예제 #1
0
    void Update()
    {
        if (GameState.state != GameState.PLAYING)
        {
            return;
        }
        if (Input.GetKeyDown(KeyCode.Keypad4) || Input.GetKeyDown(KeyCode.Alpha4))
        {
            if (mentality.enough(mentalityCost))
            {
                soundEffectManager.playBloodHitSound();
                mentality.use(mentalityCost);
                float      baseY         = maze.getBaseY(maze.getFloor(transform.position.y));
                Vector3    bloodPosition = new Vector3(2 * transform.forward.x + transform.position.x, baseY + 0.001f, 2 * transform.forward.z + transform.position.z);
                GameObject blood         = Instantiate(bloodPrefab, bloodPosition, Quaternion.identity) as GameObject;
                blood.transform.localScale  = new Vector3(maze.BLOCK_SIZE, 0.01f, maze.BLOCK_SIZE);
                blood.transform.eulerAngles = new Vector3(0, random.Next(360), 0);
            }
            else
            {
                // soundEffectManager.playErrorSound();
                // MessageViewer.showErrorMessage("Not enough mentality");
            }
        }
        string skillMessage = "Bloodletting";

        skillMenu.setSkillMessage(4, skillMessage);
    }
예제 #2
0
    void Start()
    {
        vitality  = GetComponent <Vitality>();
        mentality = GetComponent <Mentality>();

        skillMenu = GameObject.FindWithTag("Main").GetComponent <SkillMenu>();
        skillMenu.unlockSkill(1);
        skillMenu.setSkillMessage(1, "Roar");

        soundEffectManager = GameObject.FindWithTag("Main").GetComponent <SoundEffectManager>();
    }
예제 #3
0
    //private SoundEffectManager soundEffectManager;

    void Start()
    {
        vitality = GetComponent <Vitality>();

        isInvisible = false;

        skillMenu = GameObject.FindWithTag("Main").GetComponent <SkillMenu>();
        skillMenu.unlockSkill(2);
        skillMenu.setSkillMessage(2, "Invisible");

        //soundEffectManager = GameObject.FindWithTag("Main").GetComponent<SoundEffectManager>();
    }
예제 #4
0
    void Start()
    {
        vitality = GetComponent <Vitality>();
        maze     = GameObject.FindWithTag("Main").GetComponent <MazeGenerator>();
        player   = GameObject.FindWithTag("Player");

        R = maze.MAZE_R;
        C = maze.MAZE_C;

        skillMenu = GameObject.FindWithTag("Main").GetComponent <SkillMenu>();
        skillMenu.unlockSkill(3);
        skillMenu.setSkillMessage(3, "Eye");

        soundEffectManager = GameObject.FindWithTag("Main").GetComponent <SoundEffectManager>();
    }
예제 #5
0
    void Start()
    {
        characterMotor = GetComponent <CharacterMotor>();
        vitality       = GetComponent <Vitality>();
        footstep       = GetComponentInChildren <Footstep>();

        skillMenu = GameObject.FindWithTag("Main").GetComponent <SkillMenu>();
        skillMenu.unlockSkill(0);
        skillMenu.setSkillMessage(0, "Sprint");

        soundEffectManager = GameObject.FindWithTag("Main").GetComponent <SoundEffectManager>();

        sprintForwardSpeed   = originalForwardSpeed * timesOfSpeed;
        sprintSidewaysSpeed  = originalSidewaysSpeed * timesOfSpeed;
        sprintBackwardsSpeed = originalBackwardsSpeed * timesOfSpeed;
    }