예제 #1
0
    public void AddRipple(Vector2 _position, float _duration, float _size)
    {
        Ripple ripple;

        if (ripples.Count < rippleMaxCount || ripples.Count <= 0)
        {
            ripple = new Ripple();
            ripples.Add(ripple);
        }
        else
        {
            ripple = ripples[0];
        }

        ripple.position = _position;
        ripple.duration = _duration;
        ripple.progress = 0f;

        ripple.oneOverScale = 1f / Mathf.Clamp(_size, 0.2f, 1f);

        if (currentRippleCoroutine?.running != true)
        {
            currentRippleCoroutine = currentRippleCoroutine.StartCoroutine(this, UpdateRipplesCoroutine());
        }
    }
예제 #2
0
파일: Actor.cs 프로젝트: AkirAssasin/ld48
    // helper to go up
    public void Ascend()
    {
        // only if no action
        if (m_currentAction?.running == true)
        {
            return;
        }

        // cannot go up if depth is highest
        if (m_currentDepth == m_gameManager.TopCorridorDepth)
        {
            return;
        }

        // can only go up if there is hole
        Corridor topCorridor = m_gameManager.GetCorridor(m_currentDepth - 1);

        if (!topCorridor.m_cells[m_currentCell].m_hasHole)
        {
            return;
        }

        // play jump sound
        GameManager.s_gameSettings.jumpSFX.Play(m_sfxVolume);

        // ok climb up
        m_currentAction = m_currentAction.StartCoroutine(this, AscendAction(topCorridor));
    }
예제 #3
0
파일: Actor.cs 프로젝트: AkirAssasin/ld48
    // helper to move in corridor
    public void Move(int dx)
    {
        // only if no action
        if (m_currentAction?.running == true)
        {
            return;
        }

        // check if can move
        int result = m_currentCell + dx;

        if (result < 0 || result >= m_currentCorridor.Length)
        {
            return;
        }

        // if facing wrong direction, turn instead of move
        if (m_facingRight != dx > 0)
        {
            GameManager.s_gameSettings.moveSFX.Play(m_sfxVolume);
            m_currentAction = m_currentAction.StartCoroutine(this, FaceDirectionAction(dx > 0));
        }
        else
        {
            // kill the guy there
            m_currentCorridor.DoToActors(this, result, result, x => x.HitByMelee(dx));

            // move
            GameManager.s_gameSettings.moveSFX.Play(m_sfxVolume);
            m_currentAction = m_currentAction.StartCoroutine(this, MoveAction(result));
        }
    }
예제 #4
0
    // update call
    void Update()
    {
        // get delta time
        float dt = Time.deltaTime;

        // update black screen
        if (m_blackScreenProgress > 0f)
        {
            m_blackScreenProgress -= dt;
            SetBlackScreenPosition();
        }

        // do game update if not retry
        if (m_isRetry)
        {
            // any key to retry
            if (Input.anyKeyDown && m_loseCoroutine?.running != true)
            {
                m_loseCoroutine = m_loseCoroutine.StartCoroutine(this, LoseCoroutine());
            }
        }
        else
        {
            GameUpdate(dt);
        }
    }
예제 #5
0
    // ---

    public static MCoroutine StartCoroutine(MonoBehaviour _caller, MCoroutine _mCoroutine, IEnumerator _coroutine)
    {
        if (_mCoroutine == null)
        {
            _mCoroutine = new MCoroutine(_caller);
        }
        _mCoroutine.Start(_coroutine);
        return(_mCoroutine);
    }
예제 #6
0
파일: Actor.cs 프로젝트: AkirAssasin/ld48
 // helper to fire projectile
 public void FireProjectile()
 {
     // only if no action and cooldown
     if (m_currentAction?.running == true || m_gunCooldown > 0f)
     {
         return;
     }
     m_currentAction = m_currentAction.StartCoroutine(this, ProjectileFireAction());
 }
예제 #7
0
파일: Actor.cs 프로젝트: AkirAssasin/ld48
    // people die when they are killed
    public void Kill(float offset)
    {
        // cannot die if dead
        if (m_isDead)
        {
            return;
        }
        m_isDead = true;

        // slap
        GameManager.s_gameSettings.slapSFX.Play(m_sfxVolume);

        // force death action
        m_currentAction?.Stop();
        m_transform.localEulerAngles = Vector3.zero;
        m_currentAction = m_currentAction.StartCoroutine(this, DeathAction(offset * m_deathOffsetStrength));
    }
예제 #8
0
파일: Actor.cs 프로젝트: AkirAssasin/ld48
    // initialize function
    public void Initialize(IActorController controller, GameManager gameManager, int depth, int cell, bool doFadeIn)
    {
        // reference controller
        m_controller = controller;

        // reference game manager
        m_gameManager = gameManager;

        // get components
        if (m_transform == null)
        {
            m_transform = GetComponent <Transform>();
            m_renderer  = GetComponent <SpriteRenderer>();
        }

        // enter corridor
        m_currentDepth = depth;
        EnterCorridor(m_gameManager.GetCorridor(m_currentDepth), cell);

        // reset values
        m_gunCooldown        = 0f;
        m_isDead             = false;
        m_immuneToMelee      = false;
        m_immuneToProjectile = false;

        // face random direction
        m_facingRight    = Random.value > 0.5f;
        m_renderer.flipX = !m_facingRight;

        // initialize renderer
        m_renderer.color   = doFadeIn ? Color.clear : m_color;
        m_renderer.sprite  = doFadeIn ? GameManager.s_gameSettings.actorReadySprite : GameManager.s_gameSettings.actorAimSprite;
        m_renderer.enabled = true;

        // do fade in
        if (doFadeIn)
        {
            GameManager.s_gameSettings.appearSFX.Play(m_sfxVolume);
            m_currentAction = m_currentAction.StartCoroutine(this, FadeInAction());
        }
    }
예제 #9
0
파일: Actor.cs 프로젝트: AkirAssasin/ld48
    // helper to go deeper
    public void Descend()
    {
        // only if no action
        if (m_currentAction?.running == true)
        {
            return;
        }

        // get next corridor
        Corridor nextCorridor = m_gameManager.GetCorridor(m_currentDepth + 1);

        // do we need to break the floor
        if (m_currentCorridor.HasHole(m_currentCell))
        {
            m_currentAction = m_currentAction.StartCoroutine(this, DescendAction(nextCorridor));
        }
        else
        {
            m_currentAction = m_currentAction.StartCoroutine(this, FloorBreakAction());
        }
    }
예제 #10
0
 public static MCoroutine StartCoroutine(this MCoroutine _mCoroutine, MonoBehaviour _caller,
                                         IEnumerator _coroutine, bool _doEndAction = false)
 {
     return(MCoroutine.StartCoroutine(_caller, _mCoroutine, _coroutine, _doEndAction));
 }
예제 #11
0
 public static MCoroutine StartCoroutine(this MCoroutine _mCoroutine, MonoBehaviour _caller, IEnumerator _coroutine)
 {
     return(MCoroutine.StartCoroutine(_caller, _mCoroutine, _coroutine));
 }