示例#1
0
 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.gameObject.name == "Up_Door")
     {
         level_controller_1 = GameObject.FindObjectOfType(typeof(Level_Controller_1)) as Level_Controller_1;
         level_controller_1.load_next_scene(0);
     }
     else if (collision.gameObject.name == "Down_Door")
     {
         level_controller_1 = GameObject.FindObjectOfType(typeof(Level_Controller_1)) as Level_Controller_1;
         level_controller_1.load_next_scene(1);
     }
     else if (collision.gameObject.name == "Left_Door")
     {
         level_controller_1 = GameObject.FindObjectOfType(typeof(Level_Controller_1)) as Level_Controller_1;
         level_controller_1.load_next_scene(2);
     }
     else if (collision.gameObject.name == "Right_Door")
     {
         level_controller_1 = GameObject.FindObjectOfType(typeof(Level_Controller_1)) as Level_Controller_1;
         level_controller_1.load_next_scene(3);
     }
     else if (collision.gameObject.name == "Out_Door")
     {
         level_controller_1 = GameObject.FindObjectOfType(typeof(Level_Controller_1)) as Level_Controller_1;
         level_controller_1.load_next_scene(4);
     }
     else if (collision.gameObject.name == "In_Door")
     {
         level_controller_1 = GameObject.FindObjectOfType(typeof(Level_Controller_1)) as Level_Controller_1;
         level_controller_1.load_next_scene(5);
     }
     //check if collision is with ladder
     else if (collision.gameObject.name == "Ladder" || collision.gameObject.name == "Ladder_2" || collision.gameObject.name == "Ladder_2_2" || collision.gameObject.name == "Ladder_2_3" || collision.gameObject.name == "Ladder_2_Right_Collider" || collision.gameObject.name == "Ladder_2_2_Right_Collider" || collision.gameObject.name == "Ladder_2_3_Right_Collider")
     {
         OnLadder = true;
     }
 }
示例#2
0
    private Animator animator; //reference to animator to transition into the various animations

    void Start()
    {
        if (Static_Vars_1.start_game)
        {
            Static_Vars_1.start_game = false;
            SceneManager.LoadScene("Title_Screen"); //load title screen if first beginning game, Unity starts with scene at index 0, but start screen is at index 27
        }
        //for debugging purposes adding keys to inventory manually, NEED TO REMOVE FOR ACTUAL GAME PLAY

        /*
         * Static_Vars_1.door_keys.Add("Key_AA");
         * Static_Vars_1.door_keys.Add("Key_BB");
         * Static_Vars_1.door_keys.Add("Key_CC");
         * Static_Vars_1.door_keys.Add("Key_DD");
         */
        animator = GetComponent <Animator>();

        sprite_renderer = gameObject.GetComponent <SpriteRenderer>();

        //check if player has first shot powerup to change sprite on
        if (Static_Vars_1.double_jump_static)
        {
            animator.SetBool("double_jump_power_up", true);
        }
        else if (Static_Vars_1.regular_shot || Static_Vars_1.spray_shot_static)
        {
            sprite_renderer.sprite = idle_image_after_shot_powerup;
            animator.SetBool("shot_power_up", true);
        }
        else
        {
            sprite_renderer.sprite = idle_image_before_shot_powerup;
        }

        //checking if starting from load saved data to specify player position in room
        if (Static_Vars_1.is_loading)
        {
            Static_Vars_1.is_loading = false;
            //set player position
            gameObject.transform.position = new Vector3(Static_Vars_1.player_position_x, Static_Vars_1.player_position_y, 0f);
        }

        //getting reference to MOBILE UI controls
        if (Static_Vars_1.mobile_ui)
        {
            joystick = FindObjectOfType <Joystick>();
        }

        how_soon_to_midair_jump = 5;

        healthBar.SetSize(Static_Vars_1.player_health_static);
        healthBar.SetColor(Color.magenta); //change health bar color here or change to discrete units to display...

        //get reference to Player object's RigidBody2D component
        myRigidBody = GetComponent <Rigidbody2D>();

        //get reference to the 3 gun barrels
        barrel_ref      = GameObject.Find("GunBarrel");
        barrel_ref_up   = GameObject.Find("GunBarrel10DegUp");
        barrel_ref_down = GameObject.Find("GunBarrel10DegDown");

        facing_right = true;

        OnLadder = false;

        //accessing level_controller_1 script for room loading door logic
        level_controller_1 = GameObject.FindObjectOfType(typeof(Level_Controller_1)) as Level_Controller_1;

        try
        {
            level_controller_1.place_player_in_next_scene(); //checking and noting if the 6 possible doors exist
        }
        catch {
            Debug.Log("Not ready yet or something: level_controller_1.place_player_in_next_scene()");
        }

        midair_jumps_remaining = 1; //could perhaps modify if there would be occasions when you would want to add more than 1 midair jump
    }