DisableEffects() 공개 메소드

public DisableEffects ( ) : void
리턴 void
        void Death()
        {
            if (!gameIsRunning)
            {
                return;
            }

            gameIsRunning = false;
            // Set the death flag so this function won't be called again.
            isDead = true;

            // Turn off any remaining shooting effects.
            playerShooting.DisableEffects();

            // Tell the animator that the player is dead.
            anim.SetTrigger("Die");

            // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).
            playerAudio.clip = deathClip;
            playerAudio.Play();
            AkSoundEngine.PostEvent("sfx_player_death", GameObject.Find("WwiseGlobal"));
            AkSoundEngine.PostEvent("mx_game_lose", GameObject.Find("WwiseGlobal"));

            // Turn off the movement and shooting scripts.
            playerMovement.enabled = false;
            playerShooting.enabled = false;

            restartQueued    = true;
            waitingTime      = 0.0f;
            timeUntilRestart = loseScreenWaitTime;
        }
예제 #2
0
        void Death()
        {
            // Set the death flag so this function won't be called again.
            isDead = true;

            // Turn off any remaining shooting effects.
            playerShooting.DisableEffects();

            // Tell the animator that the player is dead.
            anim.SetTrigger("Die");

            // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).
            playerAudio.clip = deathClip;
            playerAudio.Play();

            // Turn off the movement and shooting scripts.
            playerMovement.enabled = false;
            playerShooting.enabled = false;


            Analytics.CustomEvent("gameOver", new Dictionary <string, object>
            {
                { "potions", totalPotions },
                { "coins", totalCoins },
                { "activeWeapon", weaponID }
            });
        }
예제 #3
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        void Death()
        {
            // Set the death flag so this function won't be called again.
            isDead = true;

            // Turn off any remaining shooting effects.
            playerShooting.DisableEffects();

            // Tell the animator that the player is dead.
            anim.SetTrigger("Die");

            GetComponent <CapsuleCollider>().isTrigger = true;

            // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).
            playerAudio.clip = deathClip;
            playerAudio.Play();

            // Turn off the movement and shooting scripts.
            playerMovement.enabled = false;
            playerShooting.enabled = false;

            if (myPhotonView.IsMine)
            {
                Instantiate(canvasRespawn);
            }

            StartCoroutine(DeathEffect(2f));
        }
예제 #4
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        void Death()
        {
            isDead = true;

            playerShooting.DisableEffects();

            anim.SetTrigger("Die");

            playerAudio.clip = deathClip;
            playerAudio.Play();

            playerMovement.enabled = false;
            playerShooting.enabled = false;
        }
예제 #5
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        void Death()
        {
            audio.player_die();
            // Set the death flag so this function won't be called again.

            // Turn off any remaining shooting effects.
            playerShooting.DisableEffects();

            // Tell the animator that the player is dead.
            anim.SetTrigger("Die");

            // Turn off the movement and shooting scripts.
            playerController.enabled = false;
            playerShooting.enabled   = false;
        }
예제 #6
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        public void Death()
        {
            // Turn off any remaining shooting effects.
            playerShooting.DisableEffects();

            // Tell the animator that the player is dead.
            anim.SetTrigger("Die");

            // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).
            playerAudio.clip = deathClip;
            playerAudio.Play();

            // Turn off the movement and shooting scripts.
            playerMovement.enabled = false;
            playerShooting.enabled = false;
        }
예제 #7
0
        void Death()
        {
            isDead = true;

            //slekkur á möguleikanum að skjóta ef "Death" gerist
            playerShooting.DisableEffects();

            //kallar í animatorinn
            anim.SetTrigger("Die");


            playerAudio.clip = deathClip;
            playerAudio.Play();

            // slekkur á shooting og movement
            playerMovement.enabled = false;
            playerShooting.enabled = false;
        }
예제 #8
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        void Death()
        {
            isDead = true;

            // Turn off any remaining shooting effects.
            playerShooting.DisableEffects();

            // trigger animasi die
            anim.SetTrigger("Die");

            // memainkan suara ketika mati
            playerAudio.clip = deathClip;
            playerAudio.Play();

            // mematikan script pergerakan
            playerMovement.enabled = false;
            playerShooting.enabled = false;
        }
예제 #9
0
        void Death()
        {
            // si esta muerto esta funcion no se llama de nuevo
            isDead = true;

            // desactivar cualquier efecto de sonido.
            playerShooting.DisableEffects();

            // mostrar que ha muerto.
            anim.SetTrigger("Die");

            // reproduce el sonido de muerte y desactiva el de herida.
            playerAudio.clip = deathClip;
            playerAudio.Play();

            // desactiva movimientos y disparos
            playerMovement.enabled = false;
            playerShooting.enabled = false;
        }
예제 #10
0
        void Death()
        {
            // Set the death flag so this function won't be called again.
            isDead = true;

            // Turn off any remaining shooting effects.
            playerShooting.DisableEffects();

            // Tell the animator that the player is dead.

            // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).
            playerAudio.clip = deathClip;
            playerAudio.Play();
            // Turn off the movement and shooting scripts.
            playerMovement.enabled = false;
            playerShooting.enabled = false;
            shootButton.gameObject.SetActive(false);
            restartButton.gameObject.SetActive(true);
        }
예제 #11
0
        void Death()
        {
            // Set the death flag so this function won't be called again.
            isDead = true;

            // Turn off any remaining shooting effects.
            playerShooting.DisableEffects();

            // Tell the animator that the player is dead.
            anim.SetTrigger("Die");

            // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).
            playerAudio.clip = deathClip;
            playerAudio.Play();

            // Turn off the movement and shooting scripts.
            playerMovement.enabled = false;
            playerShooting.enabled = false;

            Invoke("RestartLevel", timeToRestart);
        }
예제 #12
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        public void Death()
        {
            // Set the death flag so this function won't be called again.
            isDead = true;

            // Turn off any remaining shooting effects.
            playerShooting.DisableEffects();

            // Tell the animator that the player is dead.
            anim.SetTrigger("Die");

            // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).
            playerAudio.clip = deathClip;
            playerAudio.Play();

            // Turn off the movement and shooting scripts.
            playerMovement.enabled = false;
            playerShooting.enabled = false;

            // Send game event "Player Died" to the server
            tcp.sendData("Player Died");
        }
예제 #13
0
        void Death()
        {
            // Set the death flag so this function won't be called again.
            isDead = true;

            // Turn off any remaining shooting effects.
            playerShooting.DisableEffects();

            // Tell the animator that the player is dead.
            anim.SetTrigger("Die");

            // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).
            playerAudio.clip = deathClip;
            playerAudio.Play();

            // Turn off the movement and shooting scripts.
            playerMovement.enabled = false;
            playerShooting.enabled = false;

            // Update db with information from this round
            stats.UpdatePlayerStatsOnDeath(spawnTime, transform.position, playerShooting.numShots, ScoreManager.score); //@@
            stats.RecordStatsInDatabase();                                                                              //@@
        }
예제 #14
0
        void Death()
        {
            // Set the death flag so this function won't be called again.
            isDead = true;

            // Turn off any remaining shooting effects.
            playerShooting.DisableEffects();

            // Tell the animator that the player is dead.
            anim.SetTrigger("Die");

            // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).
            playerAudio.clip = deathClip;
            playerAudio.Play();

            // Turn off the movement and shooting scripts.
            playerMovement.enabled = false;
            playerShooting.enabled = false;

            // Debug.Log("Tracking Player Death");
            // RudderEvent rudderEvent = new RudderEventBuilder()
            // .SetEventName("PlayerHealth_Death")
            // .Build();
            // RudderProperty rudderProperty = new RudderProperty();
            // rudderProperty.AddProperty("category", "Death");
            // rudderProperty.AddProperty("transform_position", transform.position.ToString());
            // rudderProperty.AddProperty("rl_message_id", rudderEvent.rl_message.rl_message_id);
            // rudderEvent.SetProperties(rudderProperty);
            // CompleteProject.PlayerMovement.rudderInstance.Track(rudderEvent);

            // Dictionary<string, object> demoOptions = new Dictionary<string, object>() {
            //     {"category" , "Death" },
            //     {"transform_position" , transform.position.ToString()},
            //     {"rl_message_id" , rudderEvent.rl_message.rl_message_id}
            // };
            // Amplitude.Instance.logEvent("PlayerHealth_Death Direct", demoOptions);
        }