void OnTriggerEnter2D(Collider2D col)
    {
        if (col.CompareTag("JumperModule"))
        {
            JumperData jumperData = col.GetComponent <JumperData>();
            jumperData.Engaged = true;
            //TODO:Some kind of scoring maybe? Just a thought..
            if (m_grounded)
            {
                SoundManager.Instance.playEngage();
            }
            else
            {
                SoundManager.Instance.playPerfectEngage();
            }

            StartCoroutine(Freeze(jumperData));
            m_currentModuleEngaged                = col.gameObject;
            m_currentModuleJumperData             = jumperData;
            GetComponent <Rigidbody2D>().velocity = Vector2.zero;
        }
        else if (col.CompareTag("Star"))
        {
            m_scoring.starPickup();
            Destroy(col.gameObject);
        }
        else if (col.CompareTag("Finish"))
        {
            m_scoring.goalReached();
        }
    }
Exemplo n.º 2
0
 //进入战斗场景数据初始化完成
 public static void EnterWarDataInitFinished()
 {
     Debug.Log("EnterWarDataInitFinished");
     //开始跳转场景
     if (jumperData != null)
     {
         _this.StartCoroutine(_this.loadScene(jumperData.levelName, jumperData.func_complete, jumperData.func_progress));
     }
     jumperData = null;
 }
Exemplo n.º 3
0
 public static void LoadSceneAsyncWithLoading(string levelName, LuaFunction func_complete, LuaFunction func_progress = null)
 {
     if (jumperData == null)
     {
         jumperData = new JumperData();
     }
     jumperData.levelName     = levelName;
     jumperData.func_complete = func_complete;
     jumperData.func_progress = func_progress;
     SendEnterWarMsg();
 }
Exemplo n.º 4
0
    void OnTriggerStay2D(Collider2D col)
    {
        //If contact with jumper module
        if (col.CompareTag("JumperModule"))
        {
            JumperData jumperData = col.GetComponent <JumperData>();
            MoveAtoB   moveComp   = col.GetComponentInParent <MoveAtoB>();
            if (moveComp)
            {
                moveComp.enabled = false;
            }

            //If this is first contact with jumper
            if (!jumperData.Engaged)
            {
                jumperData.Engaged            = true;
                m_inputTouch.PlayerCurrentCol = col;
                m_inputTouch.PlayerLocked     = true;

                m_windController.updateWind();
                m_scoring.incrementScoreById(jumperData.ID, !m_grounded, jumperData.gameObject.transform.position);                             //If landing is perfect is the opposite of m_grounded when first touching the jumper

                if (m_grounded)
                {
                    SoundManager.Instance.playEngage();
                }
                else
                {
                    SoundManager.Instance.playPerfectEngage();
                }

                StartCoroutine(Freeze(col.gameObject));
                m_currentModuleEngaged = col.gameObject;
                GetComponent <Rigidbody2D>().velocity = Vector2.zero;
                GetComponent <PlayerDeath>().setKillerHeight(jumperData.ID - 1);
            }
            else if (!m_frozen && jumperData.Active)                    //If we are no longer frozen then jump according to jumper module
            {
                col.GetComponent <Collider2D>().enabled = false;
                m_grounded = false;                                             //Might not be needed
                GetComponent <Rigidbody2D>().velocity = Vector2.zero;
                GetComponent <Rigidbody2D>().AddForce(jumperData.JumpVec * m_jumpPower);
                m_animator.SetTrigger("jump");
                SoundManager.Instance.playJump();
            }

            //FIXME Faulty, good enough for now, make it linear or something..
            if (m_frozen)
            {
                transform.position = Vector2.Lerp(transform.position, col.transform.position, Time.deltaTime);                  //"Pull" player toward middle of jumper
            }
        }
    }
    //Freezes and unfreezes player for some time
    //Manipulates the look of engaged jumper module
    IEnumerator Freeze(JumperData jumperData)
    {
        GetComponent <Rigidbody2D>().gravityScale = 0.0f;
        m_frozen = true;

        while (!jumperData.Active)
        {
            yield return(new WaitForSeconds(0.1f));
        }

        GetComponent <Rigidbody2D>().gravityScale = 1.0f;
        m_frozen = false;
        //StartCoroutine(Fade(jumperModule));
    }
Exemplo n.º 6
0
 // Use this for initialization
 void Start()
 {
     m_lineRenderer                = gameObject.AddComponent <LineRenderer>();
     m_lineRenderer.material       = m_lineMat;
     m_lineRenderer.material.color = m_green;
     m_lineRenderer.SetWidth(0.2F, 0.1F);
     m_lineRenderer.SetVertexCount(2);
     m_lineRenderer.SetPosition(0, new Vector3(0.0f, 0.0f, -2.0f));
     m_lineRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
     m_lineRenderer.receiveShadows    = false;
     m_lineRenderer.enabled           = false;
     m_lineRenderer.useWorldSpace     = false;
     m_lineRenderer.sortingLayerName  = "Foreground";
     m_jumperData = GetComponent <JumperData>();
 }
Exemplo n.º 7
0
    // Update is called once per frame
    void Update()
    {
        Vector2 lastPlatPos = m_newestPlatPos;                             //Newest platform
        //Vector2 firstPlatPos = m_jumperPlatforms.First.Value.transform.position;	//Oldest platform
        Vector2 firstPlatPos = m_platformsInUse.Peek().transform.position; //Oldest platform

        //If newest platform is less than x units above player, spawn new platform
        if (m_player.transform.position.y - firstPlatPos.y > 15)
        {
            //TODO: Maybe bring this back instead of a static 4.0f
//			foreach(Transform child in m_jumperPlatforms.Last.Value.transform)
//			{
//				if(child.CompareTag("Platform"))
//				   lastPlatWidth = child.collider2D.bounds.size.x;
//			}


            float newPosX, newPosY;
            do
            {
                newPosX = lastPlatPos.x + (Random.value - 0.5f) * m_xMax;
            }while(Mathf.Abs(newPosX - lastPlatPos.x) < m_xMin);                //Maybe revert this to last platform width instead of static 4.0f
            newPosY         = lastPlatPos.y + Random.Range(m_yMin, m_yMax);
            m_newestPlatPos = new Vector2(newPosX, newPosY);

            m_platformsInUse.Dequeue();                         //This platform is no longer "in use"
            //Platform that is to be moved
            GameObject objToMove;

            float spawnValue = Random.value;
            if (spawnValue > 0.85f && m_player.transform.position.y - m_movingJumperPlatforms.Peek().transform.position.y > 15)
            {
                objToMove = m_movingJumperPlatforms.Dequeue();
                m_movingJumperPlatforms.Enqueue(objToMove);
            }
            else
            {
                objToMove = m_jumperPlatforms.First.Value;
                //FIXME: This does not check if the platform is actually at a safe distance
                //Please review this list usage once again, doesn't feel too effective at the moment!!!

                //Remove it from start of list and add it to the end
                m_jumperPlatforms.RemoveFirst();
                m_jumperPlatforms.AddLast(objToMove);
            }

            m_platformsInUse.Enqueue(objToMove);

            objToMove.transform.position = m_newestPlatPos;             //Move the platform
            m_cosmeticsSpawner.SpawnClouds(m_newestPlatPos);            //Spawn some clouds
            JumperActivate jumperActivate = objToMove.GetComponentInChildren <JumperActivate>();
            jumperActivate.reInitialize();

            JumperData jumperData = objToMove.GetComponentInChildren <JumperData>();
            jumperData.reInitialize();
            jumperData.ID = m_nextId;

            ++m_nextId;

            m_enemySpawner.rollSpawner(m_newestPlatPos);

            //			if(m_nextId < 2)
            //				temp = Instantiate(m_largePlat, newPlatPos, Quaternion.identity) as GameObject;
            //			else
            //			{
            //				if(Random.Range(1, 10) > 8)
            //					temp = Instantiate(m_smallPlat, newPlatPos, Quaternion.identity) as GameObject;
            //				else
            //					temp = Instantiate(m_largePlat, newPlatPos, Quaternion.identity) as GameObject;
            //			}
            //			temp.GetComponentInChildren<JumperData>().ID = m_nextId;
            //			m_jumperPlatforms.AddLast(temp);

            //			++m_nextId;
        }

//		if(m_player.transform.position.y - firstPlatPos.y > 15)
//		{
//			Destroy(m_jumperPlatforms.First.Value.gameObject);
//			m_jumperPlatforms.RemoveFirst();
//		}

//		LinkedListNode<GameObject> currentPlat;
//		currentPlat = m_jumperPlatforms.First;	//Start at oldest platform node

        //Check if player passed a new height
        //GOTTA MAKE THIS HAPPEN WHEN WE ATTACH INSTEAD OF JUMP ABOVE
//		while(currentPlat != null)
//		{
//			if(currentPlat.Value.transform.position.y > m_killerHeight && m_player.position.y > currentPlat.Value.transform.position.y)
//				m_killerHeight = currentPlat.Previous.Value.transform.position.y;
//
//			currentPlat = currentPlat.Next;
//		}
    }
    // Update is called once per frame
    void Update()
    {
        if (!m_frozen)
        {
            m_groundCheckPos0 = new Vector2(transform.position.x - 0.545f, transform.position.y - 0.49f);
            m_groundCheckPos1 = new Vector2(transform.position.x + 0.545f, transform.position.y - 0.49f);

            if (Physics2D.Linecast(transform.position, m_groundCheckPos0, 1 << LayerMask.NameToLayer("Ground")))
            {
                m_grounded = true;
            }
            else if (Physics2D.Linecast(transform.position, m_groundCheckPos1, 1 << LayerMask.NameToLayer("Ground")))
            {
                m_grounded = true;
            }
            else
            {
                m_grounded = false;
            }

            if (GetComponent <Rigidbody2D>().velocity.x > 0.35f)
            {
                if (!m_facingRight)
                {
                    flip();
                }

                m_facingRight = true;
            }
            else if (GetComponent <Rigidbody2D>().velocity.x < -0.35f)
            {
                if (m_facingRight)
                {
                    flip();
                }

                m_facingRight = false;
            }

            if (m_grounded)
            {
                //Accelerate
                if (m_facingRight)
                {
                    GetComponent <Rigidbody2D>().velocity += m_accVec * Time.deltaTime;
                }
                else
                {
                    GetComponent <Rigidbody2D>().velocity += -1 * m_accVec * Time.deltaTime;
                }

                //Limit max speed
                if (Mathf.Abs(GetComponent <Rigidbody2D>().velocity.x) > m_maxSpeed)
                {
                    GetComponent <Rigidbody2D>().velocity = new Vector2(Mathf.Sign(GetComponent <Rigidbody2D>().velocity.x) * m_maxSpeed, GetComponent <Rigidbody2D>().velocity.y);
                }
            }
        }
        else
        {
            transform.position = Vector2.Lerp(transform.position, m_currentModuleEngaged.transform.position, Time.deltaTime);                   //"Pull" player toward middle of jumper
        }
        if (m_currentModuleEngaged != null && !m_frozen && m_currentModuleJumperData.Active)
        {
            m_currentModuleEngaged.GetComponent <Collider2D>().enabled = false;
            m_grounded = false;                                         //Might not be needed
            GetComponent <Rigidbody2D>().velocity = Vector2.zero;
            GetComponent <Rigidbody2D>().AddForce(m_currentModuleJumperData.JumpVec * m_jumpPower);
            m_animator.SetTrigger("jump");
            SoundManager.Instance.playJump();
            m_currentModuleEngaged    = null;
            m_currentModuleJumperData = null;
        }
    }