamethrowerObtained) { if (!GameManager.Instance.DebugMode) { RunSplashScreen(); } GameManager.Instance.SuperFlamethrowerObtained = true; RetroAdventureProgressManager.Instance.SaveProgress(); } }
/// Override this to describe what happens when the object gets picked /// </summary> protected override void Pick() { base.Pick(); _animator = _collider.GetComponent <Animator>(); _sprite = gameObject.GetComponent <SpriteRenderer>(); _characterInventory = _collider.GetComponent <LucyInventory>(); _animator.runtimeAnimatorController = Resources.Load("OrangeSuitAnimator") as RuntimeAnimatorController; _sprite.enabled = false; _characterInventory.EquipWeaponOnPickup("InventoryBlasterRifle"); _characterInventory.RemoveUnarmed(); //if we haven't gotten it before run the splash and effects. if (GameManager.Instance.BlasterObtained == false) { if (!GameManager.Instance.DebugMode) { RunSplashScreen(); } GameManager.Instance.BlasterObtained = true; RetroAdventureProgressManager.Instance.SaveProgress(); } }