void GrowUp() { if (_state == SMBConstants.PlayerState.GrownUp) { return; } SMBGameWorld.Instance.PauseGame(false); _animator.SetTrigger("triggerGrownUp"); _animator.SetLayerWeight(0, 0); _animator.SetLayerWeight(1, 1); _collider.SetSize(grownUpColliderSize); _velocityBeforeGrowUp = _body.velocity; _lockController = true; _body.applyGravity = false; _body.velocity = Vector2.zero; _audio.PlayOneShot(soundEffects[(int)SoundEffects.GrowUp]); _state = SMBConstants.PlayerState.GrownUp; }
void Die(float timeToDie, bool animate = true) { if (_isInvincible) { return; } _state = SMBConstants.PlayerState.Dead; _lockController = true; _particleSystem._shootParticles = false; _collider.applyHorizCollision = false; _collider.applyVertCollision = false; gameObject.layer = LayerMask.NameToLayer("Ignore Raycast"); _body.velocity = Vector2.zero; _body.acceleration = Vector2.zero; _body.applyGravity = false; _animator.SetTrigger("triggerDie"); if (animate) { Invoke("PlayDeadAnimation", timeToDie); } }
void Start() { _state = SMBConstants.PlayerState.Short; _particleSystem._shootParticles = false; _originalCollider = _collider.GetSize(); _originalCollider.center = Vector3.zero; }
void TakeDamage() { SMBGameWorld.Instance.PauseGame(false); _animator.SetTrigger("triggerDamage"); _animator.SetLayerWeight(0, 1); _animator.SetLayerWeight(1, 0); _collider.SetSize(_originalCollider); _lockController = true; _isInvincible = true; _body.applyGravity = false; _body.velocity = Vector2.zero; _velocityBeforeGrowUp = Vector2.zero; _audio.PlayOneShot(soundEffects[(int)SoundEffects.GrowUp]); _state = SMBConstants.PlayerState.Short; }
void Die(float timeToDie, bool animate = true) { isAlive = false; stream.WriteLine("-----------------------Died: " + Time.time + " ----------------------", true); outPutBeliefStack(); //beliefStack.Push(marioBeliefArray); if (_isInvincible) { return; } _state = SMBConstants.PlayerState.Dead; _lockController = true; _particleSystem._shootParticles = false; _collider.applyHorizCollision = false; _collider.applyVertCollision = false; gameObject.layer = LayerMask.NameToLayer("Ignore Raycast"); _body.velocity = Vector2.zero; _body.acceleration = Vector2.zero; _body.applyGravity = false; _animator.SetTrigger("triggerDie"); if (animate) { Invoke("PlayDeadAnimation", timeToDie); } }
void Start() { beliefStack = new Stack <string[]>(); marioBeliefArray = new string[4]; marioBeliefArray[0] = Agent; marioBeliefArray[1] = Action; marioBeliefArray[2] = Interaction; marioBeliefArray[3] = Result; //https://answers.unity.com/questions/185268/adding-a-box-collider-to-an-object-in-csharp-scrip.html gameObject.AddComponent <CircleCollider2D>(); circleCollider = GetComponent <CircleCollider2D>(); circleRadius = 1; circleCollider.radius = circleRadius; circleCollider.isTrigger = true; string path = "Assets/Scripts/Utils/newCoordinates.txt"; string newPath = "Assets/Scripts/Utils/withCounter.txt"; stream = new StreamWriter(path, true); stream.WriteLine("Start Time: " + Time.time); //streamReader = new StreamReader(newPath, true); counterStream = new StreamWriter(newPath, true); //counterStream.WriteLine("Start Time: " + Time.time); //makes it so the player starts out as the tiny mario _state = SMBConstants.PlayerState.Short; //no particles shot _particleSystem._shootParticles = false; _originalCollider = _collider.GetSize(); _originalCollider.center = Vector3.zero; }