public void OnInvincible(float invincibleTime) { Time.timeScale = 1.2f; setInvincible(true); MobileInputHandler.EnableInput(true); System.Action functionToCall = () => ResetInvincibleState(); MyMath.StopCalledFunction(this, functionRoutine); MyMath.RunFunctionAfter(functionToCall, this, invincibleTime, out functionRoutine); }
public void OnlevelRestarted() { GetComponent <RagdollController>().EnableRagdoll(false); if (GetComponent <Rigidbody>()) { GetComponent <Rigidbody>().isKinematic = false; } MobileInputHandler.EnableInput(true); anim.speed = 1; Invincible = false; }
public void OnLevelComplete() { UnSubscribeFromEvent(); // do stuff when level completes if (GetComponent <Rigidbody>()) { GetComponent <Rigidbody>().isKinematic = true; } MobileInputHandler.EnableInput(false); }
public void OnFreezed() { if (IsPlayerInvincible()) { ApplyInvincibleStateAbility(); return; } rb.isKinematic = true; anim.speed = 0; MobileInputHandler.EnableInput(false); rb.isKinematic = false; }
public void Init() { Debug.Log("UIActionManager Init Start"); game.inputManager.Init(new InputManager.MobilePlatform(2, 0.1f, uicam)); handler = game.inputManager.GetHandler <MobileInputHandler>(); items = FindObjectsOfType <InteractiveItem>(); foreach (InteractiveItem item in items) { game.inputManager.SetInput(new Ultimate.Input(item.buttonName)); } }
public void OnBombed() { if (IsPlayerInvincible()) { ApplyInvincibleStateAbility(); return; } MobileInputHandler.EnableInput(false); onBombedListeners?.Invoke(); LevelManager.Instance.OnPlayerDied(); ragdoll_rb.AddExplosionForce(30000, transform.position, 50); }
static PlatformInputHandler GetPlatformInputHandler(RuntimePlatform platform) { PlatformInputHandler currentPlatformHandler = null; switch (platform) { case RuntimePlatform.Android: case RuntimePlatform.IPhonePlayer: currentPlatformHandler = new MobileInputHandler(); break; case RuntimePlatform.WindowsEditor: case RuntimePlatform.OSXEditor: default: currentPlatformHandler = new EditorInputHandler(); break; } return currentPlatformHandler; }
public void OnLevelFailed() { // do stuff when level fails UnSubscribeFromEvent(); MobileInputHandler.EnableInput(false); }