示例#1
0
    // Entire Wallmaster movement, destroys self at the end of game
    // NOTICE: linkLocation is the localPosition of the trap
    public IEnumerator GrabLink(Vector3 linkLocation)
    {
        Debug.Log("Grab Link function begun");
        Vector3 startLocation = Vector3.zero;

        if (linkLocation.y == 2)
        { // Bottom edge of the room
            startLocation.y = 33;
            startLocation.x = linkLocation.x + 64 +
                              distanceFrom[Random.Range(0, distanceFrom.Length)];
            firstDirection  = Vector3.up;
            secondDirection = Vector3.left;
            flippedX        = true;
            flippedY        = false;
        }
        else if (linkLocation.y == 8)
        { // Top edge of the room
            startLocation.y = 43;
            startLocation.x = linkLocation.x + 64 +
                              distanceFrom[Random.Range(0, distanceFrom.Length)];
            firstDirection  = Vector3.down;
            secondDirection = Vector3.left;
            flippedY        = true;
            flippedX        = true;
        }
        else if (linkLocation.x == 2)
        { // Left edge of the room
            startLocation.x = 64;
            startLocation.y = linkLocation.y + 33 -
                              distanceFrom[Random.Range(0, distanceFrom.Length)];
            firstDirection  = Vector3.right;
            secondDirection = Vector3.up;
            flippedX        = false;
            flippedY        = false;
        }
        else if (linkLocation.x == 13)
        { // Right edge of the room
            startLocation.x = 79;
            startLocation.y = linkLocation.y + 33 -
                              distanceFrom[Random.Range(0, distanceFrom.Length)];
            firstDirection  = Vector3.left;
            secondDirection = Vector3.up;
            flippedX        = true;
            flippedY        = false;
        }
        else
        {
            Debug.Log("ERROR::INVALID_POSITION_WALLMASTER_TRAP");
            yield break;
        }

        // Place wallmaster in correct start position & begin moving
        transform.localPosition = startLocation;
        anim = StartCoroutine(WallmasterAnimation());

        // Wallmaster move animation
        for (float firstDistMoved = 0; firstDistMoved < 2; firstDistMoved += wallmasterSpeed * Time.deltaTime)
        {
            while (!canMove)
            {
                yield return(null);
            }
            rb.velocity = firstDirection * wallmasterSpeed;
            yield return(null);
        }
        for (float secondDistMoved = 0; secondDistMoved < 3; secondDistMoved += wallmasterSpeed * Time.deltaTime)
        {
            while (!canMove)
            {
                yield return(null);
            }
            rb.velocity = secondDirection * wallmasterSpeed;
            yield return(null);
        }
        for (float firstDistMoved = 0; firstDistMoved < 2.5; firstDistMoved += wallmasterSpeed * Time.deltaTime)
        {
            while (!canMove)
            {
                yield return(null);
            }
            rb.velocity = -firstDirection * wallmasterSpeed;
            yield return(null);
        }
        rb.velocity = Vector3.zero;
        isBusy      = false;
        StopCoroutine(anim);
        if (hasCaptured)
        {
            // TODO: Set respawnRequirement to true
            // TODO: Animation change to beginning of room
            cam.transform.position     = cam.GetComponent <CameraController>().initPosition;
            playerAttacked.is_captured = false;
            player.transform.position  = cam.GetComponent <CameraController>().initPlayerPosition;
            utility.WallmasterReset();
            // Indicator that the room has been left by link
        }
        // TODO: Anything else to do at the end of movement?
    }