Пример #1
0
 // Update is called once per frame
 void Update()
 {
     if (this.name == EventSystem.current.currentSelectedGameObject.name)
     {
         if ((Input.GetKeyDown(GameConstants.R) || Input.GetKeyDown(GameConstants.L)) && ((optionSelected == 0) || (optionSelected == settingOptions.Length - 1)))
         {
             soundEffect.PlaySoundEffect("Wrong");
         }
         if (Input.GetKeyDown(GameConstants.L) && (optionSelected != 0))
         {
             soundEffect.PlaySoundEffect("SettingsSlider");
             optionSelected--;
             settingText.GetComponent <Texts>().SetText(settingOptions[optionSelected]);
             if (optionSelected == 0)
             {
                 leftArrow.SetActive(false);
             }
             rightArrow.SetActive(true);
             SetArrows();
         }
         if (Input.GetKeyDown(GameConstants.R) && (optionSelected != settingOptions.Length - 1))
         {
             soundEffect.PlaySoundEffect("SettingsSlider");
             optionSelected++;
             settingText.GetComponent <Texts>().SetText(settingOptions[optionSelected]);
             if (optionSelected == settingOptions.Length - 1)
             {
                 rightArrow.SetActive(false);
             }
             leftArrow.SetActive(true);
             SetArrows();
         }
     }
 }
Пример #2
0
    private bool ChooseCharacter(string charName)
    {
        if (!CharacterAlreadyChosen(charName))
        {
            soundEffect.PlaySoundEffect("ConfirmCharSel");
            chosenChars++;
            switch (chosenChars)
            {
            case 1:
                firstChosenCharacter.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Textures_and_Sprites/Menus/Interface/CharacterSelectionMenu/CharacterProfile/"
                                                                                                      + characterSeries + "/" + charName + "/" + "Chosen" + charName + "Background");
                CurrentFightStats.SetSelectedCharacterPlayer1(charName, 0); break;

            case 2:
                secondChosenCharacter.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Textures_and_Sprites/Menus/Interface/CharacterSelectionMenu/CharacterProfile/"
                                                                                                       + characterSeries + "/" + charName + "/" + "Chosen" + charName + "Background");
                CurrentFightStats.SetSelectedCharacterPlayer1(charName, 1); break;

            case 3:
                thirdChosenCharacter.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Textures_and_Sprites/Menus/Interface/CharacterSelectionMenu/CharacterProfile/"
                                                                                                      + characterSeries + "/" + charName + "/" + "Chosen" + charName + "Background");
                CurrentFightStats.SetSelectedCharacterPlayer1(charName, 2);
                loadScene.LoadByIndex(8); break;
            }
            return(true);
        }
        soundEffect.PlaySoundEffect("Wrong");
        return(false);
    }
Пример #3
0
    void Update()
    {
        Scene currentScene = SceneManager.GetActiveScene();

        if (Input.GetKeyDown(GameConstants.BACK))
        {
            switch (currentScene.buildIndex)
            {
            case 2: soundEffect.PlaySoundEffect("Back"); LoadByIndex(1); break;                 ///Versus

            case 3:
            case 4:
            case 5: soundEffect.PlaySoundEffect("Back"); LoadByIndex(2); break;                         ///VSCPU, CPUVSCPU, PVP
            }
        }
    }
Пример #4
0
 void applyDamage()
 {
     if (!immune)
     {
         soundEffectPlayer.PlaySoundEffect("moon_comet_hit", 0.5f);
         healthBarSliderMoon.value -= 0.2f;
     }
 }
Пример #5
0
 public void ClosePopUp()
 {
     popUpWindow.SetActive(false);
     myEventSystem = EventSystem.current;
     myEventSystem.SetSelectedGameObject(previouslySelectedObject);
     image.color = new Color(image.color.r, image.color.g, image.color.b, 0f);
     soundEffect.PlaySoundEffect("Back");
 }
Пример #6
0
 void OnTriggerEnter2D(Collider2D col)
 {
     if (col.gameObject.tag == "Moon")
     {
         soundEffectPlayer.PlaySoundEffect("get_immune", 0.5f);
         col.gameObject.BroadcastMessage("setImmune");
         GameObject.FindGameObjectWithTag("Sun").BroadcastMessage("setImmuneSun");
         this.gameObject.SetActive(false);
     }
 }
Пример #7
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(GameConstants.BACK))
        {
            switch (currentPopUp)
            {
            case PopUp.None: soundEffect.PlaySoundEffect("Back"); loadScene.LoadByIndex(1); break;

            case PopUp.Controls:
            case PopUp.Language:
            case PopUp.Version: PopUpInactive(); break;
            }
        }
    }
Пример #8
0
    void OnGUI()
    {
        Event e = Event.current;

        if (e.isKey && waitForInput && e.keyCode != KeyCode.Return && e.keyCode != KeyCode.Escape && e.keyCode != KeyCode.None)           //None must be checked because when the key is lifted, it sends a None event.//
        {
            bool buttonAssigned;
            buttonAssigned = GameConstants.CheckButtonExists(e.keyCode);
            if (!buttonAssigned)
            {
                soundEffect.PlaySoundEffect("Confirm");
                typeof(GameConstants).GetField(buttonToChange).SetValue(null, e.keyCode);
                GameConstants.ReloadButtonsAsigned();
                currentButtonSelected.GetComponent <Button>().interactable = true;
                EventSystem.current.SetSelectedGameObject(currentButtonSelected);
                waitForInput = false;
                ShowButtons();
            }
            if (e.type == EventType.KeyUp && waitForInput)               /////Has to be played when key up, otherwise it replays the sound effect constantly while pressed
            {
                soundEffect.PlaySoundEffect("Wrong");
            }
        }
    }
Пример #9
0
    public void SendScoreToCustomer()
    {
        GameObject coffee = Instantiate(coffeePF);

        coffee.transform.position = transform.position + new Vector3(.5f, 0, 0);
        coffee.GetComponent <Fade>().init();
        coffee.GetComponent <Fade>().setShow(true);
        coffee.GetComponent <ILerpable>().lerpTo(coffee.transform.position + new Vector3(0f, 1.25f, 0), 3.0f);
        ClearScore();
        soundEffectPlayer.PlaySoundEffect(coffeeFillSound);

        if (customerManager.customersServed + 1 < customerManager.customersPerDay)
        {
            Core.core.ExecuteAfterTime(1f, () => {
                board.unlockBoard();
            });
        }

        Core.core.ExecuteAfterTime(coffeeDuration, () => {
            coffee.GetComponent <FadeOnDestroy>().Destroy();
            SendScoreToCustomerDelayed();
        });
    }
Пример #10
0
 public void PlayButtonSoundEffect(string currentSoundEffect)
 {
     soundEffect.PlaySoundEffect(currentSoundEffect);
 }
Пример #11
0
    private void Update()
    {
        timebetweenshot += Time.deltaTime;
        if (timer > 0)
        {
            timer -= Time.deltaTime;
        }
        if (timer < 0)
        {
            if (!immunityOff)
            {
                Debug.Log("immunity off now set to true");
                soundEffectPlayer.PlaySoundEffect("stop_immune", 0.5f);
                inputFlipped = inputFlipState;
                immunityOff  = true;
            }
        }

        if (healthBarSlider.value <= 0)
        {
            // go to game over scene

            Debug.Log("Sun - Game Over");
        }

        // Input for movement
        if (!inputFlipped)
        {
            if (Input.GetKey(KeyCode.UpArrow))
            {
                rb.AddForce(movement);
            }
            else if (Input.GetKey(KeyCode.DownArrow))
            {
                rb.AddForce(-movement);
            }
        }

        else
        {
            if (Input.GetKey(KeyCode.UpArrow))
            {
                rb.AddForce(-movement);
            }
            else if (Input.GetKey(KeyCode.DownArrow))
            {
                rb.AddForce(movement);
            }
        }

        // Getting mouse position and then making sure that the sun faces the mouse with it's "up" vector
        mousePosition = Input.mousePosition;

        Vector3 diff = Camera.main.ScreenToWorldPoint(mousePosition) - transform.position;

        diff.Normalize();

        float rotZ = Mathf.Atan2(diff.y, diff.x) * Mathf.Rad2Deg;

        transform.rotation = Quaternion.Euler(0f, 0f, rotZ - 90);

        // Fire
        if (Input.GetMouseButtonDown(0) && timebetweenshot > 0.5f)
        {
            Fire(mousePosition);
            timebetweenshot = 0f;
        }
        // Ensure that the x position of the sun is the same as the start
        if (transform.position.x != startPosition.x)
        {
            transform.position = new Vector3(startPosition.x, transform.position.y);
        }
    }