示例#1
0
    IEnumerator DeathAndRespawn()
    {
        GetComponent <Collider2D>().enabled = false;
        CameraFollow.instance.FocusOn(transform.position, blackenTime + 6f);

        effectsStorage.PlayEffect(1); //Death SFX

        foreach (GameObject enemy in GameObject.FindGameObjectsWithTag("Enemy"))
        {
            if (enemy.transform.root != transform.root && enemy.GetComponent <Damageable>() != null)
            {
                enemy.GetComponent <Damageable>().Die();
            }
        }

        GetComponent <SpriteRenderer>().color = new Color(1, 1, 1, 0);
        GetComponent <Collider2D>().enabled   = false; // hitbox
        ai.StopAI();
        StartCoroutine(Blacken(blackenTime));
        yield return(new WaitForSeconds(blackenTime));


        Utils.SpawnScaledParticleSystem(ParticleType.Ashes, transform.parent); // BurnToAshes
        yield return(new WaitForSeconds(0.5f));

        yield return(new WaitForSeconds(1f)); // for particles to naturally disappear

        effectsStorage.PlayEffect(2);         // Respawn SFX
        GetComponentInParent <Animation>().Play("SnakeRespawn");
        yield return(new WaitForSeconds(4f)); // Respawn length

        sr.color     = new Color(1, 1, 1, 1);
        bodySr.color = new Color(1, 1, 1, 1);
        GetComponentInParent <Animation>().Play("CheckpointFloat");


        RestoreHealth(maxHealth - currHealth);
        GetComponent <Collider2D>().enabled = true; // hitbox

        CameraFollow.instance.FocusOn(transform.position + Vector3.up * 20, 3);
        yield return(new WaitForSeconds(1.5f));

        if (!hasDied)
        {
            Instantiate(doubleJumpPowerup, transform.position, Quaternion.identity);
            hasDied = true;
        }
        yield return(new WaitForSeconds(1.5f));

        GetComponent <Collider2D>().enabled = true;
        ai.StartAI();
    }
示例#2
0
    private void ShootProjectile()
    {
        effectsStorage.PlayEffect(0); // Shoot SFX
        Vector2    aimDirection   = target.position - headTransform.position;
        GameObject projectileInst = Instantiate(projectilePrefab, (Vector2)headTransform.position + aimDirection.normalized * 1.5f, Quaternion.FromToRotation(Vector3.up, aimDirection));

        shootAmount--;
    }
示例#3
0
    void Start()
    {
        rb                        = GetComponent <Rigidbody2D>();
        sprite                    = transform.GetChild(0);
        sr                        = sprite.GetComponent <SpriteRenderer>();
        particle                  = GetComponentInChildren <ParticleSystem>().main;
        damageable                = GetComponent <Damageable>();
        burningFilter             = new ContactFilter2D();
        burningFilter.useTriggers = true;
        burningFilter.SetLayerMask(LayerMask.GetMask("Burning")); // DO NOT use LayerMask.NameToLayer here -- it returns an int instead of bitmask
        // print("burning filter: " + LayerMask.LayerToName(burningFilter.layerMask));
        fireHitbox     = transform.GetChild(1).gameObject;
        animator       = sprite.GetComponent <Animator>();
        effectsStorage = GetComponent <EffectsStorage>();
        effectsStorage.PlayEffect(2); // spawn SFX

        if (PersistentManager.instance == null)
        {
            Instantiate(Utils.persistentManager, Vector3.zero, Quaternion.identity);
        }

        volumeProfile.TryGet(out bloom);
        bloom.intensity.value = 0.5f;
    }
示例#4
0
    void Update()
    {
        UpdateSpriteJumpColor();

        if (Input.GetKeyDown(KeyCode.R))
        {
            PersistentManager.Reload();
        }

        if (Input.GetKeyDown(KeyCode.PageUp))
        {
            int sceneID = SceneManager.GetActiveScene().buildIndex;
            SceneManager.LoadScene(sceneID + 1);
        }
        else if (Input.GetKeyDown(KeyCode.PageDown))
        {
            int sceneID = SceneManager.GetActiveScene().buildIndex;
            SceneManager.LoadScene(sceneID - 1);
        }

        Vector3 mousePosition = Utils.MouseWorldPosition();
        Vector3 aimVector     = mousePosition - transform.position;
        Vector3 aimDirection  = aimVector.normalized;

        handleTimers();

        if (canSwim && inSwimMode) // constantly move towards cursor
        {
            float mag    = aimVector.magnitude;
            float amount = Mathf.Min(mag > 3f ? Mathf.Log(mag) : 0f, 2f); // scale with distance from player to cursor logarithmically, cap at 2
            print("Amount: " + amount + " Mouse dist: " + mag);
            rb.AddForce(aimDirection * amount * 0.15f, ForceMode2D.Impulse);
            // TODO - should we set AirJumpBehaviour to PreserveMomentum only when swimming? or all the time?
        }

        // stop all input if hovering over UI element
        if (EventSystem.current.IsPointerOverGameObject())
        {
            return;
        }

        if (!isCharging)
        {
            if (!inSwimMode && Input.GetMouseButtonDown(1)) // right click
            {
                if (damageable.currHealth > 1)              // prevent death from clicking
                {
                    LaunchProjectile(aimDirection);
                }
            }
            else if (Input.GetMouseButton(0) && chargeCooldownTimer == 0f)
            {
                if (maxJumps == -1 || jumpTimes < maxJumps)
                {
                    isCharging        = true;
                    chargeStartTime   = Time.time;
                    sprite.localScale = new Vector3(1, 0.5f, 1);
                    Time.timeScale    = aimingTimeScale;

                    if (playChargingSound)
                    {
                        playChargingSound = false;
                        effectsStorage.PlayEffect(3); // charge SFX
                    }

                    if (airJumpBehaviour == AirJumpBehaviour.CancelOnAim)
                    {
                        rb.velocity     = new Vector3(0.0f, 0.0f, 0.0f);
                        rb.gravityScale = 0;
                    }

                    // Instantiate LaunchBar
                    activeLaunchBar = Instantiate(launchBar, transform.position, Quaternion.FromToRotation(Vector3.right, aimDirection), transform).GetComponent <LaunchBar>();
                }
                else
                {
                    // possibly play an "invalid" sound
                }
            }
        }
        else // already charging
        {
            /*if (Input.GetMouseButton(0) && Time.time - chargeStartTime > maxJumpCharge && isCharging) // Jump when held too long
             * {
             *  FinishCharge(Time.time - chargeStartTime, aimDirection);
             * }
             * else*/
            if (Input.GetMouseButton(0))
            {
                // When holding down button, increase bar
                if (activeLaunchBar != null)
                {
                    float percent = Mathf.Min((Time.time - chargeStartTime) / maxChargeTime, 1f);
                    activeLaunchBar.SetSize(percent);
                    activeLaunchBar.UpdateDirection(Quaternion.FromToRotation(Vector3.right, aimDirection));
                }
            }
            else if (Input.GetMouseButtonUp(0)) // Jump when release
            {
                FinishCharge(Time.time - chargeStartTime, aimDirection);
            }

            if (Input.GetMouseButtonDown(1)) // cancel charge
            {
                FinishCharge();
            }
        }
    }