// Update is called once per frame void Update() { if (Input.GetKeyDown("space") && inside && !movscript.GetMovementLock()) { if (!locked) { movscript.LockMovement(); if (above) { cs.StartWipe(inwipe, outwipe, AboveTeleport, movscript.UnlockMovement); } else { cs.StartWipe(inwipe, outwipe, BelowTeleport, movscript.UnlockMovement); } if (sound != null) { audio.PlayOneShot(sound); } } else { handler.StartScene(locktext); } } }
public void StartCellPhoneFight() { movscript.LockMovement(); CameraShader cs = GameObject.Find("Main Camera").GetComponent <CameraShader>(); cs.StartWipe(Resources.Load <Texture>("Textures/weirdspiralwipe"), Resources.Load <Texture>("Textures/screenwipeouttex"), InitializeCellPhoneFight, null, 1.0f, 3.0f); mps.PlaySong("Sounds/Music/O_SHIT_I_ENCOUNTERED_AN_ENEMY_BUT_ITS_SHORTER", 3, false); }
void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.name == "Player" && !movscript.GetMovementLock()) { Debug.Log("Enemy touched player"); cs.StartWipe(inwipe, outwipe, InitializeBattle, null, 1.0f, 3.0f); movscript.LockMovement(); //SceneManager.LoadScene("BattleScene"); active = false; gameObject.SetActive(active); } }
// Update is called once per frame void Update() { switch (currstate) { case states.dead: break; case states.battlewon: generalTimer += Time.deltaTime; if (generalTimer >= 3.0f) { generalTimer = 0.0f; currstate = states.dead; if (cbbattleend == null) { cs.StartWipe(EndBattle, movscript.UnlockMovement); } else { cs.StartWipe(EndBattle, cbbattleend); } } break; case states.turnstart: { currbattler = battlerQueue[0]; battlerQueue.RemoveAt(0); battlerQueue.Add(currbattler); currbattler.StartFlashing(1.5f); if (!currbattler.isPlayerControlled) { //generalTimer += Time.deltaTime; //if (generalTimer >= 2.0f) //{ generalTimer = 0.0f; currstate = states.turnattack; AttackDelegate ad = currbattler.GetAttack(player, this); StartCoroutine(ad(currbattler, player, this)); //} } else { choiceRadial.SetActive(true); } currstate = states.turnattack; break; } case states.turnattack: { break; } case states.turnend: { generalTimer += Time.deltaTime; if (generalTimer >= 1.0f) { generalTimer = 0.0f; currstate = states.turnstart; } break; } default: currstate = states.dead; break; } //player.UpdateBattler(); //enemy.UpdateBattler(); for (int i = 0; i < registeredBattlers.Count; i++) { registeredBattlers[i].UpdateBattler(); } playerhp.text = player.hp.ToString(); playermaxhp.text = player.maxhp.ToString(); playeren.text = player.en.ToString(); playermaxen.text = player.maxen.ToString(); }