private void Die() { NotificationMaster.SendPlayerDeathNotification(); AudioManager.PlayPlayerDeath(); Instantiate(deathExplosion, transform.position, Quaternion.identity); gameObject.SetActive(false); }
private void Die() { AudioManager.PlayEnemyDeath(); Instantiate(deathExplosion, transform.position, Quaternion.identity); GetComponent <Animate>().enabled = false; GameObject.Destroy(this.gameObject); if (GetComponent <GhostAI>()) { NotificationMaster.SendGhostDeathNotification(GetComponent <GhostAI>().stats); } }
public async Task <IActionResult> UpdateNotificationMaster([FromBody] NotificationMaster NotificationMasterModel) { try { NotificationMasterModel.ModifiedBy = "Admin"; NotificationMasterModel.ModifiedDate = DateTime.Now; db.Entry(NotificationMasterModel).State = Microsoft.EntityFrameworkCore.EntityState.Modified; db.SaveChanges(); return(Ok(NotificationMasterModel)); } catch (Exception ex) { return(BadRequest()); } }
public async Task <IActionResult> CreateNotificationMaster([FromBody] NotificationMaster NotificationMasterModel) { try { //bannerMaster.EnquiryID = 0; NotificationMasterModel.CreatedBy = "Admin"; NotificationMasterModel.CreatedDate = DateTime.Now; NotificationMasterModel.ModifiedBy = "Admin"; NotificationMasterModel.ModifiedDate = DateTime.Now; NotificationMasterModel.Active = true; db.notificationMaster.Add(NotificationMasterModel); db.SaveChanges(); return(Ok(NotificationMasterModel)); } catch (Exception ex) { return(BadRequest()); } }
void OnTriggerEnter2D(Collider2D coll) { if (!activated) { ghostStats.timeOpen = Time.time - timeOpened; ghostStats.size = size; // TODO(samkern): Should we record ALL ghosts killed while the rift is active, or just some? Should they decay over time? // ghosts alive during this rift's time in the level = ghosts currently alive plus ghosts murdered. ghostStats.totalGhostsInLevel = (GhostManager.instance.children.Count + ghostStats.ghostsKilled); ghostStats.totalGhostAggressiveness = GhostManager.instance.TotalGhostAggressiveness(); ghostStats.airTime = airborneTime / ghostStats.timeOpen; GhostManager.instance.SpawnGhost(ghostStats); NotificationMaster.SendCheckpointReachedNotification(Time.time - timeOpened); AudioManager.PlayDotPickup(); Destroy(this.gameObject); } }
void OnTriggerEnter2D(Collider2D coll) { if (!activated) { ghostStats.timeOpen = Time.time - timeOpened; // For reference, the player is .14 scale // TODO(samkern): Figure out an appropriate scaling measure between rift & ghost ghostStats.size = psRadius * 1.2f; // TODO(samkern): Should we record ALL ghosts killed while the rift is active, or just some? Should they decay over time? // ghosts alive during this rift's time in the level = ghosts currently alive plus ghosts murdered. ghostStats.totalGhostsInLevel = (GhostManager.instance.children.Count + ghostStats.ghostsKilled); ghostStats.totalGhostAggressiveness = GhostManager.instance.TotalGhostAggressiveness(); ghostStats.airTime = dashingTime / ghostStats.timeOpen; GhostManager.instance.SpawnGhost(ghostStats); NotificationMaster.SendCheckpointReachedNotification(Time.time - timeOpened); AudioManager.PlayDotPickup(); Destroy(this.gameObject); } }
void Update() { if (inputDisabled) { _velocity = new Vector2(); return; } float x = Input.GetAxis("Horizontal"); float y = Input.GetAxis("Vertical"); bool dash = Input.GetKeyDown(KeyCode.JoystickButton18) || Input.GetKeyDown(KeyCode.UpArrow); bool dashCancel = Input.GetKeyUp(KeyCode.JoystickButton18) || Input.GetKeyUp(KeyCode.UpArrow); bool fire = Input.GetAxisRaw("Fire") <= 0.0f; if (!fire) { shooting = false; } else if (fire && !shooting) { _animate.AnimateToColorAndBack(Palette.PlayerColor, Color.red, .05f); shooting = true; NotificationMaster.SendPlayerShootNotification(); AudioManager.PlayEnemyShoot(); //float direction = spriteFlipped ? -1 : 1; Vector2 direction = new Vector2(x, y).normalized; if (direction == Vector2.zero) { direction.x = spriteFlipped; } GameObject missile = Instantiate(projectile, ProjectileManager.myTransform); missile.transform.position = transform.position + Vector3.Scale(playerSize, direction.normalized); missile.GetComponent <Missile>().Initialize(direction.normalized, projectileSpeed); } // xbox /*float fireX = Input.GetAxis ("FireX"); * float fireY = Input.GetAxis ("FireY"); * if (Mathf.Abs(fireX) > .5f||Mathf.Abs(fireY) > .5f) * fire = true;*/ if (Mathf.Abs(x) > .3) { speed.x = x * runSpeed; if (spriteFlipped * x < 0) { FlipPlayer(); } } else { speed.x = 0; } if (Mathf.Abs(y) > .3) { speed.y = y * runSpeed; } else { speed.y = 0; } // apply horizontal speed smoothing it. dont really do this with Lerp. Use SmoothDamp or something that provides more control var smoothedMovementFactor = 2 * groundDamping; //_controller.isGrounded ? groundDamping : inAirDamping; // how fast do we change direction? _velocity = Vector2.Lerp(_velocity, speed, Time.deltaTime * smoothedMovementFactor); _controller.move(_velocity * Time.deltaTime); // grab our current _velocity to use as a base for all calculations _velocity = _controller.velocity; }
public void PressRestartButton() { NotificationMaster.SendRestartNotification(); }