Пример #1
0
    // Use this for initialization
    void Start()
    {
        GameObject sheik = GameObject.FindWithTag("Player");

        sPlayer = sheik.GetComponent <PlayerController>();
        sNibba  = GetComponentInParent <NIBBAIA> ();
    }
Пример #2
0
 // Use this for initialization
 void Start()
 {
     sNibba         = GetComponentInParent <NIBBAIA> ();
     render         = GetComponent <SpriteRenderer> ();
     render.enabled = false;
     podeApagar     = true;
 }
Пример #3
0
 void OnTriggerEnter(Collider collisionInfo)
 {
     if (collisionInfo.gameObject.tag == "Inimigo")
     {
         inimigo       = collisionInfo.gameObject;
         nibba         = inimigo.GetComponent <NIBBAIA> ();
         nibba.ouvindo = true;
     }
 }
Пример #4
0
    // Use this for initialization
    void Start()
    {
        inimigo   = GameObject.FindWithTag("Inimigo");
        sensorSom = GetComponent <SphereCollider>();
        GameObject sheik = GameObject.FindWithTag("Player");

        nibba  = inimigo.GetComponent <NIBBAIA> ();
        player = sheik.GetComponent <PlayerController> ();
    }
Пример #5
0
 void OnTriggerEnter(Collider collider)
 {
     if (collider.tag == ("Inimigo"))
     {
         Debug.Log("Baitado");
         inimigo         = collider.gameObject;
         nibba           = inimigo.GetComponent <NIBBAIA> ();
         nibba.lastPos   = new Vector3(transform.position.x, 0, transform.position.z);
         nibba.baitado   = true;
         barulho.enabled = false;
     }
 }
Пример #6
0
    // Use this for initialization
    void Start()
    {
        GameObject tc = GameObject.Find("TutorialController");

        controler = tc.GetComponent <TutorialControler> ();
        GameObject sheik = GameObject.FindWithTag("Player");

        sPlayer = sheik.GetComponent <PlayerController> ();
        GameObject inimigo = GameObject.FindWithTag("Inimigo");

        sNibba = inimigo.GetComponent <NIBBAIA> ();
    }
Пример #7
0
    // Use this for initialization
    void Start()
    {
        inimigo   = GameObject.FindWithTag("Inimigo");
        sensorSom = GetComponent <SphereCollider>();
        GameObject sheik = GameObject.FindWithTag("Player");

        nibba  = inimigo.GetComponent <NIBBAIA> ();
        player = sheik.GetComponent <PlayerController> ();
        ParticleSystem particula = GetComponent <ParticleSystem> ();
        var            sh        = particula.shape;

        sh.radius = 30f;
    }
Пример #8
0
    void OnTriggerEnter(Collider collisionInfo)
    {
        if (collisionInfo.gameObject.tag == "Inimigo" && player.invisivel == false)
        {
            inimigo       = collisionInfo.gameObject;
            nibba         = inimigo.GetComponent <NIBBAIA> ();
            nibba.ouvindo = true;
        }

        if (collisionInfo.gameObject.tag == "Inimigo" && player.invisivel == true)
        {
            nibba.lastPos = new Vector3(posPlayer.x, 0, posPlayer.z);
            nibba.baitado = true;
        }
    }
Пример #9
0
    // Use this for initialization
    void Start()
    {
        nVidas             = vida;
        emSpawn            = spawn;
        transform.position = Spawn.transform.position;
        animator           = GetComponent <Animator>();
        cameraT            = Camera.main.transform;
        playerCollider     = GetComponent <CapsuleCollider> ();
        GameObject inimigo = GameObject.FindWithTag("Inimigo");

        nibba           = inimigo.GetComponent <NIBBAIA> ();
        invisibleSystem = invisibleEffect.GetComponent <ParticleSystem> ();
        render          = GetComponentInChildren <SpriteRenderer> ();
        render.enabled  = false;
        somMorte        = true;
        luz.SetActive(false);
    }
Пример #10
0
    // Update is called once per frame
    void Update()
    {
        if (spawn)
        {
            funcionar = false;
            animator.SetBool("Respawn", true);
        }

        if (funcionar && vivo)
        {
            // Inputs de Movimento
            Vector2 input    = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
            Vector2 inputDir = input.normalized;

            if (Input.GetAxisRaw("Horizontal") == 0 && Input.GetAxisRaw("Vertical") == 0)
            {
                walking = false;
            }
            else
            {
                walking = true;
            }

            // Direção do Personagem
            if (inputDir != Vector2.zero)
            {
                float targetRotation = Mathf.Atan2(inputDir.x, inputDir.y) * Mathf.Rad2Deg + cameraT.eulerAngles.y;
                transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, turnSmoothTime);
            }

            // Rotação e aceleração para a frente do personagem
            if (!atacando)
            {
                transform.Translate(transform.forward * currentSpeed * Time.deltaTime, Space.World);
            }

            if (cooldownHabilidade > 0)
            {
                cooldownHabilidade -= Time.deltaTime;
            }

            if (Input.GetButtonDown("Invisivel") && usandoSkill == false && cooldownHabilidade <= 0)
            {
                GetComponent <AudioSource> ().PlayOneShot(invisibleSound);
                StartCoroutine(skillInvisivel());
            }


            if (walking && !running && !crouching)
            {
                GetComponent <AudioSource> ().volume = 0.7f;
            }

            if (walking && running && !crouching)
            {
                GetComponent <AudioSource> ().volume = 1f;
            }

            if (walking && crouching)
            {
                GetComponent <AudioSource> ().volume = 0.4f;
            }

            if (!walking && crouching && !atacando && !jogandoBait)
            {
                GetComponent <AudioSource> ().volume = 0f;
            }
            else
            {
                GetComponent <AudioSource> ().volume = 1f;
            }

            // Controle de Movimento em Chrouching
            if (crouching == false)
            {
                playerCollider.center = new Vector3(0, 0.94f, 0.12f);
                playerCollider.height = 1.85f;
                animator.SetBool("isChrouch", false);
            }

            if (crouching == true)
            {
                playerCollider.center = new Vector3(0, 0.5f, 0.12f);
                playerCollider.height = 1.33f;

                // Transição de animações em Chrouching
                animator.SetBool("isChrouch", true);

                float animationSpeedChrouchPercent = ((crouching) ? 1 : 0f) * inputDir.magnitude;
                animator.SetFloat("speedChrouchPercent", animationSpeedChrouchPercent, speedSmoothTime, Time.deltaTime);

                // Velocidade enquanto Chrouching
                float targetChrouch = chrouchSpeed * inputDir.magnitude;
                currentSpeed = (Mathf.SmoothDamp(currentSpeed, targetChrouch, ref speedSmoothVelocity, speedSmoothVelocity)) / 2;
            }

            if (Input.GetButtonDown("Crouch"))
            {
                crouching = !crouching;
            }

            if (podePegar)
            {
                animator.SetBool("Pegando", true);
                funcionar = false;
            }

            if (jogandoBait)
            {
                animator.SetBool("Jogando", true);
                funcionar = false;
            }

            // Informações do Sprint e Velocidade
            float targetWalk = walkSpeed * inputDir.magnitude;
            currentSpeed = Mathf.SmoothDamp(currentSpeed, targetWalk, ref speedSmoothVelocity, speedSmoothTime);

            if ((Input.GetAxis("Run") == -1) || (Input.GetButton("Run")) && !atacando)
            {
                running = true;
            }
            else
            {
                running = false;
            }

            if (running && !crouching)
            {
                float targetSpeed = runSpeed * inputDir.magnitude;
                currentSpeed = Mathf.SmoothDamp(currentSpeed, targetSpeed, ref speedSmoothVelocity, speedSmoothTime);
            }

            // Transição de animações de Walk / Running
            float animationSpeedPercent = ((running) ? 1 : .5f) * inputDir.magnitude;
            animator.SetFloat("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);

            if (atacando)
            {
                if (animator.GetCurrentAnimatorStateInfo(0).IsName("CrossPunch"))
                {
                    if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 0.8f)
                    {
                        animator.SetBool("Atacando", false);
                        atacando = false;
                    }
                }
            }

            Debug.DrawRay(new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z), transform.TransformDirection(Vector3.forward) * 1.5f, Color.red);

            if (Input.GetButtonDown("Attack") && !Input.GetButton("ForcaMouse"))
            {
                Debug.Log("Atacando");
                animator.SetBool("Atacando", true);
                atacando = true;
                GetComponent <AudioSource> ().PlayOneShot(airPunch);
                RaycastHit range;
                if (Physics.Raycast(new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z), transform.forward, out range, 2.5f))
                {
                    if (range.collider.gameObject.tag == "Inimigo")
                    {
                        GameObject inimigo = range.collider.gameObject;
                        nibba = inimigo.GetComponent <NIBBAIA> ();
                        if (nibba.desmaiado == false)
                        {
                            GetComponent <AudioSource> ().PlayOneShot(sheikPunch);
                            GameObject particula = (GameObject)Instantiate(hitSystem, new Vector3(inimigo.transform.position.x, 1.15f, inimigo.transform.position.z), inimigo.transform.rotation);
                            Debug.Log("Acertou");
                            nibba.desmaiado = true;
                        }
                    }
                }
            }
        }

        if (!vivo)
        {
            funcionar   = false;
            podePegar   = false;
            jogandoBait = false;
            animator.SetBool("Pegando", false);
            animator.SetBool("Jogando", false);
            Rigidbody fisica = GetComponent <Rigidbody> ();
            fisica.isKinematic = true;
            animator.SetFloat("speedPercent", 0f);
            animator.SetFloat("speedChrouchPercent", 0f);
            StartCoroutine(delayHit());
        }

        if (!funcionar && vivo)
        {
            if (dancar)
            {
                animator.SetBool("Dancando", true);
            }

            if (animator.GetCurrentAnimatorStateInfo(0).IsName("Pick"))
            {
                if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 0.9f)
                {
                    podePegar = false;
                    animator.SetBool("Pegando", false);
                    funcionar = true;
                }
            }

            if (animator.GetCurrentAnimatorStateInfo(0).IsName("Respawn"))
            {
                if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 0.3f)
                {
                    render.enabled = true;
                }

                if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f)
                {
                    spawn   = false;
                    emSpawn = false;
                    animator.SetBool("Respawn", false);
                    funcionar      = true;
                    render.enabled = false;
                }
            }

            if (animator.GetCurrentAnimatorStateInfo(0).IsName("Throw"))
            {
                if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 0.8f)
                {
                    jogandoBait = false;
                    animator.SetBool("Jogando", false);
                    funcionar = true;
                }
            }
        }
    }