Exemplo n.º 1
0
    private IEnumerator deathFadeIE(PlayerBehaviour2 pB)
    {
        brightnessFilterDeath.enabled = true;
        pB.enabled = false;
        pB.transform.parent.gameObject.SetActive(false);

        Color _oldCol = brightnessFilterDeath.color;
        Color _Col    = Color.black;

        float _timeValue = 0;

        while (_timeValue < 1)
        {
            _timeValue += Time.deltaTime / deathFadeDuration;
            float _evaluatedTimeValue = deathFadeCurve.Evaluate(_timeValue);
            _Col.r = Mathf.Lerp(_oldCol.r, endCol.r, _evaluatedTimeValue);
            _Col.g = Mathf.Lerp(_oldCol.g, endCol.g, _evaluatedTimeValue);
            _Col.b = Mathf.Lerp(_oldCol.b, endCol.b, _evaluatedTimeValue);
            _Col.a = Mathf.Lerp(_oldCol.a, endCol.a, _evaluatedTimeValue);

            brightnessFilterDeath.color = _Col;

            yield return(null);
        }

        deathFadeRoutine = null;

        SceneManager.LoadScene("Death");

        yield return(null);
    }
Exemplo n.º 2
0
 public void DeathFade(PlayerBehaviour2 pB)
 {
     if (deathFadeRoutine != null)
     {
         StopCoroutine(deathFadeRoutine);
     }
     StartCoroutine(deathFadeIE(pB));
 }
Exemplo n.º 3
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        PlayerBehaviour2 pB = collision.GetComponent <PlayerBehaviour2>();

        if (pB != null)
        {
            pB.EnvironmentDamage();
        }
    }
Exemplo n.º 4
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        PlayerBehaviour2 pB = collision.gameObject.GetComponent <PlayerBehaviour2>();

        if (pB != null)
        {
            gm.StartCoroutine(gm.ShowUpgradeType(upgradeType));
            pB.GotUpgrade(upgradeType);
            Destroy(gameObject);
        }
    }
Exemplo n.º 5
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        PlayerBehaviour2 pB = collision.gameObject.GetComponent <PlayerBehaviour2>();

        if (pB != null && active && !pB.playerNotHittable)
        {
            float playerTpDamageOutput      = pB.tpDamageOutput;
            float playerContactDamageOutput = pB.contactDamageOutput;
            float totalContactDamage        = initialContactDamage + playerContactDamageOutput;

            if (pB.justTP == true)
            {
                float projectedHP = HP - playerTpDamageOutput;

                if (projectedHP > 0)
                {
                    HP = projectedHP;
                }
                else
                {
                    //pB.teleportJuice += cellRegenAmount;
                    gm.hitEnemy = true;
                    //Debug.Log(cellRegenAmount);
                    pB.CheckCombo(cellRegenAmount);
                    //gm.Freeze(0.08f);
                    gm.EnemyDeath(parentObject);
                }
            }
            else
            {
                pB.hitPoints -= damageAmount;
                pB.StartCoroutine(pB.OnDamage());

                gm.healthLossParticles.Clear();
                gm.healthLossParticles.Play();

                //gm.Freeze(0.2f);

                if (takesContactDamage)
                {
                    float projectedHP = HP - totalContactDamage;

                    if (projectedHP > 0)
                    {
                        HP = projectedHP;
                    }
                    else
                    {
                        gm.EnemyDeath(parentObject);
                    }
                }
            }
        }
    }
Exemplo n.º 6
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "Player")
        {
            PlayerBehaviour2 pB = collision.GetComponent <PlayerBehaviour2>();

            if (pB != null)
            {
                if (roomManager.doorOn && !roomManager.justEntered)
                {
                    //Debug.Log("Hit Registered");
                    roomManager.ChangeRoom(this);
                    Debug.LogWarning("Player entered door: " + gameObject);
                }
            }
        }
    }
Exemplo n.º 7
0
    void Start()
    {
        oM         = OptionsManager.instance;
        gm         = GameManager.instance;
        pB         = FindObjectOfType <PlayerBehaviour2>();
        mainCamera = FindObjectOfType <Camera>();

        localEnemyPrefabs  = gm.enemyPrefabs;
        totalSpawnTime     = gm.totalEnemySpawnTime;
        lastPauzeTime      = gm.pauzeAfterLastEnemy;
        enemySpawnVFX      = gm.enemySpawnFX;
        enemyAfterSpawnVFX = gm.afterEnemySpawnFX;

        if (topEntrance != null)
        {
            topEntrance.SetActive(false);
        }
        if (rightEntrance != null)
        {
            rightEntrance.SetActive(false);
        }
        if (downEntrance != null)
        {
            downEntrance.SetActive(false);
        }
        if (leftEntrance != null)
        {
            leftEntrance.SetActive(false);
        }

        enemyShader = Shader.Find("NittShader/ColorCycle");

        if (gm.spawnedRooms.Count == 0)
        {
            gm.spawnedRooms.Add(gameObject);
        }
    }
Exemplo n.º 8
0
 // Start is called before the first frame update
 void Start()
 {
     pB = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerBehaviour2>();
 }
Exemplo n.º 9
0
 // Start is called before the first frame update
 void Start()
 {
     pS     = GetComponent <ParticleSystem>();
     shapeM = pS.shape;
     pB     = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerBehaviour2>();
 }