Пример #1
0
 private void Start()
 {
     if (CueManager.HasCues())
     {
         transform.rotation = Quaternion.identity;
     }
 }
Пример #2
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    public void PlayWordPhoneme()
    {
        //if (CueManager.CurrentWordPhonemeNum == 0)
        //{
        //    CueManager.CurrentWord = CueManager.GetRandomWord();
        //}
        if (CueManager.CurrentWordPhonemeNum == 0)
        {
            string ActiveSets = DataManager.AddFamilies(StateManager.ActiveSets);

            CueManager.CurrentWord = CueManager.GetRandomWord();
            if (StateManager.state == "IntroWordAssess")
            {
                int count = 0;
                while (!DictManager.Word[CueManager.CurrentWord].SetsReq.Contains(ActiveSets[ActiveSets.Length - 1].ToString()))
                {
                    count++;
                    CueManager.CurrentWord = CueManager.GetRandomWord();
                    if (count > 1000)
                    {
                        break;
                    }
                }
            }
        }
        Debug.Log(CueManager.CurrentWord);
        Debug.Log(CueManager.CurrentWordPhonemeNum);
        CueManager.CorrectPhoneme = DictManager.Word[CueManager.CurrentWord].Phonemes[CueManager.CurrentWordPhonemeNum];
        string cue = DictManager.Phoneme[CueManager.CorrectPhoneme].Cue;

        CommandRockerSqueezePulse(cue);
        CommandTactorPulse(cue);
        RenderTime = TimeManager.timer;
        CueManager.CurrentWordPhonemeNum += 1;
    }
Пример #3
0
 public void PlayRandomPhoneme()
 {
     CueManager.CorrectPhoneme = CueManager.GetRandomPhoneme();
     CommandTactorPulse(DictManager.Phoneme[CueManager.CorrectPhoneme].Cue);
     CommandRockerSqueezePulse(DictManager.Phoneme[CueManager.CorrectPhoneme].Cue);
     RenderTime = TimeManager.timer;
 }
Пример #4
0
 // Start is called before the first frame update
 void Start()
 {
     Animator[] animList = GetComponents <Animator>();
     foreach (Animator anim in animList)
     {
         anim.enabled = CueManager.HasCues();
     }
 }
Пример #5
0
 static CueManager singleton()
 {
     if (instance == null)
     {
         instance = new CueManager();
     }
     return(instance);
 }
    // Start is called before the first frame update
    void Start()
    {
        EventLogger.SetName(GameNameManger.Name());
        gameNameLabel.text = GameNameManger.Name();
        EventLogger.Log(EventLog.EventCode.GameHasCues(CueManager.HasCues()));

        UpdateCueIndicator();
    }
 void Blink()
 {
     if (CueManager.HasCues())
     {
         SpriteRenderer renderer = GetComponent <SpriteRenderer>();
         renderer.color = Color.Lerp(Color.white, homingColor, Mathf.PingPong(timeSpentLookingforTarget, homingTime / homingBlinkCount));
     }
 }
Пример #8
0
 // Update is called once per frame
 void Update()
 {
     if (CueManager.HasCues())
     {
         transform.Rotate(0f, 0f, -previousRotation);
         previousRotation = Vector3.SignedAngle(Vector3.up, rb.velocity, Vector3.forward);
         transform.Rotate(0f, 0f, previousRotation);
     }
 }
Пример #9
0
    private void CmdClientReadyInScene()
    {
        Debug.Log("CmdClientReadyInScene");
        GameObject cueManagerObject = Instantiate(CueManagerPrefab);

        NetworkServer.SpawnWithClientAuthority(cueManagerObject, connectionToClient);
        cueManager = cueManagerObject.GetComponent <CueManager>();
        cueManager.SetPlayerId(playerId);
    }
 // Update is called once per frame
 void Update()
 {
     if (CueManager.HasCues())
     {
         Vector3 targetVector = selector.NormalizedVector();
         transform.Rotate(0f, 0f, -previousAngle); //Negate previous rotation, in order to not calculate the difference between rotations
         previousAngle = Vector3.SignedAngle(targetVector, Vector3.up, Vector3.back);
         transform.Rotate(0f, 0f, previousAngle);
     }
 }
Пример #11
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 public void PlayOnce()
 {
     if (CueManager.HasCues())
     {
         smInstance = Instantiate(soundManager);
         ass        = smInstance.GetComponent <AudioSource>();
         ass.PlayOneShot(audioClip);
         Destroy(smInstance, audioClip.length);
     }
 }
 // Start is called before the first frame update
 void Start()
 {
     if (CueManager.HasCues())
     {
         particles.Play();
     }
     else
     {
         particles.Stop();
     }
 }
Пример #13
0
 private void OnTriggerEnter2D(Collider2D other)
 {
     if (collisionTags.Contains(other.tag))
     {
         if (CueManager.HasCues())
         {
             Instantiate(hitParticlePrefab, rb.position, Quaternion.identity);
         }
         Destroy(gameObject);
     }
 }
Пример #14
0
 public void PlayLoop()
 {
     if (CueManager.HasCues())
     {
         smInstance = Instantiate(soundManager);
         ass        = smInstance.GetComponent <AudioSource>();
         ass.loop   = true;
         ass.clip   = audioClip;
         ass.Play();
     }
 }
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyUp(KeyCode.Return))
     {
         SceneManager.LoadScene(MutationManager.MutationName() + "");
     }
     if (Input.GetKeyUp(KeyCode.F12))
     {
         CueManager.SetCues(!CueManager.HasCues());
         EventLogger.Log(EventLog.EventCode.GameHasCues(CueManager.HasCues()));
         UpdateCueIndicator();
     }
 }
Пример #16
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.gameObject.tag == "Player")
     {
         EventLogger.Log(EventLog.EventCode.PlayerCollidesWithPickUp(this.name));
         CoinHandler.SetScore(scoreValue);
         ab.PlayOnce();
         if (CueManager.HasCues())
         {
             GameObject.Instantiate(pickupParticlesPrefab, transform.position, Quaternion.identity);
         }
         Destroy(gameObject);
     }
 }
Пример #17
0
 void ShowSprite(Sprite sprite)
 {
     if (CueManager.HasCues())
     {
         if (currentSprite != sprite)
         {
             currentSprite = sprite;
             SpriteRenderer sr = this.gameObject.GetComponent <SpriteRenderer>();
             sr.sprite = sprite;
         }
     }
     else
     {
         SpriteRenderer sr = this.gameObject.GetComponent <SpriteRenderer>();
         sr.sprite = idleSprite;
     }
 }
Пример #18
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(shootKey))
        {
            // Play charge start sound here
            chargeSound.PlayOnce();
        }
        if (Input.GetKey(shootKey))
        {
            charge += Time.deltaTime;
            if (charge > chargeTime && playloop)
            {
                // Play looping sound here
                chargeReadySound.PlayLoop();
                playloop = false;
            }
            if (charge > particleStartDelay && chargeParticles.IsAlive() == false && CueManager.HasCues())
            {
                chargeParticles.Play();
            }
        }
        if (Input.GetKeyUp(shootKey))
        {
            if (charge > chargeTime)
            {
                // Play charge release sound here
                chargeShotSound.PlayOnce();

                for (int i = -(int)Mathf.Floor(bulletAmnt / 2); i < (int)Mathf.Floor(bulletAmnt / 2); i++)
                {
                    GameObject bulletinstance = Instantiate(chargeBulletPrefab, transform.position, Quaternion.identity);
                    bulletinstance.GetComponent <Bullet>().Angle = i * spreadAmnt + .5f * Mathf.PI;
                }
                EventLogger.Log(EventLog.EventCode.PlayerFiredChargedShot());
            }
            chargeSound.StopPlay();
            chargeReadySound.StopPlay();
            chargeParticles.Stop();
            chargeParticles.Clear();
            charge   = 0;
            playloop = true;
        }
    }
Пример #19
0
 private void ChangeDamageSprite()
 {
     if (CueManager.HasCues())
     {
         if (health == maxHealth - 1)
         {
             if (dmg1Sprite != null)
             {
                 GetComponent <SpriteRenderer>().sprite = dmg1Sprite;
             }
         }
         else if (health <= maxHealth - 2)
         {
             if (dmg2Sprite != null)
             {
                 GetComponent <SpriteRenderer>().sprite = dmg2Sprite;
             }
         }
     }
 }
Пример #20
0
 private void OnTriggerEnter2D(Collider2D other)
 {
     Debug.Log(other.gameObject.tag);
     if (damageTags.Contains(other.gameObject.tag) && currHitCooldown <= 0)
     {
         spriteFlicker = 0;
         health--;
         if (CueManager.HasCues())
         {
             Instantiate(hitParticles, transform.position, Quaternion.identity);
         }
         EventLogger.Log(EventLog.EventCode.PlayerReceivedDamage(other.gameObject.name, 1));
         if (health == 0)
         {
             EventLogger.Log(EventLog.EventCode.PlayerDied(other.gameObject.name, 1));
             EventLogger.Log(EventLog.EventCode.GameEnded("PlayerDied"));
             deathSound.PlayOnce();
             SceneManager.LoadScene("OnDeathScene");
         }
         hitSound.PlayOnce();
         currHitCooldown = hitCooldown;
     }
 }
    // Update is called once per frame
    void Update()
    {
        if (CueManager.HasCues())
        {
            Vector3 velocity = rb.velocity;

            transform.Rotate(-xRotation, -yRotation, 0f);

            if (velocity.x < 0)
            {
                yRotation = Mathf.Min(maxYRotation, yRotation + rotationSpeed);
            }
            else if (velocity.x > 0)
            {
                yRotation = Mathf.Max(-maxYRotation, yRotation - rotationSpeed);
            }
            else
            {
                yRotation += yRotation > 0 ? -rotationSpeed : rotationSpeed;
            }

            transform.Rotate(xRotation, yRotation, 0f);
        }
    }
 // Update is called once per frame
 void Update()
 {
     if (rb.position.y < homingStartPosition && targetAccuired == false && accuiringTarget == false)
     {
         rb.velocity     = homingSelector.NormalizedVector() * homingSpeed;
         accuiringTarget = true;
     }
     else if (accuiringTarget)
     {
         rb.velocity = Vector2.zero;
         timeSpentLookingforTarget += Time.deltaTime;
         Blink();
         if (timeSpentLookingforTarget > homingTime)
         {
             rb.velocity     = homingSelector.NormalizedVector() * homingSpeed;
             accuiringTarget = false;
             targetAccuired  = true;
             if (CueManager.HasCues())
             {
                 homingSound.PlayOnce();
             }
         }
     }
 }
 private void Start()
 {
     GetComponent <SpriteRenderer>().enabled = CueManager.HasCues();
 }
 void UpdateCueIndicator()
 {
     cueIndicator.enabled   = CueManager.HasCues();
     noCueIndicator.enabled = !CueManager.HasCues();
 }