Exemplo n.º 1
0
    /// <summary>
    /// Creates the specified object for the player attached to this object
    /// </summary>
    /// <param name="prefab">The prefab to instantiate</param>
    /// <param name="position">The location at which to spawn the item</param>
    /// <param name="characterIndex">The index of the selected character</param>
    /// <param name="playerName">The index of the selected character</param>
    /// <param name="id">ID of the profile</param>
    public override Transform Spawn(Transform prefab, Vector3 position, int characterIndex, string playerName, int playerIndex, Guid id)
    {
        base.Spawn(prefab, position, characterIndex, playerName, playerIndex, id);

        // create the player display
        var spawned = Instantiate(prefab, position, Quaternion.identity);

        // get the movement script attached to the visual player
        _movement = spawned.GetComponent <PlayerMovement>();

        _movement.SetJumpModifier(0.82f);
        _movement.AddMovementCallbacks(PlatformLanded, PlatformLeft);
        _movement.AddTriggerCallbacks(TriggerEnter, null);
        _movement.SetMasking(SpriteMaskInteraction.VisibleOutsideMask);

        // set the height of the object
        SetHeight(spawned, characterIndex);

        // use the correct animation controller
        SetAnimation(spawned, characterIndex);

        // sets the player name
        _movement.SetPlayerName(true, playerName);

        return(spawned);
    }
Exemplo n.º 2
0
    /// <summary>
    /// Creates the specified object for the player attached to this object
    /// </summary>
    /// <param name="prefab">The prefab to instantiate</param>
    /// <param name="position">The location at which to spawn the item</param>
    /// <param name="characterIndex">The index of the selected character</param>
    /// <param name="playerIndex">The index of the player</param>
    /// <param name="id">ID of the profile</param>
    public override Transform Spawn(Transform prefab, Vector3 position, int characterIndex, string playerName, int playerIndex, Guid id)
    {
        base.Spawn(prefab, position, characterIndex, playerName, playerIndex, id);

        // create the player display
        var spawned = Instantiate(prefab, position, Quaternion.identity);

        // get the movement script attached to the visual player
        _movement = spawned.GetComponent <PlayerMovement>();
        // assign callbacks for when the item interacts with triggers and colliders
        _movement.AddTriggerCallbacks(TriggerEnter, TriggerExit);
        _movement.AddMovementCallbacks(CollisionEnter, null);

        // get the collider for the player
        _collider = _movement.GetComponentInChildren <Collider2D>();

        // set the height of the object
        SetHeight(spawned, characterIndex);

        // use the correct animation controller
        SetAnimation(spawned, characterIndex);

        // sets the player name
        _movement.SetPlayerName(true, playerName);

        return(spawned);
    }
Exemplo n.º 3
0
    /// <summary>
    /// Creates the specified object for the player attached to this object
    /// </summary>
    /// <param name="prefab">The prefab to instantiate</param>
    /// <param name="position">The location at which to spawn the item</param>
    /// <param name="characterIndex">The index of the selected character</param>
    /// <param name="playerIndex">The index of the player</param>
    /// <param name="id">ID of the profile</param>
    public override Transform Spawn(Transform prefab, Vector3 position, int characterIndex, string playerName, int playerIndex, Guid id)
    {
        base.Spawn(prefab, position, characterIndex, playerName, playerIndex, id);

        // create the player display
        var spawned = Instantiate(prefab, position, Quaternion.identity);

        // get the movement script attached to the visual player
        _movement = spawned.GetComponent <PlayerMovement>();

        // dampen jump force slightly
        _movement.SetJumpModifier(0.85f);

        // assign callbacks for when the item interacts with triggers
        _movement.AddTriggerCallbacks(TriggerEntered_, TriggerExited_);

        // set collision callbacks (to check landing for spawning trolls)
        _movement.AddMovementCallbacks(ColliderHit_, null);

        // set the height of the object
        SetHeight(spawned, characterIndex);

        // use the correct animation controller
        SetAnimation(spawned, characterIndex);

        _followers = STARTING_FOLLOWERS;

        // follower
        _followerSound        = (AudioSource)gameObject.AddComponent(typeof(AudioSource));
        _followerSound.clip   = FollowBackController.Instance.FollowerSound;
        _followerSound.volume = 0.35f;

        // selfie
        _selfieSound        = (AudioSource)gameObject.AddComponent(typeof(AudioSource));
        _selfieSound.clip   = FollowBackController.Instance.SelfieSound;
        _selfieSound.volume = 0.5f;

        return(spawned);
    }