private void UpdateAnimation(bool moving, WalkDirection direction) { OTAnimatingSprite sprite = GetComponent<OTAnimatingSprite>(); if(isCurrentlySwinging) { return; } if(moving && currentWalkDirection != direction) { if(direction == WalkDirection.LEFT) { sprite.PlayLoop("walkLeft"); } else { sprite.PlayLoop("walkRight"); } } if(moving) { if(!sprite.isPlaying) { sprite.Play(); } } else { sprite.Pauze(); sprite.frameIndex = 1; if (direction == WalkDirection.LEFT) { sprite.frameIndex += 4; } } if(falling) { sprite.Pauze(); sprite.frameIndex = 0; if (direction == WalkDirection.LEFT) { sprite.frameIndex += 4; } } }
// Use this for initialization void Start() { anim = this.gameObject.GetComponent <OTAnimatingSprite>(); anim.Play(); //DontDestroyOnLoad(this.gameObject); }
// Update is called once per frame void Update() { if (BonecoChange.currentAnim == BonecoChange.anim.comecoAndarDireita) { mySprite.Play("right"); BonecoChange.currentAnim = BonecoChange.anim.andandoDireita; } else if (BonecoChange.currentAnim == BonecoChange.anim.comecoAndarEsquerda) { mySprite.Play("left"); BonecoChange.currentAnim = BonecoChange.anim.andandoEsquerda; } else if (BonecoChange.currentAnim == BonecoChange.anim.comecoAndarCima) { mySprite.Play("up"); BonecoChange.currentAnim = BonecoChange.anim.andandoCima; } else if (BonecoChange.currentAnim == BonecoChange.anim.comecoAndarBaixo) { mySprite.Play("down"); BonecoChange.currentAnim = BonecoChange.anim.andandoBaixo; } else if (BonecoChange.currentAnim == BonecoChange.anim.ParouDireita) { mySprite.ShowFrame(9); BonecoChange.currentAnim = BonecoChange.anim.parado; } else if (BonecoChange.currentAnim == BonecoChange.anim.ParouEsquerda) { mySprite.ShowFrame(0); BonecoChange.currentAnim = BonecoChange.anim.parado; } else if (BonecoChange.currentAnim == BonecoChange.anim.ParouCima) { mySprite.ShowFrame(18); BonecoChange.currentAnim = BonecoChange.anim.parado; } else if (BonecoChange.currentAnim == BonecoChange.anim.ParouBaixo) { mySprite.ShowFrame(27); BonecoChange.currentAnim = BonecoChange.anim.parado; } }
void Start() { mySprite = GetComponent<OTAnimatingSprite>(); // Start the player in the left facing position. mySprite.Play ("runLeft"); // These determine which direction the player is moving and if they are in motion. climbing = false; moveLeft = false; moveRight = false; }
void Awake() { //manager = UnitManager.getInstance(); if(animated) { animatingProjectileSprite = GetComponent<OTAnimatingSprite>(); animatingProjectileSprite.onCollision = OnCollision; animatingProjectileSprite.Play(72); }else { projectileSprite = GetComponent<OTSprite>(); projectileSprite.onCollision = OnCollision; } }
private IEnumerator playResultAnimation(OTAnimatingSprite anim, string soundName) { //Debug.Log ("Started Playing"); anim.GetComponent<Renderer>().enabled = true; anim._numberOfPlays = 1; anim.Play(); OTSound sound = new OTSound(soundName); sound.Play(); //Debug.Log("Funcion delay"); yield return new WaitForSeconds(1f); //Debug.Log ("finished Playing"); anim.GetComponent<Renderer>().enabled = false; }
// Update is called once per frame void Update() { if (player_control.speed.x < 0 && animation_status != AnimationStatus.RunLeft) { sprite_parent.localScale = new Vector3(1, 1, 1); player_sprite.Play("Run"); animation_status = AnimationStatus.RunLeft; } else if (player_control.speed.x > 0 && animation_status != AnimationStatus.RunRight) { sprite_parent.localScale = new Vector3(-1, 1, 1); player_sprite.Play("Run"); animation_status = AnimationStatus.RunRight; } else { player_sprite.Play("Stand"); if (sprite_parent.localScale.x < 0) { animation_status = AnimationStatus.StandRight; } else { animation_status = AnimationStatus.StandLeft; } } if (player_control.speed.y != 0 && animation_status != AnimationStatus.Jump) { animation_status = AnimationStatus.Jump; player_sprite.Play("Jump"); } }
/* ============================== SHOOT ====================================================================== */ IEnumerator Shoot() { xa.shooting = true; // show the shoot sprite and play the animation shootRenderer.enabled = true; shootSprite.Play("shoot"); // check facing direction and flip the shoot parent to the correct side if (xa.facingDir == 1) { shootParent.localScale = new Vector3(1, 1, 1); // left side } if (xa.facingDir == 2) { shootParent.localScale = new Vector3(-1, 1, 1); // right side } yield return(new WaitForSeconds(0.4f)); // hide the sprite shootRenderer.enabled = false; xa.shooting = false; }
void Start() { Sprite.Play("Walk"); currentHP = InitialHP; dying = false; }
private void Update() { if (state == HeartStates.Dead) { return; } if (state == HeartStates.Dying) { Sprite.looping = false; Sprite.Play(state.ToString()); Sprite.onAnimationFinish = delegate { GameState.CurrentState = LevelState.PlayerWon; }; state = HeartStates.Dead; } else { elapsedTimeForBeat += Time.deltaTime; if (elapsedTimeForBeat > heartBeatInterval) { elapsedTimeForBeat = 0; Sprite.Play(state.ToString()); GameState.Audio.playHearthBeat1(); } if (GameState.CurrentState == LevelState.WaveStarted) { elapsedTimeForAttack += Time.deltaTime; if (elapsedTimeForAttack > AttackInterval) { Debug.Log(string.Format("HeartBehavior: Decrementando HP -{0} (AUTO)", HealthDecrement)); elapsedTimeForAttack = 0; currentHP -= HealthDecrement; if (currentHP > MaxHealth) { GameState.CurrentState = LevelState.HeartWon; } else if (currentHP > HealthBar) { state = HeartStates.Health; heartBeatInterval = HealthBeatInterval; } else if (currentHP > SickBar) { state = HeartStates.Sick; heartBeatInterval = SickBeatInterval; } else if (currentHP > MoreSickBar) { state = HeartStates.MoreSick; heartBeatInterval = MoreSickBeatInterval; } else if (currentHP > 0) { heartBeatInterval = CriticBeatInterval; Sprite.speed = 1.5f; } else { state = HeartStates.Dying; heartBeatInterval = 0; elapsedTimeForBeat = 0; Sprite.speed = 1; } } } } }
void Update() { // run left if (xa.isLeft && !xa.onRope && !xa.onLadder && !xa.falling && currentAnim != xa.anim.WalkLeft) { currentAnim = xa.anim.WalkLeft; mySprite.Play("runLeft"); } if (!xa.isLeft && !xa.onRope && !xa.falling && currentAnim != xa.anim.StandLeft && xa.facingDir == 1) { currentAnim = xa.anim.StandLeft; mySprite.Play("standLeft"); // stand left } // run right if (xa.isRight && !xa.onRope && !xa.onLadder && !xa.falling && currentAnim != xa.anim.WalkRight) { currentAnim = xa.anim.WalkRight; mySprite.Play("runRight"); } if (!xa.isRight && !xa.onRope && !xa.falling && currentAnim != xa.anim.StandRight && xa.facingDir == 2) { currentAnim = xa.anim.StandRight; mySprite.Play("standRight"); // stand left } // climb if (xa.isUp && xa.onLadder && currentAnim != xa.anim.Climb) { currentAnim = xa.anim.Climb; mySprite.Play("climb"); } if (!xa.isUp && xa.onLadder && currentAnim != xa.anim.ClimbStop && xa.facingDir == 3) { currentAnim = xa.anim.ClimbStop; mySprite.ShowFrame(1); // climb left } if (xa.isDown && xa.onLadder && currentAnim != xa.anim.Climb) { currentAnim = xa.anim.Climb; mySprite.Play("climb"); } if (!xa.isDown && xa.onLadder && currentAnim != xa.anim.ClimbStop && xa.facingDir == 4) { currentAnim = xa.anim.ClimbStop; mySprite.ShowFrame(1); // climb left } // rope if (xa.isLeft && xa.onRope && currentAnim != xa.anim.RopeLeft) { currentAnim = xa.anim.RopeLeft; mySprite.Play("ropeLeft"); } if (!xa.isLeft && xa.onRope && currentAnim != xa.anim.HangLeft && xa.facingDir == 1) { currentAnim = xa.anim.HangLeft; mySprite.ShowFrame(6); // hang left } if (xa.isRight && xa.onRope && currentAnim != xa.anim.RopeRight) { currentAnim = xa.anim.RopeRight; mySprite.Play("ropeRight"); } if (!xa.isRight && xa.onRope && currentAnim != xa.anim.HangRight && xa.facingDir == 2) { currentAnim = xa.anim.HangRight; mySprite.ShowFrame(9); // hang right } // falling if (xa.falling && currentAnim != xa.anim.FallLeft && xa.facingDir == 1) { currentAnim = xa.anim.FallLeft; mySprite.ShowFrame(2); // fall left } if (xa.falling && currentAnim != xa.anim.FallRight && xa.facingDir == 2) { currentAnim = xa.anim.FallRight; mySprite.ShowFrame(3); // fall right } // shooting if (xa.shooting && currentAnim != xa.anim.ShootLeft && xa.facingDir == 1) { currentAnim = xa.anim.ShootLeft; mySprite.ShowFrame(10); // shoot left } if (xa.shooting && currentAnim != xa.anim.ShootRight && xa.facingDir == 2) { currentAnim = xa.anim.ShootRight; mySprite.ShowFrame(11); // shoot right } }
/// <summary> /// Assign proper container to animation sprite object /// </summary> /// <param name="_aniSp"> name of animation container. </param> /// <param name="_frameIndex"> frame index of symbol in static icons sprite sheet. </param> /// <param name="_i"> index of animation sprites </param> private void UpdateAniContainer(ref OTAnimatingSprite _aniSp, int _frameIndex, bool _isPlay, int _i) { string acName = (_frameIndex < 10)? "Icon0" + _frameIndex + "_ani_00_Altas" : "Icon" + _frameIndex + "_ani_00_Altas"; string aniName = (_frameIndex < 10)? "Icon0" + _frameIndex + "_Ani" : "Icon" + _frameIndex + "_Ani"; _aniSp.spriteContainer = GameObject.Find(acName).GetComponent<OTSpriteAtlasCocos2D>(); _aniSp.animation = GameObject.Find(aniName).GetComponent<OTAnimation>(); if(_isPlay) { _aniSp.Play(); // _aniSp.looping = true; m_AniSpr[_i].playOnStart = true; _aniSp.alpha = 1f; _aniSp.frameIndex = 0; foreach (OTAnimatingSprite os in m_AniSpr) os.frameIndex = 0; } _aniSp.numberOfPlays = 1; if(_frameIndex < GameVariables.Instance.SCATTER_INDEX) { _aniSp.size = new Vector2 (180, 180); if(_frameIndex == 11) //! bell index _aniSp.size = new Vector2 (170, 170); } else // substitute and sactter animation icons { if(_frameIndex == GameVariables.Instance.SCATTER_INDEX) { _aniSp.size = new Vector2 (300, 300); _aniSp.numberOfPlays = 2; } else //subs { _aniSp.size = new Vector2 (250, 250); _aniSp.alpha = 0.999f; } } if (_frameIndex != GameVariables.Instance.SCATTER_INDEX) // excecpt scatter. _aniSp.onAnimationFinish = AnimationFinsh; else _aniSp.onAnimationFinish = null; }
// Use this for initialization public void Setup(LevelManager _lev) { coneParent = FETool.findWithinChildren(gameObject, "ParentCone"); gameSprite = FETool.findWithinChildren(gameObject, "Sprite"); bubble = FETool.findWithinChildren(gameObject, "Bubble").GetComponentInChildren<OTSprite>(); levMan = _lev; initpos = transform.position; RayDL = FETool.findWithinChildren(gameObject, "RayOrigin_DL").transform; RayUL = FETool.findWithinChildren(gameObject, "RayOrigin_DR").transform; RayDR = FETool.findWithinChildren(gameObject, "RayOrigin_UL").transform; RayUR = FETool.findWithinChildren(gameObject, "RayOrigin_UR").transform; paper = FETool.findWithinChildren(gameObject, "Paper").GetComponentInChildren<OTSprite>(); papertxt = FETool.findWithinChildren(gameObject, "Paper").GetComponentInChildren<TextUI>(); papertxt.color = Color.clear; spr = GetComponentInChildren<OTAnimatingSprite>(); spr.Play("static"); coneCollider = coneParent.GetComponentInChildren<BoxCollider>(); coneRenderer = coneParent.GetComponentInChildren<LineRenderer>(); halfMyY = 0.25f; bubble.alpha = 0f; GameEventManager.GameOver += GameOver; GameEventManager.Respawn += Respawn; GameEventManager.GameStart += GameStart; GameEventManager.EndGame += EndGame; }
// Update is called once per frame void Update () { Vector3 moveRequest = new Vector3(); moveRequest = new Vector3(Input.GetAxisRaw("Horizontal"), 0.0f, 0.0f); WalkDirection direction = currentWalkDirection; if (moveRequest.sqrMagnitude > 0.0) { moveRequest.Normalize(); if (moveRequest.x > 0) { direction = WalkDirection.RIGHT; } else { direction = WalkDirection.LEFT; } } if(Input.GetKeyDown(KeyCode.Z) && !isCurrentlySwinging) { isCurrentlySwinging = true; OTAnimatingSprite sprite = GetComponent<OTAnimatingSprite>(); if(direction == WalkDirection.LEFT) { sprite.PlayOnce("catchLeft"); } else { sprite.PlayOnce("catchRight"); } sprite.Play(); sprite.onAnimationFinish = OnSwingDone; } if(isCurrentlySwinging) { float netXCoord; if(direction == WalkDirection.LEFT) { netXCoord = -64.0f; } else { netXCoord = 24.0f; } Rect net = new Rect(this.transform.position.x + netXCoord, this.transform.position.y - 30f, 40f, 60f); bool captured = fireflies.Captures(net); if(captured) { Debug.Log ("Got one!"); pickupSound.Play(); OTAnimatingSprite firefly = (OTAnimatingSprite) OT.CreateSprite("Firefly"); firefly.GetComponent<Firefly>().enabled = false; firefly.depth = -100; firefly.size = new Vector2(64f, 64f); firefly.pivot = OTObject.Pivot.BottomLeft; firefly.PlayLoop("right"); uiFireflies.Add (firefly); OnSwingDone(null); } } moveRequest *= Time.deltaTime * moveSpeed; bool wasFalling = falling; falling = terrain.CanMoveTo(this.transform.localPosition.x, this.transform.localPosition.y - 1.2f, collidingBox); if(!falling && !terrain.CanMoveTo(this.transform.localPosition.x + moveRequest.x * 10f, this.transform.localPosition.y - 1.2f, collidingBox)) { lastJumpPos = this.transform.localPosition; lastJumpCount = uiFireflies.Count; } moveRequest = terrain.Move(this.transform.localPosition, collidingBox, moveRequest); this.transform.Translate(moveRequest); if(wasFalling && !falling) { landSound.Play(); } if(!falling && verticalSpeed < 0f) { verticalSpeed = 0f; if(Input.GetKeyDown(KeyCode.Space)) { jumpSound.Play(); verticalSpeed = jumpSpeed; } } Fall(); UpdateAnimation(moveRequest.sqrMagnitude > 0.0, direction); currentWalkDirection = direction; UpdateDialog(); UpdateEvents(); UpdateUISprites(); if(this.transform.localPosition.y < 100) { this.transform.localPosition = lastJumpPos; while(uiFireflies.Count > lastJumpCount) { uiFireflies.RemoveAt(0); } } }