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);
        }
    }
示例#2
0
    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));
    }
示例#3
0
    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);
    }
示例#4
0
    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);
    }
示例#5
0
    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;
    }