// Use this for initialization void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); rate = 1.0f / ((float)Application.targetFrameRate * transitionTime); level = GameObject.FindObjectOfType <Level>(); livesRemaining = GameObject.FindObjectOfType <LivesRemaining>(); }
public void Start() { rigidbody = this.GetComponent <Rigidbody>(); livesRemaining = GameObject.FindObjectOfType <LivesRemaining>(); OnDeath.AddListener(livesRemaining.LoseLife); SwitchToActiveAtStart(); level = GameObject.FindObjectOfType <Level>(); OnFall.AddListener(level.CheckFallOff); }
public void PlayerDamage() { _cAction = PLAYERACTIONS.takeDamage; if (shield != true) { currentHealth -= 1; } else { shield = false; AddShield(shield); } if (playerGUI != null) { playerGUI.HPChange(currentHealth); } if (currentHealth == 0) { Instantiate(Resources.Load("BigExsplosion"), transform.position, transform.localRotation); EntityManager.ResetWave(); acceleration = Vector3.zero; velocity = Vector3.zero; _fsm.Transition(_fsm.state, PLAYERSTATES.dead); livesRemaining -= 1; if (livesRemaining >= 0) { LivesRemaining.RemoveLife(); _cAction = PLAYERACTIONS.die; transform.position = spawnPosition; well.transform.position = spawnPosition; PlayerSpawn(); currentHealth = maxHealth; if (GODMODE == true) { livesRemaining += 1; } } else if (livesRemaining < 0) { _fsm.Transition(_fsm.state, PLAYERSTATES.destroyed); GameStates.ChangeState("GameOver"); } } DylanGamePlay.UpdatePlayer(currentHealth, livesRemaining); }
/// <summary> /// Dumping the game state forces all properties to be initialized to their current state. /// </summary> /// <returns>The dump.</returns> public string Dump() { StringBuilder sb = new StringBuilder(); sb.Append(CurrentRoom + "#"); sb.Append(CurrentPosition.x.ToString() + "#"); sb.Append(CurrentPosition.y.ToString() + "#"); sb.Append(RestartPosition.x.ToString() + "#"); sb.Append(RestartPosition.y.ToString() + "#"); sb.Append(RoomStateSummary + "#"); sb.Append(ItemsCollected.ToString() + "#"); sb.Append(CreaturesKilled.ToString() + "#"); sb.Append(LivesRemaining.ToString() + "#"); sb.Append(InGameTime.ToShortTimeString() + "#"); sb.Append(MaidGivenInstructions.ToString() + "#"); sb.Append(MaidGivenWarning.ToString() + "#"); sb.Append(MaidReceivedItems.ToString() + "#"); sb.Append(BedReached.ToString() + "#"); sb.Append(PlayerHasTheWeapon.ToString() + "#"); sb.Append(DisableMusic.ToString() + "#"); sb.Append(DisableSoundEffects.ToString() + "#"); sb.Append(DifficultyMultiplier.ToString()); return(sb.ToString()); }