Пример #1
0
    // Use this for initialization
    public void Start()
    {
        player = GameObject.Find("Character");

        //gets a reference to the vitals class
        vitals = player.GetComponent <Vitals>();

        vitals.setKnockedOutState(true);

        Debug.Log("You've been knocked out...");
        knockedOutFinished = false;

        fadeTop    = transform.Find("fadeTop").gameObject;
        fadeBottom = transform.Find("fadeBottom").gameObject;

        print("The current mode is " + CurrentMode);

        //slightly rotates the player's z angle so that they can fall over

        //player.transform.rotation = Quaternion.Euler(player.transform.eulerAngles.x, player.transform.eulerAngles.y, -10.0f);

        //disbales the player controller script
        playerController         = player.GetComponent <PlayerController>();
        playerController.enabled = false;

        //gets the FPPCamera and then disables the Cam Mouse Look script
        CamMouseLook         = player.transform.Find("FPPCamera").GetComponent <CamMouseLook>();
        CamMouseLook.enabled = false;

        //unlocks the Z axis so that the player can fall over
        player.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY;

        //Random force applied to the body provides a more natural fall.
        Vector3 forceLocation = Random.onUnitSphere * 20;

        player.GetComponent <Rigidbody>().AddForce(forceLocation, ForceMode.Impulse);

        audioSource = GetComponent <AudioSource>();
    }
Пример #2
0
    private void resetPlayer()
    {
        if (!alreadyResetting)
        {
            alreadyResetting = true;

            Debug.Log("Knocked out sequence finished.");

            audioSource.PlayOneShot(bird, 1.0f);

            //sets the player position to the nearest respawn point
            player.transform.position = findClosedPoint().transform.position;
            player.transform.rotation = Quaternion.Euler(0, 0, 0);

            //Freezes all the rotation axis
            player.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezeRotation;

            switch (CurrentMode)
            {
            case Mode.Dead:
                //gets a reference to the health that's attached to the player and then reset the health
                vitals.setHealth(100);
                break;

            case Mode.Drunk:
                vitals.setSoberness(100.0f, true);
                break;

            case Mode.Exhausted:
                vitals.setEnergy(50);
                break;

            default:
                break;
            }
            vitals.setKnockedOutState(false);
        }

        Transform fadeTopPos    = fadeTop.transform;
        Transform fadeBottomPos = fadeBottom.transform;

        //Moves the top black overlay down to the centre
        if (fadeTop.GetComponent <RectTransform>().localPosition.y < 1200)
        {
            fadeTop.transform.position = Vector3.Lerp(fadeTopPos.position, new Vector3(fadeTopPos.position.x, fadeTopPos.position.y + 4.0f), 100.0f * Time.deltaTime);
        }

        //moves the bottom black overlay up to the centre
        if (fadeBottom.GetComponent <RectTransform>().localPosition.y > -1200)
        {
            fadeBottom.transform.position = Vector3.Lerp(fadeBottomPos.position, new Vector3(fadeBottomPos.position.x, fadeBottomPos.position.y - 4.0f), 100.0f * Time.deltaTime);
        }
        else
        {
            //re-enables the disabled scripts
            playerController.enabled = true;
            CamMouseLook.enabled     = true;

            //since the reset seqence has finished, destroy the script
            alreadyResetting = false;
            destroyScript();
        }
    }