Exemplo n.º 1
0
    void Update()
    {
        CheckIfInRange();

        if (IsConversationActive && Input.GetButtonDown("Action Command"))
        {
            IsConversationActive = DialogueManager.AdvanceConversation();
        }
        else if (Input.GetButtonDown("Action Command") && IsPlayerInRange)
        {
            IsConversationActive = true;
            DialogueManager.StartDialogue(Conversation);
        }
    }
Exemplo n.º 2
0
    void Update()
    {
        GameManager.playerPosition = gameObject.transform.position;

        anim.SetBool("gotBalloon", false);

        if (GameManager.gotBalloons)
        {
            anim.SetBool("gotBalloon", true);
        }

        // end game check

        if (GameManager.gotBalloons && GameManager.gotBlanket && GameManager.gotBouquet && GameManager.gotWine && GameManager.gotRadio)
        {
            GameManager.gotEverything = true;
            Debug.Log("hooray u got errethang");
        }

        // movement code
        moveDirection *= 0.75f;
        anim.SetBool("biking", false);

        if (Input.GetKey(rightKey))
        {
            moveDirection       += Vector2.right;
            spriteRenderer.flipX = false;
            lastKeyLeft          = false;
            anim.SetBool("biking", true);
        }

        if (Input.GetKey(leftKey))
        {
            moveDirection       += Vector2.left;
            spriteRenderer.flipX = true;
            lastKeyLeft          = true;
            anim.SetBool("biking", true);
        }
        else if (lastKeyLeft)
        {
            spriteRenderer.flipX = true;
        }

        // audio code


        // bike pedal audio

        if (Input.GetKeyDown(leftKey))
        {
            bikeAudio = SoundController.me.PlaySound(bikePedalingSound);
        }

        if (Input.GetKeyUp(leftKey))
        {
            bikeAudio.Stop();
        }

        if (Input.GetKeyDown(rightKey))
        {
            bikeAudio = SoundController.me.PlaySound(bikePedalingSound);
        }

        if (Input.GetKeyUp(rightKey))
        {
            bikeAudio.Stop();
        }

        // bell ring audio

        if (Input.GetKeyDown(bellKey))
        {
            SoundController.me.PlaySoundJitter(bikeRingSound, 1f, 0.2f, 1.3f, 0.5f);
        }

        // bird chirp audio

        currentChirpCountDown -= Time.deltaTime;

        if (currentChirpCountDown < 0)
        {
            chirpCountDown = Random.Range(5, 20);
            Debug.Log("chirp count down: " + chirpCountDown);
            SoundController.me.PlaySoundJitter(birdChirpSound, 1f, 0.2f, 1.3f, 0.5f);
            currentChirpCountDown = chirpCountDown;
            Debug.Log("bird chirp");
        }

        // dialogue code

        if (dialogueNPC != null)
        {
            if (lastKeyLeft)
            {
                leftNotificationPrefab.SetActive(true);
                rightNotificationPrefab.SetActive(false);
            }
            else
            {
                rightNotificationPrefab.SetActive(true);
                leftNotificationPrefab.SetActive(false);
            }

            if (Input.GetKeyDown(interactKey))
            {
                Debug.Log("talking");
                if (dialogueManager.InConversation)
                {
                    dialogueManager.AdvanceConversation();
                }
                else
                {
                    dialogueManager.BeginConversation(dialogueNPC);
                }
            }
        }
        else
        {
            leftNotificationPrefab.SetActive(false);
            rightNotificationPrefab.SetActive(false);

            if (dialogueManager.InConversation)
            {
                dialogueManager.EndConversation();
            }
        }
    }
Exemplo n.º 3
0
    void Update()
    {
        currentHealthCoolDownTime -= Time.deltaTime;
        currentWeaponCoolDown     -= Time.deltaTime;

        if (currentHealthCoolDownTime < 0)
        {
            currentHealthCoolDownTime = 0;
            Debug.Log("not invulnerable");
            invulnerable = false;
        }

        if (currentWeaponCoolDown < 0)
        {
            currentWeaponCoolDown = 0;
            Debug.Log("weapon ready");
            weaponCoolingDown = false;
        }

        if (npc != null)
        {
            if (Input.GetKeyDown(interactKey))
            {
                if (dialogueManager.InConversation)
                {
                    //                   Debug.Log("INTERACTING AT TIME: " + Time.time);
                    dialogueManager.AdvanceConversation();
                }
                else
                {
                    dialogueManager.BeginConversation(npc);
                }
            }
        }
        else
        {
            if (dialogueManager.InConversation)
            {
                dialogueManager.EndConversation();
            }
        }
        moveDirection *= 0.75f;

        anim.SetBool("moving", false);


        if (Input.GetKey(rightKey))
        {
            moveDirection += Vector2.right;

            lastKeyLeft = false;

            anim.SetBool("moving", true);
            spriteRenderer.flipX = false;
        }
        else
        {
            spriteRenderer.flipX = false;
        }

        if (Input.GetKey(leftKey))
        {
            moveDirection += Vector2.left;
            lastKeyLeft    = true;
            anim.SetBool("moving", true);
            spriteRenderer.flipX = true;
        }
        else if (lastKeyLeft)
        {
            spriteRenderer.flipX = true;
        }



        if (Input.GetKeyDown(jumpKey) && OnGround)
        {
            Debug.Log("jump");
            anim.SetTrigger("jumping");
            anim.SetBool("moving", false);

            Sound.me.PlaySoundJitter(jumpSound, 1f, 0.2f, 1.3f, 0.5f);
            rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
        }

        if (Input.GetKeyDown(attackKey) && weaponCoolingDown == false)
        {
            weaponCoolingDown     = true;
            currentWeaponCoolDown = weaponCoolDown;

            anim.SetTrigger("attacking");
            anim.SetBool("moving", false);

            GameObject weapon = Instantiate(weaponPrefab);
            Vector3    newPos = weapon.transform.position;

            Sound.me.PlaySoundJitter(attackSound, 1f, 0.2f, 1.3f, 0.5f);

            if (lastKeyLeft)
            {
                newPos.x = transform.position.x - 0.8f;
            }
            else
            {
                newPos.x = transform.position.x + 0.8f;
            }

            newPos.y = transform.position.y;
            weapon.transform.position = newPos;
        }


        updateHealthUI();
    }