예제 #1
0
 // Update is called once per frame
 void Update()
 {
     if (MinigameInputHelper.IsButton1Up(1) || MinigameInputHelper.IsButton1Up(2) ||
         MinigameInputHelper.IsButton2Up(1) || MinigameInputHelper.IsButton2Up(2))
     {
         SceneManager.LoadScene("Menu_Scene");
     }
 }
예제 #2
0
        // Update is called once per frame
        void Update()
        {
            MovePaddle();

            if (MinigameInputHelper.IsButton1Down(playerNumber))
            {
                leftFlipper.GetComponent <PinballPongFlipper>().Flip();
            }
            if (MinigameInputHelper.IsButton1Up(playerNumber))
            {
                leftFlipper.GetComponent <PinballPongFlipper>().UnFlip();
            }
            if (MinigameInputHelper.IsButton2Down(playerNumber))
            {
                rightFlipper.GetComponent <PinballPongFlipper>().Flip();
            }
            if (MinigameInputHelper.IsButton2Up(playerNumber))
            {
                rightFlipper.GetComponent <PinballPongFlipper>().UnFlip();
            }
        }
예제 #3
0
        void Update()
        {
            if (direction)
            {
                spriteRenderer.flipX = false;
            }
            else
            {
                spriteRenderer.flipX = true;
            }
            float horizontal_axis = MinigameInputHelper.GetHorizontalAxis(player + 1);
            bool  button1         = MinigameInputHelper.IsButton1Down(player + 1);
            bool  button2         = MinigameInputHelper.IsButton2Down(player + 1);
            bool  button2Up       = MinigameInputHelper.IsButton2Up(player + 1);
            float pos_x           = gameObject.transform.position.x;
            float pos_y           = gameObject.transform.position.y;
            float o_pos_x         = other.transform.position.x;
            float o_pos_y         = other.transform.position.y;
            //double p1_height = this.GetComponent<MoveScript>().playerHeight;
            double p1_width = 0.6 * this.GetComponent <MoveScript>().playerWidth;

            time += Time.deltaTime;
            if (horizontal_axis < -0.1)
            {
                direction = true;                                     //left
            }
            else if (horizontal_axis > 0.1)
            {
                direction = false;                                         //right
            }
            if ((button1 || MinigameInputHelper.IsButton1Held(player + 1)) && time >= cooldown && TYPE != 4 && ballCharge < 30)
            {
                ballCharge++;
            }

            if (MinigameInputHelper.IsButton1Up(player + 1) && time >= cooldown && ballCharge > 0 && TYPE != 4)
            {
                if (player == 0)
                {
                    animator.Play("Attack");
                }
                else
                {
                    animator.Play("Attack2");
                }
                //animator.SetInteger("state", 3 + TYPE);
                attacktime = 0;
                time       = 0;
                GameObject p;
                attacktime = 0;
                if (direction && !gameObject.GetComponent <ActionScript>().defenseOn)
                {
                    p = Instantiate(projectile, transform.position - new Vector3((float)2, -1, 0), transform.rotation);
                    p.GetComponent <Rigidbody2D>().velocity = new Vector2(-2.5f, 1.0f) * ballCharge;
                }
                else if (!gameObject.GetComponent <ActionScript>().defenseOn)
                {
                    p = Instantiate(projectile, transform.position + new Vector3((float)2, 1, 0), transform.rotation);
                    p.GetComponent <Rigidbody2D>().velocity = new Vector2(2.5f, 1.0f) * ballCharge;
                }
                ballCharge = 0;
            }

            //if(attacktime > 0.5 && animator.GetInteger("state") == 3 + TYPE) animator.SetInteger("state", 0 + TYPE);

            if (button1 && time >= cooldown && TYPE != 0)             //kick
            {
                double xdist = gameObject.transform.position.x - other.transform.position.x;

                /*if (!direction && ((pos_x < 0 && xdist > 0 && xdist < 2) ||
                 * (pos_x > 0 && xdist < 0 && xdist > -2)) &&
                 * other.GetComponent<ActionScript>().defenseOn)
                 * {
                 * other.GetComponent<ActionScript>().shieldHits = other.GetComponent<ActionScript>().shieldHits + 1;
                 * }*/
                time = 0;
                if (player == 0)
                {
                    animator.Play("K_Attack");
                }
                else
                {
                    animator.Play("Attack_K2");
                }
                if (direction && xdist > 0 && xdist < 3 * p1_width)                /*((pos_x < 0 && xdist > 0 && xdist < 2*p1_width) ||
                                                                                    * (pos_x > 0 && xdist < 0 && xdist > -2*p1_width)))*/
                {
                    if (!other.GetComponent <ActionScript>().defenseOn)
                    {
                        gameObject.GetComponent <HealthScript>().TakeDamage(1);
                        Debug.Log("reached here");
                    }
                    else
                    {
                        other.GetComponent <ActionScript>().shieldHits++;
                        other.GetComponent <Renderer>().material.SetColor("_Color", Color.blue);
                        Debug.Log(shieldHits);

                        /*if (shieldHits >= 3)
                         * {
                         * shield.transform.localScale = new Vector3(0, 0, 0);
                         * defenseOn = false;
                         * shieldHits = 0;
                         * defCooldown = 0;
                         * }*/
                    }
                }

                /*if (direction && ((pos_x < 0 && xdist < 0 && xdist > -2) ||
                 * (pos_x > 0 && xdist > 0 && xdist < 2)) &&
                 * other.GetComponent<ActionScript>().defenseOn)
                 * {
                 * other.GetComponent<ActionScript>().shieldHits++;
                 * }*/
                if (!direction && xdist < 0 && xdist > -3 * p1_width)                /*((pos_x < 0 && xdist < 0 && xdist > -2*p1_width) ||
                                                                                      * (pos_x > 0 && xdist > 0 && xdist < 2*p1_width)))*/
                {
                    if (!other.GetComponent <ActionScript>().defenseOn)
                    {
                        gameObject.GetComponent <HealthScript>().TakeDamage(1);
                        Debug.Log("reached here");
                    }
                    else
                    {
                        other.GetComponent <ActionScript>().shieldHits++;
                        other.GetComponent <Renderer>().material.SetColor("_Color", Color.blue);
                        Debug.Log(shieldHits);

                        /*if (shieldHits >= 3)
                         * {
                         * shield.transform.localScale = new Vector3(0, 0, 0);
                         * defenseOn = false;
                         * shieldHits = 0;
                         * defCooldown = 0;
                         * }*/
                    }
                }
            }

            /*if (button1 && TYPE != 0) {
             * Debug.Log("karate attack");
             *
             * //animator.SetInteger("state", 3 + TYPE);
             * Debug.Log(animator.GetInteger("state"));
             * attacktime = 0;
             * }
             * /*dif (button1 && time >= cooldown && TYPE != 0 && !other.GetComponent<ActionScript>().defenseOn){//punch //IS THERE A SHIELD CHECK HERE?? yes!
             * double xdist = pos_x - o_pos_x;
             * if (!direction && ((pos_x < 0 && xdist > 0 && xdist < 2*p1_width) ||
             *      (pos_x > 0 && xdist < 0 && xdist > -2*p1_width)))
             * {
             *      gameObject.GetComponent<HealthScript>().TakeDamage(1);
             * }
             * if (direction && ((pos_x < 0 && xdist < 0 && xdist > -2*p1_width) ||
             *      (pos_x > 0 && xdist > 0 && xdist < 2*p1_width)))
             * {
             *      gameObject.GetComponent<HealthScript>().TakeDamage(1);
             * }
             * }*/
            defCooldown += Time.deltaTime;
            if (defCooldown > 3 && !defenseOn)
            {
                GameObject.Find("shieldready" + player).transform.localScale = new Vector3(1, 1, 1);
            }
            else
            {
                GameObject.Find("shieldready" + player).transform.localScale = new Vector3(0, 0, 0);
            }
            if (button2 && TYPE != 8 && defCooldown > 3)
            {
                shield.transform.localScale = new Vector3(1, 1, 1);
                defenseOn   = true;
                defCooldown = 0;
            }
            if (shieldHits >= 3)
            {
                shield.transform.localScale = new Vector3(0, 0, 0);
                defenseOn   = false;
                shieldHits  = 0;
                defCooldown = 0;
            }
            if (button2Up)
            {
                shield.transform.localScale = new Vector3(0, 0, 0);
                defenseOn = false;
            }
            attacktime += Time.deltaTime;
        }
예제 #4
0
        void Update()
        {
            // load the level select menu if any button is pressed
            if (MinigameInputHelper.IsButton1Up(1) ||
                MinigameInputHelper.IsButton1Up(2) ||
                MinigameInputHelper.IsButton2Up(1) ||
                MinigameInputHelper.IsButton2Up(2)
                )
            {
                if (selected == 0)
                {
                    LoadLevelMenu();
                }
                else if (selected == 1)
                {
                    LoadSettings();
                }
                else if (selected == 2)
                {
                    MinigameController.Instance.FinishGame(LastMinigameFinish.NONE);;
                }
            }
            if (coolDown <= 0)
            {
                float joystick1 = MinigameInputHelper.GetVerticalAxis(1);
                float joystick2 = MinigameInputHelper.GetVerticalAxis(2);

                if (joystick1 > 0 || joystick2 > 0)
                {
                    selected = (selected + 2) % 3;
                    coolDown = 0.3f;
                }
                else if (joystick1 < 0 || joystick2 < 0)
                {
                    selected = (selected + 1) % 3;
                    coolDown = 0.3f;
                }
            }



            if (selected == 0)
            {
                myEventSystem.GetComponent <UnityEngine.EventSystems.EventSystem>().SetSelectedGameObject(null);
                play.GetComponent <Button>().Select();
            }
            else if (selected == 1)
            {
                myEventSystem.GetComponent <UnityEngine.EventSystems.EventSystem>().SetSelectedGameObject(null);
                settings.GetComponent <Button>().Select();
            }
            else if (selected == 2)
            {
                myEventSystem.GetComponent <UnityEngine.EventSystems.EventSystem>().SetSelectedGameObject(null);
                exit.GetComponent <Button>().Select();
            }

            if (coolDown > 0)
            {
                coolDown -= Time.deltaTime;
            }
        }
예제 #5
0
        void Update()
        {
            // load the level select menu if any button is pressed
            if (MinigameInputHelper.IsButton1Up(1) ||
                MinigameInputHelper.IsButton1Up(2) ||
                MinigameInputHelper.IsButton2Up(1) ||
                MinigameInputHelper.IsButton2Up(2))
            {
                if (selected == 3)
                {
                    LoadMainMenu();
                    return;
                }

                if (selected == 0)
                {
                    LevelState.beatMapFilename = "Tempo/Beatmaps/Easy";
                    LevelState.songFilename    = "Tempo/Songs/Easy";
                }
                else if (selected == 1)
                {
                    LevelState.beatMapFilename = "Tempo/Beatmaps/Intermediate";
                    LevelState.songFilename    = "Tempo/Songs/Intermediate";
                }
                else if (selected == 2)
                {
                    LevelState.beatMapFilename = "Tempo/Beatmaps/Expert";
                    LevelState.songFilename    = "Tempo/Songs/Expert";
                }
                else if (selected == 4)
                {
                    LevelState.beatMapFilename = "Tempo/Beatmaps/Click Track";
                    LevelState.songFilename    = "Tempo/Songs/Click Track";
                }
                PlayGame();
            }


            if (coolDown <= 0)
            {
                // are one or more of the joysticks being pushed
                float joystick1 = MinigameInputHelper.GetVerticalAxis(1);
                float joystick2 = MinigameInputHelper.GetVerticalAxis(2);

                bool joystick_up   = joystick1 > 0 || joystick2 > 0;
                bool joystick_down = joystick1 < 0 || joystick2 < 0;

                if (joystick_up)
                {
                    selected = (selected + 4) % 5;
                    coolDown = 0.3f;
                }
                else if (joystick_down)
                {
                    selected = (selected + 1) % 5;
                    coolDown = 0.3f;
                }

                myEventSystem.GetComponent <UnityEngine.EventSystems.EventSystem>().SetSelectedGameObject(null);
                buttons[selected].GetComponent <Button>().Select();
            }
            else if (coolDown > 0)
            {
                coolDown -= Time.deltaTime;
            }
        }