예제 #1
0
    IEnumerator PlayerDeathSequence()
    {
        MomentumManager.ResetMomentum();
        float fadeOutCompleteTime = Time.time + playerDeathFadeScreenTimer;

        while (Time.time < fadeOutCompleteTime)
        {
            float timeRemaining = fadeOutCompleteTime - Time.time;

            float percentageComplete = timeRemaining / playerDeathFadeScreenTimer;

            Color fadeColor = FadeScreen.color;

            fadeColor.a = Mathf.Lerp(1f, 0f, percentageComplete);

            FadeScreen.color = fadeColor;
            yield return(null);
        }

        Color finalFadeColor = FadeScreen.color;

        finalFadeColor.a = 1f;
        FadeScreen.color = finalFadeColor;

        MuteAllEmitters();

        GlobalEventEmitter.OnGameStateEvent(GlobalConstants.GameStateEvents.PlayerDied);

        UnmuteAllEmitters();

        playerTransform.position = currentlyActiveLevel.SpawnPoint.position;

        yield return(new WaitForSeconds(3f));

        float fadeBackTimer        = playerDeathFadeScreenTimer / 2f;
        float fadeBackCompleteTime = Time.time + fadeBackTimer;

        // TODO: move this to dedicated scene-change logic
        SceneManager.LoadScene(SceneManager.GetActiveScene().name);
        GlobalEventEmitter.OnGameStateEvent(GlobalConstants.GameStateEvents.NewSceneLoaded);

        EntityEmitter playerEntityEmitter = Player.GetComponent <EntityEmitter>();

        playerEntityEmitter.isMuted = false;
        playerEntityEmitter.EmitEvent(EntityEvents.Respawning);

        while (Time.time < fadeBackCompleteTime)
        {
            float timeRemaining = fadeBackCompleteTime - Time.time;

            float percentageComplete = timeRemaining / fadeBackTimer;

            Color fadeColor = FadeScreen.color;

            fadeColor.a = Mathf.Lerp(0f, 1f, percentageComplete);

            FadeScreen.color = fadeColor;
            yield return(null);
        }
    }
예제 #2
0
    void UpdateAbilityMomentumCounters(MomentumData newMomentumData)
    {
        HardwareType[] allEquippedActiveHardware = InventoryController.GetEquippedActiveHardware();
        for (int i = 0; i < abilityMomentumCounters.Length; i++)
        {
            HardwareType activeHardwareType = allEquippedActiveHardware[i];
            if (activeHardwareType != HardwareType.None)
            {
                int newMomentumValue = MomentumManager.GetMomentumPointsByHardwareType(activeHardwareType);

                if (newMomentumValue != displayedMomentumValues[i])
                {
                    Color flashColor = newMomentumValue > displayedMomentumValues[i] ? momentumIncreasedFlashColor : momentumDecreasedFlashColor;

                    Image  momentumCounterImage = abilityMomentumCounters[i].GetComponent <Image>();
                    Sprite counterSprite        = Resources.Load <Sprite>(MOMENTUM_COUNTER_PATH + newMomentumValue.ToString());
                    momentumCounterImage.sprite = counterSprite;

                    StartCoroutine(FlashAbilityMomentumCounter(momentumCounterImage, flashColor));

                    displayedMomentumValues[i] = newMomentumValue;
                }
            }
        }
    }
예제 #3
0
    IEnumerator HandleDamage()
    {
        float recoveredTime = Time.time + recoveryTime;

        while (Time.time < recoveredTime)
        {
            yield return(null);
        }

        if (isPlayer)
        {
            MomentumManager.RemoveLastMomentumPoint();
        }

        if (!isDead)
        {
            // Once entity has recovered, disable physics and resume action.
            for (int i = 0; i < renderersCount; i++)
            {
                renderers[i].material = defaultMaterials[i];
            }
            entityInformation.EntityRigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
        }

        yield break;
    }
예제 #4
0
    void TryToAssignMomentumPoint(int abilityIndex)
    {
        HardwareType equippedHardwareType = InventoryController.GetEquippedActiveHardware()[abilityIndex];

        if (equippedHardwareType != HardwareType.None)
        {
            MomentumManager.AssignMomentumPointToHardware(equippedHardwareType);
        }
    }
예제 #5
0
 private void Awake()
 {
     i               = this;
     library         = FindObjectOfType <Library>();
     momentumManager = FindObjectOfType <MomentumManager>();
     levelManager    = FindObjectOfType <LevelManager>();
     ballManager     = FindObjectOfType <BallManager>();
     enemySpawner    = FindObjectOfType <EnemySpawner>();
     soundManager    = FindObjectOfType <SoundManager>();
     comboManager    = FindObjectOfType <ComboManager>();
     ControlAllPlayers();
 }
예제 #6
0
 private void UpdateStackAmount()
 {
     if (currentStackAmount < maxStackAmount)
     {
         float fillQuantity = (float)currentStackAmount / (float)maxStackAmount;
         float dashRecoverySpeedMultiplier = Mathf.Lerp(minStackRecoverySpeedMultiplier, maxStackRecoverySpeedMultiplier, dashRecoverySpeedCurve.Evaluate(fillQuantity));
         currentStackCooldown += Time.deltaTime * MomentumManager.GetValue(MomentumManager.datas.dashRecoverSpeedMultiplier) * dashRecoverySpeedMultiplier;
         if (currentStackCooldown >= defaultStackRecoveryDuration)
         {
             currentStackCooldown = 0;
             currentStackAmount  += 1;
             FeedbackManager.SendFeedback("event.DashStackIncreased", linkedPawn);
         }
     }
 }
예제 #7
0
    public float GetSpeedCoef()
    {
        float i_speedCoef = 1;

        foreach (SpeedCoef i_coef in speedCoefs)
        {
            i_speedCoef *= i_coef.speedCoef;
        }
        if (isPlayer)
        {
            i_speedCoef *= MomentumManager.GetValue(MomentumManager.datas.playerSpeedMultiplier);
        }
        else
        {
            i_speedCoef *= MomentumManager.GetValue(MomentumManager.datas.enemySpeedMultiplier);
        }
        return(i_speedCoef);
    }
예제 #8
0
    public IEnumerator Vibrate_C(PlayerIndex _playerIndex, float _duration, VibrationForce _force, AnimationCurve _forceCurve, float _settingsVibrationModificator)
    {
        float i_momentumMultiplier;

                #if !UNITY_EDITOR
        i_momentumMultiplier = MomentumManager.GetValue(MomentumManager.datas.vibrationMultiplier);
                #endif
                #if UNITY_EDITOR
        i_momentumMultiplier = 1f;
                #endif
        for (float i = 0; i < _duration; i += Time.deltaTime)
        {
            float forceCurveMultiplier = (_forceCurve.Evaluate(i / _duration)) * _settingsVibrationModificator;
            switch (_force)
            {
            case VibrationForce.VeryLight:
                GamePad.SetVibration(_playerIndex, 0.1f * i_momentumMultiplier * forceCurveMultiplier, 0.1f * i_momentumMultiplier * forceCurveMultiplier);
                break;

            case VibrationForce.Light:
                GamePad.SetVibration(_playerIndex, 0.2f * i_momentumMultiplier * forceCurveMultiplier, 0.2f * i_momentumMultiplier * forceCurveMultiplier);
                break;

            case VibrationForce.Medium:
                GamePad.SetVibration(_playerIndex, 0.3f * i_momentumMultiplier * forceCurveMultiplier, 0.3f * i_momentumMultiplier * forceCurveMultiplier);
                break;

            case VibrationForce.Heavy:
                GamePad.SetVibration(_playerIndex, 0.4f * i_momentumMultiplier * forceCurveMultiplier, 0.4f * i_momentumMultiplier * forceCurveMultiplier);
                break;

            case VibrationForce.VeryHeavy:
                GamePad.SetVibration(_playerIndex, 0.5f * i_momentumMultiplier * forceCurveMultiplier, 0.5f * i_momentumMultiplier * forceCurveMultiplier);
                break;
            }
            yield return(new WaitForEndOfFrame());
        }
        GamePad.SetVibration(_playerIndex, 0f, 0f);
        DestroyImmediate(this.gameObject);
    }
예제 #9
0
    public void OnHit(BallBehaviour _ball, Vector3 _impactVector, PawnController _thrower, float _damages, DamageSource _source, Vector3 _bumpModificators = default(Vector3))
    {
        if (_ball != null)
        {
            if (_ball.isGhostBall)
            {
                return;
            }
        }
        if ((_source == DamageSource.Ball | _source == DamageSource.Dunk) & !shutDown)
        {
            if (MomentumManager.GetMomentum() >= puzzleData.nbMomentumNeededToLink)
            {
                if (fX_Linked != null)
                {
                    Destroy(fX_Linked);
                }

                if (fX_LinkEnd != null)
                {
                    Destroy(fX_LinkEnd);
                }

                fX_Linked = FeedbackManager.SendFeedback("event.PuzzleLinkActivated", this, transform.position, _impactVector, _impactVector).GetVFX();

                if (fX_Activation == null)
                {
                    fX_Activation = FeedbackManager.SendFeedback("event.PuzzleLinkActivation", this, transform.position, _impactVector, _impactVector).GetVFX();
                }
                MomentumManager.DecreaseMomentum(puzzleData.nbMomentumLooseWhenLink);
                chargingTime = nbSecondsLinkMaintained;
                isActivated  = true;
                myAnim.SetBool("Awaken", true);
                myAnim.SetBool("IsActivated", true);

                ActivateLinkedObjects();
            }
        }
    }
예제 #10
0
 private void Update()
 {
     _virtualCamera = GetVirtualCamera();
     if (_virtualCamera == null)
     {
         return;
     }
     currentShake = CameraShaker.currentShake;
     CameraShaker.UpdateShakes();
     if (currentShake != null)
     {
         float i_momentumMultiplier = MomentumManager.GetValue(MomentumManager.datas.screenShakeMultiplier);
         float i_curveMultiplier    = currentShake.intensityCurve.Evaluate(1f - (currentShake.durationLeft / currentShake.duration));
         _perlin.m_AmplitudeGain = currentShake.intensity * i_momentumMultiplier * i_curveMultiplier;
         _perlin.m_FrequencyGain = currentShake.frequency * i_curveMultiplier;
     }
     else
     {
         _perlin.m_AmplitudeGain = 0;
         _perlin.m_FrequencyGain = 0;
     }
 }
예제 #11
0
    public virtual void Damage(float _amount, bool enableInvincibilityFrame = false)
    {
        if (!CanDamage())
        {
            return;
        }
        if (enableInvincibilityFrame)
        {
            SetInvincible();
        }
        FeedbackManager.SendFeedback(eventOnBeingHit, this, transform.position, transform.up, transform.up);

        currentHealth -= _amount;

        if (currentHealth <= 0)
        {
            Kill();
        }
        if (isPlayer)
        {
            MomentumManager.DecreaseMomentum(MomentumManager.datas.momentumLossOnDamage);
        }
    }
예제 #12
0
    private void UpdateBallPosition()
    {
        switch (ballInformations.state)
        {
        case BallState.Flying:
            ballInformations.timeFlying += Time.deltaTime;
            if (ballInformations.isTeleguided)
            {
                PassController i_currentPassController = GetCurrentThrower().GetComponent <PassController>();
                if (i_currentPassController != null)
                {
                    ballInformations.direction = (i_currentPassController.GetTarget().GetCenterPosition() - transform.position).normalized;
                }
            }
            else if (ballInformations.curve != null)
            {
                PassController i_currentPassController = GetCurrentThrower().GetComponent <PassController>();
                List <Vector3> i_pathCoordinates       = i_currentPassController.GetCurvedPathCoordinates(startPosition, i_currentPassController.GetTarget(), ballInformations.initialLookDirection, out float d);
                float          i_curveLength;
                if (i_currentPassController == null)
                {
                    return;
                }
                ConvertCoordinatesToCurve(i_pathCoordinates, out curveX, out curveY, out curveZ, out i_curveLength);
                ballInformations.maxDistance = i_curveLength;
                float i_positionOnCurve = ballInformations.distanceTravelled / ballInformations.maxDistance;
                if (ballInformations.thrower.isPlayer)
                {
                    LockManager.LockTargetsInPath(i_pathCoordinates, i_positionOnCurve);
                    if (i_positionOnCurve >= 0.95f)
                    {
                        ChangeState(BallState.Grounded); LockManager.UnlockAll();
                    }
                }
                Vector3 i_nextPosition = new Vector3(curveX.Evaluate(i_positionOnCurve + 0.1f), curveY.Evaluate(i_positionOnCurve + 0.1f), curveZ.Evaluate(i_positionOnCurve + 0.1f));
                ballInformations.direction = i_nextPosition - transform.position;
            }

            if (ballInformations.moveSpeed <= 0)
            {
                ballInformations.curve = null;
                ChangeState(BallState.Grounded);
            }
            else
            {
                //Ball is going to it's destination, checking for collisions
                RaycastHit[] i_hitColliders = Physics.RaycastAll(transform.position, ballInformations.direction, ballInformations.moveSpeed * Time.deltaTime);
                foreach (RaycastHit raycast in i_hitColliders)
                {
                    /*EnemyShield i_selfRef = raycast.collider.GetComponentInParent<EnemyShield>();
                     * if (i_selfRef != null)
                     * {
                     *      if (i_selfRef.shield.transform.InverseTransformPoint(transform.position).z > 0.0)
                     *      {
                     *              FeedbackManager.SendFeedback("event.ShieldHitByBall", this);
                     *              Vector3 i_newDirection = Vector3.Reflect(ballInformations.direction, i_selfRef.shield.transform.forward);
                     *              Bounce(i_newDirection, 1);
                     *      }
                     * }*/

                    IHitable i_potentialHitableObjectFound = raycast.collider.GetComponent <IHitable>();
                    if (i_potentialHitableObjectFound != null && !hitGameObjects.Contains(i_potentialHitableObjectFound) && !isGhostBall)
                    {
                        hitGameObjects.Add(i_potentialHitableObjectFound);
                        i_potentialHitableObjectFound.OnHit(this, ballInformations.direction * ballInformations.moveSpeed, ballInformations.thrower, GetCurrentDamages(), DamageSource.Ball);
                        SlowTimeScale();
                    }

                    if (raycast.collider.isTrigger || raycast.collider.gameObject.layer != LayerMask.NameToLayer("Environment"))
                    {
                        break;
                    }
                    FeedbackManager.SendFeedback("event.WallHitByBall", raycast.transform, raycast.point, ballInformations.direction, raycast.normal);
                    if (!ballInformations.canHitWalls)
                    {
                        return;
                    }
                    if (ballInformations.bounceCount < ballInformations.ballDatas.maxBounces && ballInformations.canBounce)                             //Ball can bounce: Bounce
                    {
                        Analytics.CustomEvent("BallBounce", new Dictionary <string, object> {
                            { "Zone", GameManager.GetCurrentZoneName() },
                        });
                        Vector3 i_hitNormal = raycast.normal;
                        i_hitNormal.y = 0;
                        Vector3 i_newDirection = Vector3.Reflect(ballInformations.direction, i_hitNormal);
                        i_newDirection.y = -ballInformations.direction.y;
                        Bounce(i_newDirection, ballInformations.ballDatas.speedMultiplierOnBounce);
                        return;
                    }
                    else                             //Ball can't bounce: Stop
                    {
                        ChangeState(BallState.Grounded);
                        MomentumManager.DecreaseMomentum(MomentumManager.datas.momentumLossWhenBallHitTheGround);
                        return;
                    }
                }
            }
            transform.position += ballInformations.direction.normalized * ballInformations.moveSpeed * Time.deltaTime * MomentumManager.GetValue(MomentumManager.datas.ballSpeedMultiplier) * GetCurrentSpeedModifier();
            ballInformations.distanceTravelled += ballInformations.moveSpeed * Time.deltaTime * MomentumManager.GetValue(MomentumManager.datas.ballSpeedMultiplier) * GetCurrentSpeedModifier();
            if (ballInformations.curve == null && !ballInformations.isTeleguided && ballInformations.distanceTravelled >= ballInformations.maxDistance)
            {
                ChangeState(BallState.Grounded);
            }
            break;
        }
    }
예제 #13
0
 void Awake()
 {
     m_playerAttack    = GameComponents.Player.GetComponent <PlayerAttack>();
     m_momentumManager = GameComponents.Player.GetComponent <MomentumManager>();
 }
예제 #14
0
    public void OnAssignMomentumButtonClick(int buttonIndex)
    {
        HardwareType equippedHardwareType = InventoryController.GetEquippedActiveHardware()[buttonIndex];

        MomentumManager.AssignMomentumPointToHardware(equippedHardwareType);
    }
예제 #15
0
 public void OnHit(BallBehaviour _ball, Vector3 _impactVector, PawnController _thrower, float _damages, DamageSource _source, Vector3 _bumpModificators = default(Vector3))
 {
     FXManager.InstantiateFX(puzzleData.charging, Vector3.up * 2, true, Vector3.forward, Vector3.one * 3, transform);
     MomentumManager.IncreaseMomentum(puzzleData.nbMomentumChargedByCharger);
     EnergyManager.IncreaseEnergy(chargeAmount);
 }
예제 #16
0
 public void Awake()
 {
     instance        = this;
     currentMomentum = 0;
     wantedMomentum  = currentMomentum;
 }