Exemplo n.º 1
0
    // Interrupts an enemy if that enemy is in the process of eating a crop
    // That enemy will run away(toward the edge of the map)
    public void Scare()
    {
        if (LockingInput())
        {
            return;
        }

        // Don't scare if it is on cooldown
        if (_scareTimer.IsStarted() && _scareTimer.GetTicks() < SCARE_COOLDOWN)
        {
            ShowPopupWithDelay(MSG_SCARE_COOLDOWN);
            return;
        }

        // Otherwise, proceed with scaring attack
        this._scaring = true;
        this.ScareAllEnemies();
        PopupMessageCreator.PopupMessage(MSG_SCARE, transform, new Vector3(0, 2, 0));
        SoundController.PlaySound(SoundType.PlayerScare);

        // Emit scaring particle effect
        Vector3 particlePos = new Vector3(transform.position.x, 2, transform.position.z);

        ParticleCreator.Emit("ParticlesPlayerScare", particlePos);

        // Start the cooldown timer
        _scareTimer.StartTimer();
    }
Exemplo n.º 2
0
    // Movement transition between tiles
    // Call this to update once per frame
    void KeepMoving()
    {
        if (Vector3.Distance(transform.position, _moveTargetPos) > 0.1f)
        {
            // Gradually move toward the target position
            if (_movementTime < 1.0f)
            {
                _movementTime += 1.0f * MovementSpeed * Time.deltaTime;

                Vector3 m1 = Vector3.Lerp(_moveStartPos, _moveMidPos, _movementTime);
                Vector3 m2 = Vector3.Lerp(_moveMidPos, _moveTargetPos, _movementTime);
                transform.position = Vector3.Lerp(m1, m2, _movementTime);
            }
        }
        else
        {
            // Unlock input reading after reaching target position
            _movingLock = false;

            // Emit player jump particle effect
            ParticleCreator.Emit("ParticlesPlayerJump", transform.position);

            // Snap to the proper position
            transform.position = _moveTargetPos;

            // Reset the movement time
            _movementTime = 0;
        }
    }