Пример #1
0
    void Update()
    {
        //get number of blocks that are turned off
        int currentNumberOfOffBlocks = _blocks.Count(x => !x.On);

        //If all blocks are on
        if (currentNumberOfOffBlocks == 0 && _lastNumberOfUnactivatedBlocks > 0)
        {
            //Play "tada" sound
            _multiSoundPlayer.PlaySound(1);
            _prize.SetActive(true);
            _blocks.ForEach(x => x.Lock());
        }

        //positive: The number of on-blocks have gone up
        else if (currentNumberOfOffBlocks < _lastNumberOfUnactivatedBlocks)
        {
            //play spound with increased pitch
            _multiSoundPlayer.PlaySound(0, 1 + ((_blocks.Count - currentNumberOfOffBlocks) / (float)_blocks.Count));
        }

        //Negative: The number of on- blocks have gone down
        else if (currentNumberOfOffBlocks > _lastNumberOfUnactivatedBlocks)
        {
            //play sound with decreased pitch
            _multiSoundPlayer.PlaySound(0, 1 + ((_blocks.Count - currentNumberOfOffBlocks) / (float)_blocks.Count));
        }

        //update last state
        _lastNumberOfUnactivatedBlocks = currentNumberOfOffBlocks;
    }
Пример #2
0
    private void OnTriggerStay2D(Collider2D collision)
    {
        if (collision.attachedRigidbody && !IsSubmerged(collision.attachedRigidbody))
        {
            collision.attachedRigidbody.gravityScale *= GravityMultiplier;
            _bodiesInWater.Add(collision.attachedRigidbody);

            if (collision.gameObject.IsPlayer())
            {
                _multiSoundPlayer.PlaySound(volume: 0.5f);
            }
        }
    }
Пример #3
0
    /// <summary>
    /// Sets the button to be pressed if it isn't already
    /// </summary>
    public void Press()
    {
        if (Pressed)
        {
            return;
        }

        Pressed = true;
        _buttonUp.SetActive(false);
        _buttonDown.SetActive(true);

        //Make pressed sound
        _multiSoundPlayer.PlaySound(volume: 1.3f);
    }
Пример #4
0
    private void Update()
    {
        //The player cannot wall jump at a repelling wall or whilst underwater
        if (RepellingWall.PlayerIsInRepellingArea || Water.IsSubmerged(_rigid))
        {
            return;
        }

        ///Gets the normal of the adjacent wall (if there is one)
        Vector2?wallNormal = GetWallNormal();

        //If there is an adjacent wall
        NextToWall = wallNormal != null && Mathf.Sign(wallNormal.Value.x) == -_flippable.DirectionSign;

        if (NextToWall)
        {
            //If the player attempts to jump while next to a wall, create a wall jump
            if (Input.GetButtonDown("Jump") && !this.OnGround2D())
            {
                _rigid.SetVelocityY(0f);
                _rigid.velocity = (wallNormal.Value + Vector2.up * 0.75f).normalized * WallJumpForce;

                //Plays jump sound
                _multiSoundPlayer.PlaySound(index: 0, volume: 0.25f);
            }

            //Restrict maximum falling speed
            _rigid.velocity = _rigid.velocity.SetY(Mathf.Max(_rigid.velocity.y, -MaxFallSpeedOnWall));
        }
    }
Пример #5
0
    /// <summary>
    /// Coroutine: Causes the player to jump dynamically
    /// </summary>
    /// <returns></returns>
    private IEnumerator CoJump()
    {
        //The amount of real-time seconds that have passed since the start of the jump
        float seconds = 0f;

        //Gets the jump force to apply
        float jumpForce        = JumpForce;
        float jumpReleaseForce = JumpReleaseForce;

        if (Commons.PowerUpManager.HasPowerUp(PowerUp.Invincibility))
        {
            jumpForce        *= Commons.PowerUpManager.InvincibilityJumpMultiplier;
            jumpReleaseForce *= Commons.PowerUpManager.InvincibilityJumpMultiplier;
        }


        //Set the initial jump velocity
        _rigid.SetVelocityY(jumpForce);

        //Plays jump sound
        _multiSoundPlayer.PlaySound(index: 0, volume: 0.25f);

        //Switches solidity of JumpSwitchBlocks
        foreach (var i in FindObjectsOfType <JumpSwitchBase>())
        {
            i.OnJump();
        }

        //As long as the player can still hold the button
        while (seconds < 0.15f || Cheats.MoonJump)
        {
            //The player is still holding the jump button, keep adding force
            if (Input.GetButton("Jump"))
            {
                //The player has hit a ceiling. Stop
                if (_rigid.velocity.y < jumpForce / 2f && !Cheats.MoonJump)
                {
                    yield break;
                }

                //Keep the players jump
                _rigid.SetVelocityY(jumpForce);
            }

            //The player has let go of the jump button
            else
            {
                if (_rigid.velocity.y > jumpReleaseForce)
                {
                    _rigid.SetVelocityY(jumpReleaseForce);
                }

                yield break;
            }


            seconds += Time.fixedDeltaTime;
            yield return(new WaitForFixedUpdate());
        }
    }
Пример #6
0
    private IEnumerator MakeTickNoise()
    {
        while (CurrentSeconds > 0 && CurrentSeconds > BlinkingTime)
        {
            _multiSoundPlayer.PlaySound(0);
            yield return(new WaitForSeconds(0.5f));

            _multiSoundPlayer.PlaySound(1);
            yield return(new WaitForSeconds(0.5f));
        }
        while (CurrentSeconds > 0 && CurrentSeconds > BlinkingTime / 2)
        {
            _multiSoundPlayer.PlaySound(0);
            yield return(new WaitForSeconds(0.25f));

            _multiSoundPlayer.PlaySound(1);
            yield return(new WaitForSeconds(0.25f));
        }
        while (CurrentSeconds > 0)
        {
            _multiSoundPlayer.PlaySound(0);
            yield return(new WaitForSeconds(0.15f));

            _multiSoundPlayer.PlaySound(1);
            yield return(new WaitForSeconds(0.15f));
        }
    }
Пример #7
0
    /// <summary>
    /// Counts up or down the currency counter
    /// </summary>
    /// <param name="startValue"></param>
    /// <returns></returns>
    private IEnumerator CoCount(int startValue)
    {
        int  count = startValue;
        bool lastTickPlayedSound = false;

        while (count != _lastKnownCurrencyValue)
        {
            if (count > _lastKnownCurrencyValue)
            {
                count--;

                if (lastTickPlayedSound = !lastTickPlayedSound)
                {
                    _multiSoundPlayer.PlaySound(0);
                }
            }
            else
            {
                count++;

                if (lastTickPlayedSound = !lastTickPlayedSound)
                {
                    _multiSoundPlayer.PlaySound(1);
                }
            }

            SetLabel(count.ToString());

            if (_smack != null)
            {
                _smack.Smack();
            }

            yield return(new WaitForSecondsRealtime(0.05f));
        }

        _counterRunning = false;
    }
Пример #8
0
    private void Update()
    {
        if (_playerInRange && Input.GetButtonDown("Interact"))
        {
            if (Commons.Inventory.GeneralKeys > 0)
            {
                Commons.Inventory.GeneralKeys--;

                Commons.RoomGenerator.RoomParameterBuilderOverrides.Push(Instantiate(GeneratorOverride));
                Commons.RoomGenerator.GenerateNext();
            }
            else
            {
                _multiSoundPlayer.PlaySound();
            }
        }
    }
Пример #9
0
    private void Update()
    {
        bool isSubmerged = Water.IsSubmerged(_rigidbody);

        //Let the player jump out of the water properly
        if (!isSubmerged && _lastSubmergeState && Input.GetButton("Jump"))
        {
            _rigidbody.SetVelocityY(JumpOutForce);
        }

        _lastSubmergeState = Water.IsSubmerged(_rigidbody);

        //If not in water, don't run the rest of the script
        if (!isSubmerged)
        {
            return;
        }

        //Swim up
        if (Input.GetButtonDown("Jump"))
        {
            /*
             * If the player is sinking at a high speed they are decelerated so that the sinking effect isn't so strong
             * that the swimming isn't doing anything
             * In other words... game feel
             */

            float clampedSinkSpeedBeforeSwim = MaxSinkSpeed / 4;
            _rigidbody.SetVelocityY(currentY => Math.Max(-clampedSinkSpeedBeforeSwim, currentY));

            _rigidbody.velocity += Vector2.up * SwimForce;

            //Restart the swim stroke
            _animator.RestartAnimation();

            //Play sound
            _multiSoundPlayer.PlaySound(index: 1, volume: 0.25f);
        }

        //Clamp speeds
        _rigidbody.SetVelocityY(currentY => Mathf.Clamp(currentY, -MaxSinkSpeed, MaxAscensionSpeed));
        _rigidbody.SetVelocityX(currentX => Mathf.Clamp(currentX, -MaxHorizontalSpeed, MaxHorizontalSpeed));
    }
Пример #10
0
    /// <summary>
    /// <inheritdoc />
    /// </summary>
    /// <param name="hurtbox"></param>
    protected override void OnReceiveDamage(Hurtbox hurtbox)
    {
        //Dead men don't scream
        if (Commons.PlayerHealth.IsDead)
        {
            return;
        }

        //Play sound
        _multiSoundPlayer.PlaySound();

        //Hitboxes are not active when noclip is enabled
        if (Cheats.Noclip)
        {
            return;
        }

        GrantInvincibilityFrames();
        Commons.PlayerHealth.DealDamage(hurtbox.GetDamage(this));

        if (Commons.PlayerHealth.IsDead)
        {
            //Player is dead. Explode
            if (_exploder)
            {
                _exploder.ExplodeBig();
            }
        }
        else
        {
            //Player was hurt. Splinter
            if (_exploder && !hurtbox.IgnoresInvincibilityFrames)
            {
                _exploder.ExplodeSmall();
            }
        }
    }
Пример #11
0
 public override void OnPickup()
 {
     _multiSoundPlayer.PlaySound(ClipIndex);
 }
Пример #12
0
    private void OnCollisionEnter2D(Collision2D collision)
    {
        /*
         * Sound
         */

        //If block is visible
        if (Commons.IsVectorOnScreen(collision.contacts.First().point, _mainCamera))
        {
            //Play sound at normal volume if collision is player
            if (collision.gameObject.IsPlayer())
            {
                _multiSoundPlayer.PlaySound();
            }

            //Play sound at 40% volume
            else if (!collision.gameObject.GetComponent <Projectile>())
            {
                _multiSoundPlayer.PlaySound(volume: 0.4f);
            }
        }

        /*
         * Collision logic
         */

        ContactPoint2D contact          = collision.GetContact(0);
        Vector2        relativeVelocity = collision.relativeVelocity;

        //If the collision is from the side
        if (contact.normal.x != 0)
        {
            //if the collision is with a player: disable the speed cap for a little while
            if (collision.gameObject == this.GetPlayer())
            {
                _noSpeedCapTimeLeft = NoSpeedCapTime;
            }

            int   direction = Math.Sign(relativeVelocity.x);
            float pushBack  = Mathf.Max(Math.Abs(relativeVelocity.x), MinimumPushBackVelocity);

            //Invert and add velocity
            collision.rigidbody.SetVelocityX(pushBack * -direction);
        }

        //if the collision is from top or bottom
        else
        {
            int   direction = Math.Sign(relativeVelocity.y);
            float pushBack  = Mathf.Max(Math.Abs(relativeVelocity.y), MinimumPushBackVelocity);

            //if the collision is with a player: check if the player is holding jump
            if (collision.gameObject == this.GetPlayer())
            {
                //If the player is holding jump: multiply the vertical speed
                if (Input.GetButton("Jump"))
                {
                    pushBack *= HoldingJumpScale;
                }

                //Tell jump controller not to allow double jumps
                _playerJumpController.Value.CaptureSuccessfulJumpSnapshot();
            }

            //Invert and add velocity
            collision.rigidbody.SetVelocityY(pushBack * -direction);
        }
    }
Пример #13
0
 private void PlayErrorSound()
 {
     _multiSoundPlayer.PlaySound(2);
 }
Пример #14
0
    /// <summary>
    /// <inheritdoc />
    /// </summary>
    /// <param name="hurtbox"></param>
    protected override void OnReceiveDamage(Hurtbox hurtbox)
    {
        //Play damage sound
        if (_multiSoundPlayer && !(hurtbox is PlayerInvincibilityHurtbox && !Commons.PowerUpManager.HasPowerUp(PowerUp.Invincibility)))
        {
            _multiSoundPlayer.PlaySound(-1, 1, 0.5f);
        }

        if (!(hurtbox is PlayerInvincibilityHurtbox))
        {
            MakeEnemyBlindChase();
        }

        if (TriggersAdrenalineMusic && !(hurtbox is GlobalHurtbox) && hurtbox.GetDamage(this) != 0)
        {
            Commons.SoundtrackPlayer.AddAdrenalineTrigger(this, 5f);
        }

        //Dead men don't scream
        if (_health.IsDead)
        {
            return;
        }

        //Give I-frames
        GrantInvincibilityFrames();

        //Deal damage
        int damage = hurtbox.GetDamage(this);

        _health.DealDamage(damage);

        //Create damage pop-up
        CreateDamagePopNumber(damage);

        if (_health.IsDead)
        {
            //Explode
            foreach (var i in GetComponentsInChildren <ParticleExplosion>())
            {
                i.ExplodeBig();
            }

            //Drop items
            foreach (var i in GetComponentsInChildren <DropLootTableOnDeath>())
            {
                i.DropItem();
            }

            //Destroy the object
            Destroy(transform.parent.gameObject);
        }
        else
        {
            if (hurtbox.IgnoresInvincibilityFrames)
            {
                return;
            }

            //Drop some scraps
            foreach (var i in GetComponentsInChildren <ParticleExplosion>())
            {
                i.ExplodeSmall();
            }
        }
    }