public void PlayerJoined(NinjaController ninja) { blockers[ninja.PlayerNumber].color = new Color(1, 1, 1, 0); spawnPoints.SpawnNinja(ninja, ninja.PlayerNumber, NinjaState.Pregame); pregamers.Add(ninja, false); }
// Use this for initialization void Start() { ninja = FindObjectOfType<NinjaController> (); if (ninja.transform.localScale.x < 0) speed = - speed; }
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { NinjaController ninja = animator.GetComponentInParent <NinjaController>(); float vertical = Input.GetAxisRaw("Vertical"); float horizontal = Input.GetAxisRaw("Horizontal"); Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized; if (direction.magnitude >= 0.1f) { float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg; float angle = Mathf.SmoothDampAngle(ninja.transform.eulerAngles.y, targetAngle, ref TurnSmoothVelocity, TurnSmoothTime); ninja.transform.rotation = Quaternion.Euler(0f, angle, 0f); Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward; ninja.RIGID_BODY.MovePosition(ninja.RIGID_BODY.position + moveDir.normalized * Speed * Time.fixedDeltaTime); } if (!ninja.W && !ninja.A && !ninja.S && !ninja.D) { animator.SetBool(TransitionParameters.Sprint.ToString(), false); } if (ninja.IsSlideArea) { animator.SetBool(TransitionParameters.Slide.ToString(), true); } }
public void PlayerReady(NinjaController ninja) { pregamers[ninja] = true; ninja.State = NinjaState.Ready; GameUiManager.Instance.SetNinjaAsReady(ninja.PlayerNumber); if (pregamers.Count <= 1) { return; } var ready = true; foreach (var item in pregamers) { if (item.Value) { continue; } ready = false; break; } if (ready && !startedGame) { GameUiManager.Instance.StartGameCountDown(); startedGame = true; } }
private void PlayConfetti(NinjaController winner) { var settings = confettiParticleSystem.main; settings.startColor = winner.NinjaColor; confettiParticleSystem.Play(); }
protected override void NinjaKilled(NinjaController killedNinja) { Vector2 position = killedNinja.transform.position; OnKilledNinja(killedNinja); killedNinja.Killed(); GameManager.Instance.NinjaKilled(killedNinja, position, Thrower); }
protected virtual void NinjaKilled(NinjaController killedNinja) { OnKilledNinja(killedNinja); Vector2 position = killedNinja.transform.position; killedNinja.Killed(); GameManager.Instance.NinjaKilled(killedNinja, position); }
void Start() { Debug.Assert(platformPrefab != null); Debug.Assert(spawnCount > 0); ninja = FindObjectOfType <NinjaController>(); BoxCollider2D platformCollider = platformPrefab.GetComponent <BoxCollider2D>(); halfPlatformHeight = platformCollider.size.y / 2; xPadding = (xSpread + 1) * platformCollider.size.x; float platformHalfWidth = platformCollider.size.x / 2; //just set this game object's position = the main camera's position to avoid local positioning confusion transform.position = new Vector2(mainCam.transform.position.x, mainCam.transform.position.y); //this is in world coordinates float topCamEdge = (mainCam.transform.position.y - mainCam.orthographicSize) + (mainCam.orthographicSize * 2 * ySpread); float botCamEdge = (mainCam.transform.position.y - mainCam.orthographicSize) + halfPlatformHeight; //the top edge of the camera's y location is relative to this game object's y position localTopCamEdge = topCamEdge - transform.position.y; localBotCamEdge = botCamEdge - transform.position.y; //always assign the first platform to be right below the player at all times float randomHeight = Random.Range(localBotCamEdge, localTopCamEdge); GameObject platform = Instantiate <GameObject>(platformPrefab, transform, false); platform.transform.localPosition = new Vector3(platformHalfWidth, ninja.transform.position.x - this.transform.position.x - platform.GetComponent <BoxCollider2D>().size.x / 2, ninja.transform.position.y - this.transform.position.y - ninja.GetComponent <Collider2D>().bounds.size.y / 2); platforms.Add(platform); //generate all other platform heights based on the previous platform's height and the player's jump height for (int i = 1; i < spawnCount; ++i) { GameObject prevPlatform = platforms[i - 1]; float minHeightMod = prevPlatform.transform.localPosition.y - ninja.jumpHeight; float maxHeightMod = prevPlatform.transform.localPosition.y + ninja.jumpHeight; if (minHeightMod < localBotCamEdge) { minHeightMod = localBotCamEdge; } if (maxHeightMod > localTopCamEdge) { maxHeightMod = localTopCamEdge; } randomHeight = Random.Range(minHeightMod, maxHeightMod); GameObject platformClone = Instantiate <GameObject>(platformPrefab, transform, false); platformClone.transform.localPosition = new Vector3(i * xPadding + platformHalfWidth, randomHeight, 0.0f); platforms.Add(platformClone); } Debug.Log(mainCam.pixelRect.ToString()); }
void Awake() { GameObject parentObject = transform.parent.gameObject; parentScript = parentObject.GetComponent<NinjaController> (); anim = parentObject.GetComponent<Animator> (); otherNinja = null; otherNinjaScript = null; }
// Use this for initialization void Start() { Enemy_Attack = false; Enemy2_Die = false; isWait = false; pointOnce = false; NinjaControllerScriptE2S = GameObject.Find("Ninja").GetComponent <NinjaController> (); }
void OnTriggerStay2D(Collider2D col) { if (otherNinja == null && col.gameObject.tag == "ninjaFeet"){ Debug.Log ("There's a Ninja on my head..."); otherNinja = col.transform.parent.gameObject; otherNinjaScript = otherNinja.GetComponent<NinjaController> (); parentScript.setNinjaOnTop (otherNinjaScript); } }
void OnTriggerEnter2D(Collider2D other) { NinjaController ninja = other.gameObject.GetComponent <NinjaController>(); if (ninja == true) { Score.AddScore(value); Destroy(this.gameObject); } }
// Use this for initialization void Start() { Enemy_Attack = false; Enemy_Die = false; GameObject.Find("enemy_Sword").SetActive(true); pointOnce = false; isSndWait = false; NinjaControllerScriptES = GameObject.Find("Ninja").GetComponent <NinjaController> (); }
// Use this for initialization void Start() { n = GameObject.FindGameObjectWithTag ("ninja"); controller = n.GetComponent<NinjaController> (); if (!controller.facingRight) { shurikenSpeed = -shurikenSpeed; } GetComponent<Rigidbody2D> ().AddForce (new Vector2 (shurikenSpeed, 0)); }
// Use this for initialization void Start() { _coins = GameObject.FindGameObjectsWithTag("Coin"); _totalCoins = _coins.Length; _ninjaController = ninja.GetComponent <NinjaController>(); _collectedCoins = _ninjaController.score; _scoreText = score.GetComponent <Text>(); _scoreText.text = string.Format("{0:00} / {1:00}", _collectedCoins, _totalCoins); }
public void NinjaKilled(NinjaController killedNinja, Vector3 deathPosition, NinjaController killerNinja = null) { if (GameState == State.Playing) { currentScoresManager.NinjaKilled(killedNinja, killerNinja); } var accessoryDrop = Instantiate(accessoryDropPrefab, deathPosition, Quaternion.identity); accessoryDrop.GetComponent <AccessoryDrop>().SetUp(killedNinja.HatSprite.sprite); CreateBackgroundBloodSplatter(deathPosition, killedNinja.NinjaColor); }
void Awake() { NinjaAniSprite = GetComponent<SpriteRenderer> (); if (NinjaAniSprite.enabled) NinjaAniSprite.enabled = false; anim = GetComponent<Animator> (); // get parent information GameObject parentObject = transform.parent.gameObject; parentScript = parentObject.GetComponent<NinjaController> (); }
void Awake() { anim = GetComponent<Animator> (); NinjaSprite = GetComponent<SpriteRenderer> (); // get child information Transform childTransform = transform.FindChild ("NinjaAni"); NinjaAniGO = childTransform.gameObject; NinjaAniScript = NinjaAniGO.GetComponent<NinjaAnimation> (); NinjaOnTop = null; facingRight = true; }
public void AddPlayer(NinjaController ninja) { participatingNinjas.Add(ninja); ninja.Description = ninjaPicker.GetDescription(); ninja.HatSprite.sprite = ninjaPicker.GetNextHat().Sprite; ninja.SetUpBody(ninjaBodies[participatingNinjas.Count - 1]); GameUiManager.Instance.AddPlayer(ninja); pregameManger.PlayerJoined(ninja); if (participatingNinjas.Count == 1) { PickLevel(); } }
void OnTriggerExit2D(Collider2D col) { if (otherNinja && col.gameObject.tag == "ninjaFeet") { Debug.Log ("No Ninja on my head..."); // set stuff to null because Ninja is no longer on top otherNinja = null; otherNinjaScript = null; parentScript.setNinjaOnTop (null); // set jump delay, penalty for allowing a ninja to jump off of you // this would be a good time to switch back to idle animation maybe? // if we were to add an animation for holding a ninja on top parentScript.setJumpDelay (.5f); } }
private void Start() { distanceJoint = GetComponent <DistanceJoint2D>(); nodes.Add(distanceJoint); NinjaController ninja = GetComponentInParent <NinjaController>(); distanceJoint.connectedBody = ninja.Rigidbody; for (int i = 0; i < nodeCount; i++) { var node = Instantiate(nodePrefab, transform.position, Quaternion.identity); node.transform.SetParent(transform); var joint = node.GetComponent <DistanceJoint2D>(); joint.connectedBody = nodes[i].GetComponent <Rigidbody2D>(); nodes.Add(joint); } }
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Player") { NinjaController controller = col.gameObject.GetComponent <NinjaController>(); if (col.collider is CircleCollider2D && col.contacts[0].otherCollider is CircleCollider2D && !isInState("Die")) { killedBy = KILLED_BY_JUMPED_ON; Die(); } if ((controller.CurrentState & NinjaController.FLAG_STATE_SLIDE) > 0) { killedBy = KILLED_BY_SLIDE; Die(); } } }
public void setNinjaOnTop(NinjaController otherNinjaScript) { NinjaOnTop = otherNinjaScript; }