示例#1
0
    private void ReleaseRelicForAllPlayers()
    {
        for (int i = 0; i < minions.Length; i++)
        {
            PlayerRelicHandler h = minions [i].GetComponent <PlayerRelicHandler> ();

            if (h.HasRelic())
            {
                h.ReleaseRelic();
                break;
            }
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        anim.SetBool("isDashing", controller.IsDashing());
        anim.SetBool("isJumping", controller.IsJumping());
        anim.SetBool("isRunning", controller.IsRunning());
        anim.SetFloat("Velocity", rb.velocity.magnitude);
        anim.SetBool("hasLanded", controller.IsGrounded());
        anim.SetBool("isCarrying", prh.HasRelic());


//		Debug.Log("isDashing : " + controller.IsDashing());
//		Debug.Log("isJumping : " + controller.IsJumping());
//		Debug.Log("isRunning : " + controller.IsRunning());
    }
示例#3
0
    //Check for impacts with environment
    void OnCollisionEnter(Collision col)
    {
        //Make a new impact velocity, by subtracting own velocity speed
        Vector3 impact = col.relativeVelocity + lastVel;

        if (/*col.gameObject.tag == "Environment"*/ col.gameObject.layer == 13 && impact.magnitude >= impactResistance)
        {
            DeathSquished();

            StartCoroutine(FlashImpactSparks());

            //Remove energy from the relic (cap to 40)
            GameObject relic = GameObject.Find("Relic");
            if (relic && playerRelicHandler.HasRelic())
            {
                relic.GetComponent <RelicHealth> ().DrainEnergy(Mathf.Clamp(10f + impact.magnitude * 2, 0f, 30f));
            }
        }
    }