void Update() { if (outOfBounds == null) { gameController = GameControllerScript.GetInstance(); outOfBounds = gameController.GetComponent <OutOfBounds>(); } if (outOfBounds.IsOutOfBounds(gameObject.transform)) { gameObject.SetActive(false); } }
void Update() { if (Input.GetKey(KeyCode.X) && (Input.GetKey(KeyCode.Alpha1) || Input.GetKey(KeyCode.Keypad1)) && (Input.GetKey(KeyCode.Alpha0) || Input.GetKey(KeyCode.Keypad0))) { GameStateHandler gameStateHandler = GameControllerScript.GetInstance().GetComponent <GameStateHandler>(); for (int x = 0; x < 4; x++) { gameStateHandler.SetBossDefeated(EnemyType.DarkPlayer, x); gameStateHandler.SetBossDefeated(EnemyType.Dummy, x); gameStateHandler.SetBossDefeated(EnemyType.Vampire, x); gameStateHandler.SetBossDefeated(EnemyType.Psychic, x); } LoadMapState(); } }
public void ConsumeEvent(IEvent e) { GameStateHandler gameStateHandler = GameControllerScript.GetInstance().GetComponent <GameStateHandler>(); if (e.GetType() == typeof(WorldMapMovementEvent)) { WorldMapMovementEvent movementEvent = e as WorldMapMovementEvent; for (int x = 0; x < nodes.Count; x++) { if (movementEvent.currentNode.Equals(nodes[x])) { gameStateHandler.SetCurrentNode(x); return; } } } }
private void Update() { // Let the player move from node to node or enter a level if (canMove) { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector2 input = new Vector2(h, v); if (input.magnitude > 0.5f) { WorldMapNode newNode = CURRENT_NODE.GetNodeInDirection(input); if (newNode != null) { StartCoroutine(MoveToNewNode(newNode)); } } else if (Input.GetButtonDown("A")) { // TODO: replace this with an actual transition later. // the scene changing itself should probably be done in another class, after a nice fade out if (CURRENT_NODE.IsBattleNode) { LoadBattleSceneScript loader = GameControllerScript.GetInstance().GetComponent <LoadBattleSceneScript>(); loader.LoadBattleScene(CURRENT_NODE.EnemyType, CURRENT_NODE.EnemyLevel, CURRENT_NODE.EnemyMaxPhase); } } } // Make the player sprite hover slightly float hover = Mathf.Sin(Time.time * 8f) * 0.02f; spriteTransform.localPosition = new Vector3(0, 0.75f + hover, -0.1f); }
public void LoadMapState() { GameStateHandler gameStateHandler = GameControllerScript.GetInstance().GetComponent <GameStateHandler>(); WorldMapNode currentNode = nodes[gameStateHandler.GetCurrentNode()]; if (currentNode != null) { GameObject player = GameObject.FindGameObjectWithTag("WorldMapPlayer"); player.transform.position = currentNode.transform.position; } // Enable/Disable edges if (gameStateHandler.GetBossDefeated(EnemyType.Dummy, 2)) { edges[0].SetCanCross(true); edges[0].gameObject.SetActive(true); edges[1].SetCanCross(true); edges[1].gameObject.SetActive(true); edges[2].SetCanCross(true); edges[2].gameObject.SetActive(true); } else { edges[0].SetCanCross(false); edges[0].gameObject.SetActive(false); edges[1].SetCanCross(false); edges[1].gameObject.SetActive(false); edges[2].SetCanCross(false); edges[2].gameObject.SetActive(false); } if (gameStateHandler.GetBossDefeated(EnemyType.Vampire, 1) && gameStateHandler.GetBossDefeated(EnemyType.Psychic, 1)) { edges[3].SetCanCross(true); edges[3].gameObject.SetActive(true); edges[4].SetCanCross(true); edges[4].gameObject.SetActive(true); edges[5].SetCanCross(true); edges[5].gameObject.SetActive(true); } else { edges[3].SetCanCross(false); edges[3].gameObject.SetActive(false); edges[4].SetCanCross(false); edges[4].gameObject.SetActive(false); edges[5].SetCanCross(false); edges[5].gameObject.SetActive(false); } if (gameStateHandler.GetBossDefeated(EnemyType.Vampire, 2)) { edges[6].SetCanCross(true); edges[6].gameObject.SetActive(true); } else { edges[6].SetCanCross(false); edges[6].gameObject.SetActive(false); } if (gameStateHandler.GetBossDefeated(EnemyType.Psychic, 2)) { edges[7].SetCanCross(true); edges[7].gameObject.SetActive(true); edges[8].SetCanCross(true); edges[8].gameObject.SetActive(true); } else { edges[7].SetCanCross(false); edges[7].gameObject.SetActive(false); edges[8].SetCanCross(false); edges[8].gameObject.SetActive(false); } if (gameStateHandler.GetBossDefeated(EnemyType.Vampire, 3) && gameStateHandler.GetBossDefeated(EnemyType.Psychic, 3)) { edges[9].SetCanCross(true); edges[9].gameObject.SetActive(true); edges[10].SetCanCross(true); edges[10].gameObject.SetActive(true); edges[11].SetCanCross(true); edges[11].gameObject.SetActive(true); } else { edges[9].SetCanCross(false); edges[9].gameObject.SetActive(false); edges[10].SetCanCross(false); edges[10].gameObject.SetActive(false); edges[11].SetCanCross(false); edges[11].gameObject.SetActive(false); } }
void Start() { gameController = GameControllerScript.GetInstance(); outOfBounds = gameController.GetComponent <OutOfBounds>(); }