Exemplo n.º 1
0
 private void Start()
 {
     this._numLeaves = 0;
     if (GameObject.FindWithTag("NumLeaves"))
     {
         this._numLeavesText = GameObject.FindWithTag("NumLeaves").GetComponent <UnityEngine.UI.Text>();
     }
     this._currentFatigue     = this.maxFatigue;
     this._currentHydration   = this.maxHydration;
     this._currentTemperature = this.maxTemperature;
     this._rb2D            = this.GetComponent <Rigidbody2D>();
     this.normalFatigue    = new NormalPlayer(this);
     this.tiredFatigue     = new TiredPlayer(this);
     this.exhaustedFatigue = new ExhaustedPlayer(this);
     this.fatigueState     = this.normalFatigue;
     this.oldFatigueState  = this.fatigueState;
     this.playerDeath      = new PlayerDeath(this);
     this._rigidBody       = this.GetComponent <Rigidbody2D>();
     this._facingRight     = true;
     this.skeletonAnimation.state.SetAnimation(0, "Idle", true);
     this._isGrounded  = this._lastIsGrounded = false;
     this._hydrationFX = false;
     this._tempFX      = false;
     this._fxMan       = this.GetComponent <EffectsManager>();
 }
Exemplo n.º 2
0
    public void DetermineFatigueState(bool negativeEffect)
    {
        if (this.fatigueState != this.playerDeath)
        {
            if (this._currentFatigue > this.tiredFatigueRangeHigh)
            {
                this.fatigueState = this.normalFatigue;
            }
            else if (this._currentFatigue > this.tiredFatigueRangeLow)
            {
                this.fatigueState = this.tiredFatigue;
            }
            else
            {
                this.fatigueState = this.exhaustedFatigue;
            }

            if (this.oldFatigueState != this.fatigueState && !this._jumping)
            {
                this.SetIHaveChangedState(true);
                this.oldFatigueState = this.fatigueState;
                if (negativeEffect)
                {
                    AudioManager.Instance.PlaySound("FatigueDown", AudioType.SFX);
                }
                else
                {
                    AudioManager.Instance.PlaySound("FatigueUp", AudioType.SFX);
                }
            }
        }
    }
Exemplo n.º 3
0
 public void PlayerDeathSequence()
 {
     this.fatigueState = this.playerDeath;
     this.playerDeath.Enter();
     StartCoroutine("WaitForDeath");
 }