private void Start() { playerAudioSource = GetComponent <AudioSource>(); playerms = GetComponent <MovementScript2D>(); itemPickedUp = null; //Initially, there are no item pick ups StartCoroutine(Transformation()); }
void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "Player") { collided = true; lastTime -= timer; playerScript = col.gameObject.GetComponent <MovementScript2D>(); } }
private void OnTriggerEnter2D(Collider2D collider) { if (collider.GetComponent <MovementScript2D>() != null) { Debug.Log("Trigger enter"); player = collider.GetComponent <MovementScript2D>(); StartCoroutine(player.BlockInputs()); } }
public void Start() { if (this.elementSprites.Length != UIElementChange.elementCount) { throw new MissingComponentException("Invalid number of element sprites - should be " + UIElementChange.elementCount + "; found " + this.elementSprites.Length); } player = GameObject.Find("Player"); movementScript2D = player.GetComponent <MovementScript2D>(); }
// Use this for initialization void Start() { playerms = FindObjectOfType <MovementScript2D>(); cameraScript = FindObjectOfType <CameraScript>(); GameObject[] forceFieldArray; //forceFieldArray = GameObject.FindGameObjectsWithTag("tag_forcefield"); //forceFields.AddRange(forceFieldArray); Debug.Log("Tolerance is: " + tolerance); }
//public bool OtherObjectCommandingCamera { get { return otherObjectCommandingCamera; } // set { otherObjectCommandingCamera = value; } } // Use this for initialization void Start() { player = FindObjectOfType <MovementScript2D>().gameObject; mainCam = Camera.main; playerms = player.GetComponent <MovementScript2D>(); //speed = playerms.maxSpeed; targetPosition = new Vector3(player.transform.position.x, player.transform.position.y, gameObject.transform.position.z); oldPosition = gameObject.transform.position; }
private void Update() { //Depending on the type of item the player currently has, the force must be cut off appropriately for (int i = 0; i < objectsInContact.Count; i++) { itemMultiplier = 1; if (objectsInContact[i].GetComponent <MovementScript2D>() != null) { MovementScript2D playerms = objectsInContact[i].GetComponent <MovementScript2D>(); playerms.GetComponent <PlayerMechanics>().isInContactwithField = true; //if(playerms.playerState == PlayerStates.falling) // playerms.GetComponent<AudioSource>().Stop(); //If within the field, stop all the sounds //If no item is picked up if (objectsInContact[i].GetComponent <PlayerMechanics>().itemPickedUp == null) { itemMultiplier = 0.0f; } else { switch (objectsInContact[i].GetComponent <PlayerMechanics>().itemPickedUp.GetComponent <PickUpItem>().item) { case Item.light: itemMultiplier = 0.0f; break; case Item.magnet: PolarityCheck(objectsInContact[i].gameObject); if (itemMultiplier > 0) { if (force[i] != Vector3.zero) { Debug.Log("setting the damp"); playerms.externalVerticalMovementDamp = 0.2f; } } break; case Item.parachute: itemMultiplier = 0.0f; break; default: itemMultiplier = 0.0f; break; } } } objectsInContact[i].force += force[i] * itemMultiplier; } }
public void Start() { if (this.elementSprites.Length != UIElementCombo.elementCount) { throw new MissingComponentException("Invalid number of element sprites - should be " + UIElementCombo.elementCount + "; found " + this.elementSprites.Length); } player = GameObject.Find("Player"); movementScript2D = player.GetComponent <MovementScript2D>(); combo = player.GetComponent <Combo> (); comboElements = new GameObject[6]; for (int i = 0; i < comboElements.Length; i++) { comboElements[i] = GameObject.Find("ComboElement" + (i + 1).ToString()); } GameObject comboBar = GameObject.Find("ComboBar"); }
void SetAnimation() { if (itemAnimator != null) { MovementScript2D playerMovementScript = transform.parent.GetComponent <MovementScript2D>(); if (playerMovementScript != null) { if (playerMovementScript.playerState != PlayerStates.falling && playerMovementScript.playerState != PlayerStates.jumping) { itemAnimator.SetBool("Open", false); } } else { itemAnimator.SetBool("Open", false); } spriteRenderer.material = pickUpMaterial; } }
public void Start() { player = GameObject.Find("Player"); movementScript2D = player.GetComponent <MovementScript2D>(); }
void Update() { if (isAPixelLight) { if (lightMat == null) { LightMap lightMap = GetComponent <LightMap>(); if (lightMap != null) { lightMat = GetComponent <LightMap>().lightMapMesh.GetComponent <MeshRenderer>().sharedMaterial; } Debug.Log("Light material is: " + lightMat); } } if (lightIsActive && isAPixelLight) { if (gameObject.transform.parent != null) { MovementScript2D player = transform.GetComponentInParent <MovementScript2D>(); if (player != null) { Vector3 playerAngles = player.transform.rotation.eulerAngles; if (gameObject.transform.parent.localScale.x == -1) { //gameObject.transform.rotation = Quaternion.Euler(0, 0, -180); Rotate(Quaternion.Euler(playerAngles.x, playerAngles.y, playerAngles.z - 180)); } else { //gameObject.transform.rotation = Quaternion.Euler(0, 0, 0); Rotate(Quaternion.Euler(playerAngles.x, playerAngles.y, playerAngles.z)); } } } //set the right vector according to the angle provided //First, get the right guy's direction //transform.GetChild(0).RotateAround(transform.position, transform.up, rightAngle); perpendicularLeftVector = Quaternion.AngleAxis(angle - 90, transform.forward) * transform.right; perpendicularRightVector = Quaternion.AngleAxis(90 - angle, transform.forward) * transform.right; perpendicularLeftFogVector = Quaternion.AngleAxis(angle + fog - 90, transform.forward) * transform.right; perpendicularRightFogVector = Quaternion.AngleAxis(90 - angle + (-fog), transform.forward) * transform.right; actualRightVector = Quaternion.AngleAxis(-angle, transform.forward) * transform.right; actualLeftVector = Quaternion.AngleAxis(angle, transform.forward) * transform.right; actualLeftFogVector = Quaternion.AngleAxis(angle + fog, transform.forward) * transform.right; actualRightFogVector = Quaternion.AngleAxis(-angle + (-fog), transform.forward) * transform.right; //Debug.DrawLine(gameObject.transform.position, perpendicularRightVector); //Debug.DrawLine(gameObject.transform.position, perpendicularLeftVector); // Debug.DrawLine(gameObject.transform.position, actualLeftVector + gameObject.transform.position); //Debug.DrawLine(gameObject.transform.position, actualRightVector + gameObject.transform.position); Debug.DrawLine(gameObject.transform.position, gameObject.transform.position + actualLeftFogVector); //Debug.DrawLine(gameObject.transform.position, gameObject.transform.position + actualRightFogVector); //Debug.DrawLine(gameObject.transform.position, perpendicularRightFogVector); float rightVectorAngle = Vector3.Angle(transform.forward, perpendicularRightFogVector); float leftVectorAngle = Vector3.Angle(perpendicularLeftFogVector, transform.forward); //Debug.Log("right vector angle is: " + rightVectorAngle); lightAngle = (angle + fog); //setting the properties for the mesh lightMat.SetColor("_Color", lightColor); lightMat.SetVector("_LightPosition", transform.position); lightMat.SetVector("_LightDirection", transform.forward); lightMat.SetFloat("_Distance", distance); lightMat.SetFloat("_NoFadeDistance", noFadeDistance); lightMat.SetFloat("_LightMixtureAdjustmentController", lightMixtureAdjustmentController); lightMat.SetVector("_PerpendicularRightVector", perpendicularRightVector); lightMat.SetVector("_PerpendicularLeftVector", perpendicularLeftVector); lightMat.SetVector("_PerpendiculatRightFogVector", perpendicularRightFogVector); lightMat.SetVector("_PerpendiculatLeftFogVector", perpendicularLeftFogVector); lightMat.SetVector("_ActualRightVector", actualRightVector); lightMat.SetVector("_ActualLeftVector", actualLeftVector); lightMat.SetVector("_ActualRightFogVector", actualRightFogVector); lightMat.SetVector("_ActualLeftFogVector", actualLeftFogVector); } //Cast Ray to the light detector. If light hits the light detector, add the light to the list lightsInContact if (castRay && Application.isPlaying) { RaycastHit2D hit; hit = Physics2D.Raycast(gameObject.transform.position, gameObject.transform.right, (Mathf.Clamp(distance, 0, Mathf.Infinity)), whatShouldIDetect); if (hit.collider != null) { hit.collider.GetComponent <LightDetector>().lightsInContact.Add(this.gameObject); } } }
private void Update() { for (int i = 0; i < objectsInContact.Count; i++) { itemMultiplier = 1; //If the object that is in contact with is the player, then proceed with the following item calculations //For ordinary objects, this is not needed if (objectsInContact[i].GetComponent <MovementScript2D>() != null) { MovementScript2D playerms = objectsInContact[i].GetComponent <MovementScript2D>(); //Depending on the type of item the player currently has, the force must be cut off appropriately if (playerms != null) { //Set the external vertical drag to 0.2 //Debug.Log("Setting the damp"); playerms.GetComponent <PlayerMechanics>().isInContactwithField = true; //if (playerms.playerState == PlayerStates.falling) // playerms.GetComponent<AudioSource>().Stop(); //If within the field, stop all the sounds //This part of code sets the damp to the default downward force if (force[i] != Vector3.zero) { playerms.externalVerticalMovementDamp = 0.2f; } if (playerms.GetComponent <PlayerMechanics>().itemPickedUp == null) { itemMultiplier = 0.3f; } else { switch (playerms.GetComponent <PlayerMechanics>().itemPickedUp.GetComponent <PickUpItem>().item) { case Item.light: itemMultiplier = 0.28f; break; case Item.magnet: itemMultiplier = 0.20f; break; case Item.parachute: if (playerms.GetComponent <PlayerMechanics>().itemPickedUp.GetComponent <PickUpItem>().itemAnimator.GetBool("Open")) { itemMultiplier = 1.0f; } else { itemMultiplier = 0.15f; } break; default: itemMultiplier = 0.5f; break; } } } } objectsInContact[i].force += force[i] * itemMultiplier; } //FieldsManager.fieldsForce += force * itemMultiplier; }
private void OnTriggerExit2D(Collider2D collider) { //TODO: Add condition for the exit player = null; }