Exemplo n.º 1
0
 void Update()
 {
     if (isEnabledGameplay)
     {
         if (gc.GetIsGameplay() && box.GetComponent <BoxCollider2D>().enabled == false)            //enables during gameplay
         {
             Debug.Log("Enabled trigger box");
             box.GetComponent <BoxCollider2D>().enabled = true;
         }
         if (gc.GetIsBuilding() && box.GetComponent <BoxCollider2D>().enabled == true)            //disabled during building
         {
             Debug.Log("Disabled trigger box");
             box.GetComponent <BoxCollider2D>().enabled = false;
         }
     }
     if (!isEnabledGameplay)
     {
         if (isEnabledGameplay)
         {
             if (gc.GetIsGameplay() && box.GetComponent <BoxCollider2D>().enabled == true)                //enables during gameplay
             {
                 Debug.Log("Disabled trigger box");
                 box.GetComponent <BoxCollider2D>().enabled = false;
             }
             if (gc.GetIsBuilding() && box.GetComponent <BoxCollider2D>().enabled == false)                //enabled during building
             {
                 Debug.Log("Enabled trigger box");
                 box.GetComponent <BoxCollider2D>().enabled = true;
             }
         }
     }
 }
Exemplo n.º 2
0
 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.gameObject.tag == "Camera" && gc.GetIsGameplay() && !hasActivated)
     {
         Debug.Log("1");
         hasActivated = true;
         isMoving     = true;
     }
 }
Exemplo n.º 3
0
    void Update()
    {
        if (gc.GetIsGameplay() && needsEnable && !isDefeated && !gc.GetIsPaused())
        {
            Debug.Log("Waking rigidbody");
            rb.velocity    = new Vector2(0, 0);
            currentTimer   = 0.0f;
            rb.constraints = RigidbodyConstraints2D.None;
            anim.SetBool("isGameplay", true);
            needsEnable = false;
        }
        else if (gc.GetIsBuilding() && !needsEnable || gc.GetIsPaused() && !needsEnable || isDefeated)
        {
            Debug.Log("Sleeping rigidbody");
            rb.constraints = RigidbodyConstraints2D.FreezePosition;
            needsEnable    = true;
            anim.SetBool("isGameplay", false);

            rb.velocity             = new Vector2(0, 0);
            isDefeated              = false;
            currentTimer            = 0.0f;
            this.transform.position = thisObject.GetDefaultPosition();
            this.transform.rotation = Quaternion.Euler(0, 0, 0);
        }
        if (gc.GetIsGameplay() && !gc.GetIsPaused() && !isDefeated)
        {
            if (currentTimer <= 0.0f)
            {
                currentTimer = maxTimer;
            }
            if (currentTimer > 0.0f)
            {
                currentTimer -= Time.deltaTime;
                if (currentTimer <= 0.0f)
                {
                    Debug.Log("Flipping");
                    Flip();
                }
            }
            transform.Translate(Vector2.right * speed * Time.deltaTime);
        }
    }
Exemplo n.º 4
0
 private void Update()
 {
     if (currentITime > 0.0f)
     {
         currentITime -= Time.deltaTime;
     }
     if (isSwimming)
     {
     }
     if (!gc.GetIsGameplay())
     {
         Debug.Log("Gameplay ended");
         Erase();
     }
 }
Exemplo n.º 5
0
 void Update()
 {
     if (gc.GetIsGameplay() && !gc.GetIsPaused() && currentTimer <= 0.0f)
     {
         currentTimer = interval;
         Shoot();
     }
     if (currentTimer > 0.0f)
     {
         currentTimer -= Time.deltaTime;
     }
     if (gc.GetIsBuilding())
     {
         currentTimer = 0.0f;
     }
 }
Exemplo n.º 6
0
 void Update()
 {
     if (gc.GetIsGameplay())         //gameplay specific in here
     {
         if (!needReset)             //allows for a reset when the player goes to gameplay
         {
             needReset = true;
         }
         if (build.GetPlayerSpawned() && needPlayer)             //initialises the player this loop
         {
             Debug.Log("Initialising player(Platforming)");
             player     = FindObjectOfType <Player>();
             needPlayer = false;
         }
         if (!hasInitialised)             //initalises values for this script on play
         {
             player         = null;
             timeLeft       = build.GetTime();
             timeText.text  = "Time: " + timeLeft;
             coinText.text  = "Coins: " + coins;
             scoreText.text = "Score: " + score;
             hasInitialised = true;
         }
         if (player == null)
         {
             player = FindObjectOfType <Player>();
         }
         if (!gc.GetIsPaused())
         {
             timeLeft -= Time.deltaTime;
         }
         roundedTime = Mathf.FloorToInt(timeLeft);
         if (player != null)
         {
             UpdateUI();
         }
         if (timeLeft <= 0.0f)            //boot to build if failed clear in time
         {
             gc.SetIsBuilding(true);
         }
     }
     if (gc.GetIsBuilding() && needReset)         //resets, etc. here when entering building
     {
         ResetPlatformStats();
     }
 }
Exemplo n.º 7
0
 void Update()
 {
     if (gc.GetIsGameplay())
     {
         player = null;
     }
     //music switch
     if (gc.GetIsGameplay() && playMusic.mute == true)
     {
         buildMusic.mute = true;
         buildMusic.Stop();
         playMusic.mute = false;
         playMusic.Play();
     }
     if (gc.GetIsBuilding() && buildMusic.mute == true)
     {
         playMusic.mute = true;
         playMusic.Stop();
         buildMusic.mute = false;
         buildMusic.Play();
     }
     if (buildMusic.mute == false && buildMusic.volume != musicSlider.value)
     {
         buildMusic.volume = musicSlider.value;
     }
     if (playMusic.mute == false && playMusic.volume != musicSlider.value)
     {
         playMusic.volume = musicSlider.value;
     }
     //switching states of camera
     if (gc.GetIsGameplay() && isGameplay == false)
     {
         isGameplay = true;
     }
     if (!gc.GetIsGameplay() && isGameplay == true)
     {
         isGameplay = false;
         ResetPosition();
     }
     if (player == null && isGameplay)
     {
         player = FindObjectOfType <Player>();
     }
     if (isGameplay && player != null)         //follows the payer location with a slight offset to allow for visibility
     {
         MoveToPlayer();
     }
     if (isBoosting)
     {
         isBoosting = false;
         moveScale /= 2;
     }
     if (!isGameplay)         //panning/button presses to change positions
     {
         if (Input.GetAxis("Boost") != 0)
         {
             isBoosting = true;
             moveScale *= 2;
         }
         if (Input.GetAxis("Horizontal") != 0)
         {
             if (Input.GetAxis("Horizontal") < 0)
             {
                 transform.position += new Vector3(-1 * moveScale, 0, 0);
             }
             if (Input.GetAxis("Horizontal") > 0)
             {
                 transform.position += new Vector3(1 * moveScale, 0, 0);
             }
         }
         if (Input.GetAxis("Vertical") != 0)
         {
             if (Input.GetAxis("Vertical") < 0)
             {
                 transform.position += new Vector3(0, -1 * moveScale, 0);
             }
             if (Input.GetAxis("Vertical") > 0)
             {
                 transform.position += new Vector3(0, 1 * moveScale, 0);
             }
         }
     }
     if (transform.position.x < 19.3f && !isGameplay)
     {
         transform.position = new Vector3(19.3f, transform.position.y, zOffset);
     }
     if (transform.position.x < 19.3f + xOffset && isGameplay)
     {
         transform.position = new Vector3(19.3f + xOffset, transform.position.y, zOffset);
     }
     if (transform.position.y < 10.5f)
     {
         transform.position = new Vector3(transform.position.x, 10.5f, zOffset);
     }
 }