void OnTriggerEnter(Collider other) { var baseCollision = other.GetComponent <Base>(); if (baseCollision != null) { // TODO: stop from following character and move around // the base normally targetToFollow = null; atBase = true; if (!baseCollision.followers.Contains(this)) { baseCollision.followers.Add(this); } } else { if (targetToFollow == null && atBase == false) { var character = other.GetComponent <MainCharacterController>(); if (character != null) { character.StartInteract(this); } } } }
void OnTriggerEnter2D(Collider2D other) { /* Once player meets collider, determines which stone is class attached to * and sends information to TutorialSceneController. */ MainCharacterController controller = other.GetComponent <MainCharacterController>(); if (controller != null) { if (this.CompareTag("Patsas2")) { ctrl.activeKivi1(); } else if (this.CompareTag("Patsas3")) { ctrl.activeKivi2(); } else if (this.CompareTag("Patsas4")) { ctrl.activeKivi3(); } else if (this.CompareTag("Patsas5")) { ctrl.activeKivi4(); } normalStone.SetActive(false); pressedStone.SetActive(true); time = 0f; } }
// Start is called before the first frame update void Start() { Character = (GameObject)Instantiate(CharacterPrefab); CharacterController = Character.GetComponent <MainCharacterController>(); CharacterController.GenerateCharacterStats(); GenerateGrid(); }
void Start() { playerObj = GameObject.FindGameObjectWithTag("Player"); playerController = playerObj.GetComponent <MainCharacterController>(); timeLeft = totalTime; }
void Start() { medrash = GameObject.FindGameObjectWithTag("Player"); controller = medrash.GetComponent<MainCharacterController>(); StartCoroutine(FlameUpdate()); GetComponent<AudioSource>().volume = flameVolume; }
// Use this for initialization void Start() { this.mainCharacterController = this.mainCharacterGameObject.GetComponent <MainCharacterController>(); var textObj = GameObject.Find("InstructionsText"); if (textObj != null) { textObj.GetComponent <Text>().text = "Instructions\n\n" + this.mainCharacterController.blendedKey + " - Blended\n" + this.mainCharacterController.priorityKey + " - Priority\n" + this.mainCharacterController.stopKey + " - Stop"; } var obstacles = GameObject.FindGameObjectsWithTag("Obstacle"); this.characterControllers = this.CloneCharacters(this.mainCharacterGameObject, 10, obstacles); this.characterControllers.Add(this.mainCharacterGameObject.GetComponent <MainCharacterController>()); //LINQ expression with a lambda function, returns an array with the DynamicCharacter for each character controler var characters = this.characterControllers.Select(cc => cc.character).ToList(); //add the character corresponding to the main character //characters.Add(this.mainCharacterController.character); //initialize all characters foreach (var characterController in this.characterControllers) { characterController.InitializeMovement(obstacles, characters); } }
protected override void Awake() { base.Awake(); _gun = GetComponentInChildren <MainCharacterGun>(); _mainCharacterController = GetComponentInChildren <MainCharacterController>(); SceneManager.sceneLoaded += HandleSceneLoaded; }
public void UnproxyPlayer() { m_PlayerOnBoard.transform.SetParent(null); m_PlayerOnBoard = null; enabled = false; m_BuoyantObject.velocityDrag = m_InitialVelocityDrag; m_BuoyantObject.m_Gravity = m_InitialGravity; }
void Start() { GameObject player = GameObject.FindGameObjectsWithTag("Player")[0]; mainCharacterController = player.GetComponent<MainCharacterController>(); var highScoreText = GameObject.FindGameObjectsWithTag("HighScore")[0]; highScoreText.GetComponent<Text>().text = "High Score " + GetHighScore(); }
void Awake() { if (_mainCtrl != null) { Destroy(this.gameObject); } _mainCtrl = this; skinActive = PlayerPrefs.GetInt("skinActive"); }
private void OnTriggerEnter2D(Collider2D collision) { MainCharacterController controller = collision.GetComponent <MainCharacterController>(); if (controller != null) { UIController.Instance.OpenForestEntryMenu(); } }
private void OnTriggerEnter2D(Collider2D collision) { MainCharacterController controller = collision.GetComponent <MainCharacterController>(); if (controller != null) { ForestCanvasController.Instance.BackToHome(); } }
// Start is called before the first frame update void Start() { playerData = GetComponent <PlayerData>(); gameManager = GetComponent <GameManager>(); mainCharacterAnimator = GetComponent <Animator>(); mainCharacterController = GetComponent <MainCharacterController>(); topHeartUIButtons.SetActive(false); //turns off hearts topGoldHomeUIButtons.SetActive(false); //turns off gold home button }
void OnTriggerExit2D(Collider2D other) { /* Sets conversation active when Player meets collider. */ player = other.GetComponent <MainCharacterController>(); if (player != null) { active = true; } }
public void Init(int StageNumber, List <Skill> unlockedSkills, List <Skill> AllSkills, MainCharacterController MainControl, int upgrades) { maincont = MainControl; GlobalVariables.Instance.HasUI = true; if (StageNumber <= XMLLoad.Instance.stageList.stage.Count) { StageCompleteText.text = "Stage " + StageNumber + " Completed"; } else { StageCompleteText.text = "Endless Stage " + (StageNumber - XMLLoad.Instance.stageList.stage.Count) + " Complete"; } SkillsUnlocked = new List <Skill>(); SkillsUnlocked = unlockedSkills; if (unlockedSkills.Count < 1) { SkillUnlocked.SetActive(false); } else { SkillUnlockLeftButton.SetActive(false); SkillUnlockRightButton.SetActive(false); SkillUnlocked.SetActive(true); DisplaySkill(unlockedSkills[0]); if (unlockedSkills.Count > 1) { SkillUnlockedText.text = SkillsUnlocked.Count + " New Skills Unlocked!"; SkillUnlockRightButton.SetActive(true); } else { SkillUnlockedText.text = "New Skill Unlocked!"; } } NewMaxHealth.text = "Max Health: " + (100 + 10 * (StageNumber)); NewStamRegen.text = (10 + 1 * (StageNumber)) + " Stamina/Second"; UpgradesAvailable.text = "Upgrades Avaialble: " + upgrades; if (StageNumber == 1) { SkillSwapButton.gameObject.SetActive(false); } else { SkillSwapButton.gameObject.SetActive(true); } SkillSwapOverlay.Init(maincont, maincont.GetSlottedSkills(), AllSkills); CurrentSkillIndex = 0; }
public void ProxyPlayer(MainCharacterController _mainCharacterController) { m_PlayerOnBoard = _mainCharacterController; m_PlayerOnBoard.transform.SetParent(transform); m_PlayerOnBoard.transform.localPosition = Vector3.zero; m_PlayerOnBoard.transform.localRotation = Quaternion.identity; m_BuoyantObject.m_Gravity = m_Gravity; enabled = true; }
void OnTriggerStay2D(Collider2D other) { /* * When meeting collider with Player, calls for method changeLayer(). */ MainCharacterController controller = other.GetComponent <MainCharacterController>(); if (controller != null) { changeLayer(controller.getPosition(), controller.getLayer()); } }
private void OnTriggerEnter2D(Collider2D collision) { MainCharacterController controller = collision.GetComponent <MainCharacterController>(); if (controller != null) { if (controller.Energy < MainCharacterController.MAX_ENERGY) { controller.ChangeEnergy(energyFill); Destroy(gameObject); } } }
/// <summary> /// coroutine that gets ran when a stage is complete /// </summary> /// <returns></returns> IEnumerator StageClearSequence() { yield return(new WaitForSeconds(1)); MainCharacterController cont = PlayerInstance.GetComponent <MainCharacterController>(); List <Skill> unlockedSkill = UnlockSkill(currentStage.UnlockedSkill); //level up stats on player and save stats ProgressSave.Instance.LevelUp(); //unlock skill for player for (int i = 0; i < unlockedSkill.Count; i++) { cont.LearnSkill(unlockedSkill[i]); } //display stage complete screen if (!StageCompleteInstance) { StageCompleteInstance = Instantiate(StageCompletePrefab, CameraUI.transform); } else { StageCompleteInstance.SetActive(true); } StageCompleteInstance.GetComponent <StageComplete>().Init(stageNumber, unlockedSkill, cont.GetSkillPool(), cont, currentStage.UpgradeRewards); //wait for stage complete screen to be closed to move on while (StageCompleteInstance.activeSelf) { yield return(null); } // upgrades screen upgradesLeft = currentStage.UpgradeRewards; ShowUpgradeScreen(); upgradesComplete = false; while (!upgradesComplete) { yield return(null); } // save upgraded version of skills and equipped slots cont.SaveSkills(); initialized = false; Init(ProgressSave.Instance.CurrentLevel); //place holder for next stage, in the future need to implement load scene }
/// <summary> /// shows the upgrade screen overlay /// </summary> public void ShowUpgradeScreen() { MainCharacterController cont = PlayerInstance.GetComponent <MainCharacterController>(); if (!UpgradeScreenInstance) { UpgradeScreenInstance = Instantiate(UpgradeScreenPrefab, CameraUI.transform); } else { UpgradeScreenInstance.SetActive(true); } UpgradeScreenInstance.GetComponent <UpgradeController>().Init(cont.GetSkillsWithUpgrades(), cont.GetSlottedSkills(), upgradesLeft, this); }
void OnTriggerEnter2D(Collider2D other) { /* When Player meets collider, calls for MainCharacterController method ChangeHealth(). * Destroys HealthObject. */ MainCharacterController controller = other.GetComponent <MainCharacterController>(); if (controller != null) { controller.ChangeHealth(health); Destroy(gameObject); } }
private void Start() { coinTextBox.SetActive(false); mainCharInv = MainCharInventory.Instance; hotbarCont = HotbarController.Instance; dialogCont = DialogController.Instance; storeCont = WebStoreController.Instance; mainCharCont = MainCharacterController.Instance; settingsCont = SettingsController.Instance; nightCont = NightController.Instance; forestCanvasCont = ForestCanvasController.Instance; timeSystem = TimeSystem.Instance; endGameCont = EndGameController.Instance; }
void TrackCameraModify() { // to fix bug with weird moving when scaling LeanScale scale = ParentAR.GetComponent <LeanScale>(); if (scale != null) { MainCharacterController character = MainCharacter.GetComponent <MainCharacterController>(); if (character == null) { return; } character.StopMoving = scale.IsCameraModify; } }
public void Load(int saveSlot) { if (saveSlot == 1 || saveSlot == 2 || saveSlot == 3) { MainCharacterController mc = MainCharacterController.Instance; JsonUtility.FromJsonOverwrite(PlayerPrefs.GetString(SAVE_KEY + saveSlot.ToString()), this); mc.Money = currentMoney; TimeSystem.Instance.UpdateDay(day); EmptyFields(); } else { Debug.Log("Save slot is invalid!"); } }
public void LoadSaveSlotData(SaveSlot slot) { if (slot.saveSlot == 1 || slot.saveSlot == 2 || slot.saveSlot == 3) { MainCharacterController mc = MainCharacterController.Instance; JsonUtility.FromJsonOverwrite(PlayerPrefs.GetString(SAVE_KEY + slot.saveSlot.ToString()), this); slot.SetCoins(currentMoney.ToString()); slot.SetDays(day.ToString()); slot.SetSaveName(saveName); EmptyFields(); } else { Debug.Log("Save slot is invalid!"); } }
public void Save(int saveSlot, string sName) { if (saveSlot == 1 || saveSlot == 2 || saveSlot == 3) { MainCharacterController mc = MainCharacterController.Instance; currentMoney = mc.Money; saveName = sName; day = TimeSystem.Instance.day; string jsonData = JsonUtility.ToJson(this); PlayerPrefs.SetString(SAVE_KEY + saveSlot.ToString(), jsonData); PlayerPrefs.Save(); EmptyFields(); } else { Debug.Log("Save slot is invalid!"); } }
void OnTriggerEnter2D(Collider2D other) { /* When Player meets the collider, steps will be moving forward. * Steps cannot move backwards. */ MainCharacterController controller = other.GetComponent <MainCharacterController>(); if (controller != null) { position = stepper.position; Vector2 temp = position; position.y = position.y + speed * vertical; if (position.y > temp.y) { next = true; } } }
public void Init(MainCharacterController Maincont, List <Skill> SlottedSkills, List <Skill> AllSkills) { foreach (GameObject g in currentSlots) { Destroy(g); } currentSlots = new List <GameObject>(); SlotPrefab = Resources.Load("Prefabs/UI/Overlays/SlotOption") as GameObject; maincont = Maincont; slottedSkills = SlottedSkills; allSkills = AllSkills; for (int i = 0; i < slotLocations.Count; i++) { var instance = Instantiate(SlotPrefab, transform); currentSlots.Add(instance); instance.transform.position = slotLocations[i].position; instance.GetComponent <SlotOption>().Init(slottedSkills[i], i); instance.GetComponent <SlotOption>().onChosen.AddListener(SelectSlot); } }
private void StartDay() { currentHours = DAY_START_HOURS; currentMins = 0; day++; MainCharacterController mc = MainCharacterController.Instance; if (SceneManager.GetActiveScene().name.Equals("FarmScene")) { mc.gameObject.transform.rotation = Quaternion.Euler(0, 0, 0); mc.MoveToStartPosition(); FarmingController.Instance.AgePlants(); SaveLoadSystem.Instance.SaveProgress(); } else { SaveLoadSystem.Instance.SaveTempProgress(); } }
void OnTriggerStay2D(Collider2D other) { /* Collider launches the change when C is pressed within the collider. */ MainCharacterController controller = other.GetComponent <MainCharacterController>(); if (controller != null && Input.GetKey("c")) { Debug.Log("C pressed"); if (normal.active == true) { /* Normal sprite is deactivated and Changed sprite is activated. Using this, costs player health. */ Debug.Log("Lohko 1"); normal.SetActive(false); changed.SetActive(true); controller.ChangeHealth(-1); } } }
void OnTriggerEnter2D(Collider2D other) { /* When Player meets the collider, movingObject will be moving desired direction. */ MainCharacterController controller = other.GetComponent <MainCharacterController>(); if (controller != null) { Vector2 position = rigidbody2d.position; Vector2 targetPosition = position; targetPosition.x = position.x + speed * horizontal; targetPosition.y = position.y + speed * vertical; float res = 0f; if (x) { res = count.countDiversition(goalPosition, targetPosition.x); } else { res = count.countDiversition(goalPosition, targetPosition.y); } RaycastHit2D raycast = Physics2D.Raycast(position, targetPosition, 1); if (raycast.collider != null && raycast.collider.CompareTag("Wall")) { Debug.Log("Wall."); } else if (res < temp) { temp = res; rigidbody2d.MovePosition(targetPosition); ctrl.savePosition(this.tag, targetPosition); } } }
private void OnTriggerEnter2D(Collider2D collision) { /* When player meets collider, checks which bool is true. * Bool determines destination. */ MainCharacterController controller = collision.GetComponent <MainCharacterController>(); if (controller != null) { if (nextGarden) { Loader.Load(Loader.Scene.GardenScene); } else if (nextMachine) { Loader.Load(Loader.Scene.Konehuone); } else if (nextMusic) { Loader.Load(Loader.Scene.Musiikkihuone); } } }
// Use this for initialization void Start() { runningEnemy = null; medrash = GameObject.FindGameObjectWithTag("Player").GetComponent<MainCharacterController>(); }
void Start() { scene = Scene.Scene01; primaryBar = GetComponent<PrimaryBar>(); secondaryBar = GetComponent<SecondaryBar>(); characterController = GetComponent<MainCharacterController>(); if (scene.Equals(Scene.Scene01)) { secondaryBar.HasBar = true; secondaryBar.setopcao(2); StartCoroutine(CheckCharacterPhysicalCondition()); } else if (scene.Equals(Scene.Scene02)) { GrabTorch(); secondaryBar.HasBar = true; secondaryBar.setopcao(1); StartCoroutine(CheckCharacterBodyTemperature()); } else { secondaryBar.HasBar = false; } object[] obj = GameObject.FindObjectsOfType(typeof(Entity)); foreach (object o in obj) { Entity e = (Entity) o; e.SetMainCharacter(this.gameObject); listOfEnemies.Add(e); e.enabled = true; } }
void Start() { Time.timeScale = 1; primaryBar = GetComponent<PrimaryBar>(); secondaryBar = GetComponent<SecondaryBar>(); characterController = GetComponent<MainCharacterController>(); secondaryBar.HasBar = true; secondaryBar.setopcao(2); StartCoroutine(CheckCharacterPhysicalCondition()); object[] obj = GameObject.FindObjectsOfType(typeof(Entity)); foreach (object o in obj) { Entity e = (Entity) o; e.SetMainCharacter(this.gameObject); listOfEnemies.Add(e); } myScore = GetComponent<Score>(); myScore.SetScore(0); StartCoroutine(ActivateEnemies()); }
void Awake() { if (Camera.main) cameraTransform = Camera.main.transform; if (!cameraTransform) { Debug.Log("Please assign a camera to the ThirdPersonCamera script."); enabled = false; } target = transform; if (target) { controller = target.GetComponent<MainCharacterController>(); } if (controller) { CharacterController characterController = (CharacterController) target.GetComponent("CharacterController"); centerOffset = characterController.bounds.center - target.position; headOffset = centerOffset; headOffset.y = characterController.bounds.max.y - target.position.y; } else { Debug.Log("Please assign a target to the camera that has a ThirdPersonController script attached."); } Cut(target, centerOffset); }