public void PlayGame() { // music: trigger only if preset is not already running, to avoid unnessessary retriggering if (!eliasEndMusic) { eliasPlayer.RunActionPreset("Title End", true); eliasEndMusic = true; } SceneManager.LoadScene("StartingArea"); }
private void OnTriggerEnter(Collider other) { if (!other.CompareTag("Player")) { return; } Debug.Log("ONTRIGGERENTER ELIAS: " + this.gameObject.name); if (useSetLevel) { eliasPlayer.QueueEvent(setLevel.CreateSetLevelEvent(eliasPlayer.Elias)); } if (useSetLevelOnTrack) { eliasPlayer.QueueEvent(setLevelOnTrack.CreateSetLevelOnTrackEvent(eliasPlayer.Elias)); } if (usePlayStinger) { eliasPlayer.QueueEvent(playStinger.CreatePlayerStingerEvent(eliasPlayer.Elias)); } if (useActionPreset) { eliasPlayer.RunActionPreset(actionPresetName, allowRequiredThemeMissmatch); } if (useDoubleEffectParam) { eliasPlayer.QueueEvent(doubleEffectParam.CreateSetEffectParameterEvent(eliasPlayer.Elias)); } if (useSetSendVolume) { eliasPlayer.QueueEvent(setSendVolume.CreateSetSendVolumeEvent(eliasPlayer.Elias)); } }
private void OnTriggerEnter(Collider other) { if (useSetLevel) { eliasPlayer.QueueEvent(setLevel.CreateSetLevelEvent(eliasPlayer.Elias)); } if (usePlayStinger) { eliasPlayer.QueueEvent(playStinger.CreatePlayerStingerEvent(eliasPlayer.Elias)); } if (useActionPreset) { eliasPlayer.RunActionPreset(actionPresetName, allowRequiredThemeMissmatch); } if (useDoubleEffectParam) { eliasPlayer.QueueEvent(doubleEffectParam.CreateSetEffectParameterEvent(eliasPlayer.Elias)); } if (useSetSendVolume) { eliasPlayer.QueueEvent(setSendVolume.CreateSetSendVolumeEvent(eliasPlayer.Elias)); } //CUSTOM LevelChanger changer = gameObject.GetComponent <LevelChanger>(); if (changer != null) { changer.ChangeLevel(); } // }
private void OnTriggerEnter(Collider other) { if (useSetLevel) { eliasPlayer.QueueEvent(setLevel.CreateSetLevelEvent(eliasPlayer.Elias)); } if (useSetLevelOnTrack) { eliasPlayer.QueueEvent(setLevelOnTrack.CreateSetLevelOnTrackEvent(eliasPlayer.Elias)); setLevel.level = 1; setLevel.themeName = ""; } if (usePlayStinger) { eliasPlayer.QueueEvent(playStinger.CreatePlayerStingerEvent(eliasPlayer.Elias)); } if (useActionPreset) { eliasPlayer.RunActionPreset(actionPresetName, allowRequiredThemeMissmatch); } if (useDoubleEffectParam) { eliasPlayer.QueueEvent(doubleEffectParam.CreateSetEffectParameterEvent(eliasPlayer.Elias)); } if (useSetSendVolume) { eliasPlayer.QueueEvent(setSendVolume.CreateSetSendVolumeEvent(eliasPlayer.Elias)); } }
private void musicCheck() { playerHealthPercent = (playerStatHandler.Health / playerStatHandler.MaxHealth) * 100; //check if war is imminent (enemies targeting player) if (currentStateOfWar == "Peace") { if (nrOfEnemies > 1 && playerHealthPercent > 0) { currentStateOfWar = "War"; print("Music: go to war"); eliasPlayer.RunActionPreset("Enemies Approach", true); lastCalledActionPreset = "Enemies Approach"; playerHealthWhenEnemiesApproach = playerHealthPercent; } } if (currentStateOfWar == "War") { //check if Peace if imminent (PC killed everyone) if (nrOfEnemies <= 0 && playerHealthPercent > 0) { currentStateOfWar = "Peace"; print("Music: go to peace"); firstDamage = false; // trigger only if preset is not already running, to avoid unnessessary retriggering if (lastCalledActionPreset != "Peace") { eliasPlayer.RunActionPreset("Peace", true); lastCalledActionPreset = "Peace"; } } //check if Death (PC died) else if (playerHealthPercent <= 0) { currentStateOfWar = "Player Death"; print("Music: player death"); // trigger only if preset is not already running, to avoid unnessessary retriggering if (lastCalledActionPreset != "Death") { eliasPlayer.RunActionPreset("Death", true); lastCalledActionPreset = "Death"; } } //if PC gets damaged for the first time since enemies approached, trigger next ActionPreset once else if (!firstDamage && playerHealthPercent < playerHealthWhenEnemiesApproach) { firstDamage = true; // trigger only if preset is not already running, to avoid unnessessary retriggering if (lastCalledActionPreset != "Battle 1") { eliasPlayer.RunActionPreset("Battle 1", true); lastCalledActionPreset = "Battle 1"; print("Music: first damage / Battle 1"); } } //trigger higher Battle levels else { //calculate a variable intensity expressing how intense this game feels, using nr of enemies and pc health //intensity = ((nrOfEnemies * 10) + (100 - playerHealthPercent)) / 25; //intensity = Math.Floor(intensity); intIntensity = clamp((nrOfEnemies + ((100 - playerHealthPercent) / 25)), 1, 4); //print("Music: intIntensity = " + intIntensity + ", Health = " + playerHealthPercent + ", Enemies = " + nrOfEnemies); switch (intIntensity) { case 1: // trigger only if preset is not already running, to avoid unnessessary retriggering if (lastCalledActionPreset != "Battle 1") { eliasPlayer.RunActionPreset("Battle 1", true); lastCalledActionPreset = "Battle 1"; print("Music: Battle 1"); } break; case 2: // trigger only if preset is not already running, to avoid unnessessary retriggering if (lastCalledActionPreset != "Battle 2") { eliasPlayer.RunActionPreset("Battle 2", true); lastCalledActionPreset = "Battle 2"; print("Music: Battle 2"); } break; case 3: // trigger only if preset is not already running, to avoid unnessessary retriggering if (lastCalledActionPreset != "Battle 3") { eliasPlayer.RunActionPreset("Battle 3", true); lastCalledActionPreset = "Battle 3"; print("Music: Battle 3"); } break; case 4: // trigger only if preset is not already running, to avoid unnessessary retriggering if (lastCalledActionPreset != "Battle 4") { eliasPlayer.RunActionPreset("Battle 4", true); lastCalledActionPreset = "Battle 4"; print("Music: Battle 4"); } break; default: print("Music: default switch case"); break; } } } }