public void GoToHorizon(Transform player) { SoundManager.instance.LoadSound("chock1", 0.7f, 1.0f); stopCurrentAction = true; PlayerTriggerManager playerTriggerManager = player.GetComponent <PlayerTriggerManager>(); PlayerStatManager playerStatManager = player.GetComponent <PlayerStatManager>(); if (playerTriggerManager.canColide) { ennemyHealth -= playerStatManager.damage; } else { ennemyHealth -= playerStatManager.damage * 2; } EnnemyBar.Play("EnnemyLife", 0, ennemyHealth / 100.0f); EnnemyBar.speed = 0.0f; activeDecelerate = false; StartCoroutine(ChangePositionAt(0.9f, 1.0f)); if (!playerTriggerManager.isInvinsible) { delegateHandler.OnDamage(40); } }
public void MoveCar(Transform nextPath) { PlayerTriggerManager playerTriggerManager = GetComponent <PlayerTriggerManager>(); SoundManager.instance.LoadSound("dérapage" + Random.Range(1, 3), 0.2f, Random.Range(0.95f, 1.05f)); if (playerTriggerManager.isInBoost) { if (playerTriggerManager.boosts[0].activeSelf) { playerTriggerManager.boosts[0].SetActive(false); playerTriggerManager.boosts[0].GetComponent <Animator>().Play("boostLoop", 0, 0.0f); } if (playerTriggerManager.boosts[1].activeSelf) { playerTriggerManager.boosts[1].SetActive(false); playerTriggerManager.boosts[1].GetComponent <Animator>().Play("boostLoop", 0, 0.0f); } if (playerTriggerManager.boosts[2].activeSelf) { playerTriggerManager.boosts[2].SetActive(false); playerTriggerManager.boosts[2].GetComponent <Animator>().Play("boostLoop", 0, 0.0f); } if (playerTriggerManager.boosts[3].activeSelf) { playerTriggerManager.boosts[3].SetActive(false); playerTriggerManager.boosts[3].GetComponent <Animator>().Play("boostLoop", 0, 0.0f); } playerTriggerManager.boosts[GetComponent <PlayerStatManager>().CurrentRoad].SetActive(true); } StartCoroutine(ChangeTexture(0.05f)); StartCoroutine(LerpPosition(nextPath)); }
IEnumerator ChangeBoostAnimIn(float timer) { PlayerTriggerManager playerTriggerManager = GetComponent <PlayerTriggerManager>(); yield return(new WaitForSeconds(timer)); playerTriggerManager.boosts[GetComponent <PlayerStatManager>().CurrentRoad].GetComponent <Animator>().Play("boostLoop", 0, 0.0f); }
public void EndOfOutRun() { PlayerTriggerManager playerTriggerManager = GetComponent <PlayerTriggerManager>(); InputManagerOutRunPart inputManager = GetComponent <InputManagerOutRunPart>(); ScoreNiv.targetNumber = score; playerTriggerManager.canColide = false; playerTriggerManager.canDamage = false; playerTriggerManager.GetComponent <AudioSource>().enabled = false; playerTriggerManager.GetComponent <Rigidbody>().isKinematic = true; playerTriggerManager.GetComponent <BoxCollider>().enabled = false; inputManager.enabled = false; checkHealth = false; GameObject.FindGameObjectWithTag("carManager").GetComponent <OtherCarsAndScoreAssetManager>().canInstantiate = false; GameObject.FindGameObjectWithTag("UI").SetActive(false); }
void Awake() { // will pull in details/stats from a game state manager after save file read // set up the interface variables iPlayer = new PlayerController(); iPlayer.SetRigidbody2D(GetComponent <Rigidbody2D>()); iPlayer.SetMovementSpeed(movementSpeed); iPlayer.SetMovementDirection(new float[2]); // retrieve other scripts to enable. playerMovementScript = GetComponent <PlayerMovement>(); playerInputScript = GetComponent <PlayerInput>(); playerTriggerManagerScript = GetComponent <PlayerTriggerManager>(); // enable scripts once setup is complete playerMovementScript.enabled = true; playerInputScript.enabled = true; playerTriggerManagerScript.enabled = true; }