public void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Player" && objectMessenger != null) { collidedObject = SceneMessenger.GetMainPlayerObject(other.gameObject); } }
public void SavePlayerState() { GameObject playerObj = GameObject.FindWithTag("Player"); if (playerObj == null) { //This most likely means the player is dead //and we are restarting the level. return; } GameObject obj = SceneMessenger.GetMainPlayerObject(playerObj); if (obj == null) { //This most likely means the player is dead //and we are restarting the level. return; } int health = obj.GetComponent <Health> ().health; int armor = obj.GetComponent <Health> ().armor; List <PickupType> activePickups = obj.GetComponent <PickupController> ().GetActivePowerups(); int points = GameObject.FindGameObjectWithTag("UIController").GetComponent <UIController> ().Points; bool gunActive = obj.GetComponent <PlayerInput> ().gunActive; SceneMessenger.playerData = new ScenePersistence(health, armor, activePickups, points, gunActive); }
public void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Player") { player = SceneMessenger.GetMainPlayerObject(other.gameObject); StartCutscene(); } }
void Awake() { if (Instance != null) { Destroy(gameObject); } Instance = this; if (callbacks == null) { callbacks = new Dictionary <Message, List <Delegate> >(); } }
public void OnTriggerEnter2D(Collider2D other) { if (other.GetComponent <Hitbox> () == null) { //We don't want the far away colliders that //spawn enemies to trigger the scene change. return; } GameObject parent = SceneMessenger.GetMainPlayerObject(other.gameObject); if (parent.tag == "Player") { SceneMessenger.Instance.LoadScene(sceneToLoad); } }
public void LoadPlayerState() { GameObject obj = SceneMessenger.GetMainPlayerObject(GameObject.FindWithTag("Player")); if (obj != null && SceneMessenger.playerData != null) { int health = SceneMessenger.playerData.health; int armor = SceneMessenger.playerData.armor; int points = SceneMessenger.playerData.points; bool gunActive = SceneMessenger.playerData.gunActive; int maxHealth = obj.GetComponent <Health> ().maxHealth; int maxArmor = obj.GetComponent <Health> ().maxArmor; obj.GetComponent <Health> ().health = health; obj.GetComponent <Health> ().armor = armor; obj.GetComponent <PickupController> ().SetActivePowerups(SceneMessenger.playerData.activePowerups); obj.GetComponent <PlayerInput> ().gunActive = gunActive; GameObject.FindGameObjectWithTag("UIController").GetComponent <UIController> ().Points = points; Invoke(Message.HEALTH_UPDATED, new object[] { health, maxHealth, armor, maxArmor }); Invoke(Message.POINTS_RECEIVED, new object[] { 0 }); SceneMessenger.playerData = null; } }
// Use this for initialization void Start() { sceneMessenger = SceneMessenger.Instance; sceneMessenger.AddListener(Message.PLAYER_HEALTH_LOST, new SceneMessenger.HealthChangeCallback(UpdateHearts)); sceneMessenger.AddListener(Message.PLAYER_HEALTH_GAINED, new SceneMessenger.HealthChangeCallback(UpdateHearts)); }
void Start() { sceneMessenger = SceneMessenger.Instance; }