示例#1
0
 void GMModule()
 {
     powerLevel    = GM.numberOfPlayerBatteries;
     numbOfBossDef = GM.numOfBossesBeat;
     //tracks the state of the guns were last in
     if (GM.playerRHGunState == GameManager.StateGun.lvl1)
     {
         rHGunState = StateGun.lvl1;
     }
     if (GM.playerRHGunState == GameManager.StateGun.lvl2)
     {
         rHGunState = StateGun.lvl2;
     }
     if (GM.playerRHGunState == GameManager.StateGun.lvl3)
     {
         rHGunState = StateGun.lvl3;
     }
     if (GM.dualWieldWeapons == true)
     {//it checks to see if it was dual weild and to see what kind of thelvl it was at too
         leftHandIsEquipped = true;
         if (GM.playerLHGunState == GameManager.StateGun.lvl1)
         {
             lHGunState = StateGun.lvl1;
         }
         if (GM.playerLHGunState == GameManager.StateGun.lvl2)
         {
             lHGunState = StateGun.lvl2;
         }
         if (GM.playerLHGunState == GameManager.StateGun.lvl3)
         {
             lHGunState = StateGun.lvl3;
         }
     }
     //tracks the players color
     if (GM.playerColorState == GameManager.StatePlayerColor.blue)
     {
         colorState = StateArmorColorSet.blue;
     }
     if (GM.playerColorState == GameManager.StatePlayerColor.green)
     {
         colorState = StateArmorColorSet.green;
     }
     if (GM.playerColorState == GameManager.StatePlayerColor.red)
     {
         colorState = StateArmorColorSet.red;
     }
     //tracks the level of armor, light, medium and heavy.
     if (GM.playerArmorState == GameManager.StateArmor.light)
     {
         armorState = StateArmor.light;
     }
     if (GM.playerArmorState == GameManager.StateArmor.medium)
     {
         armorState = StateArmor.medium;
     }
     if (GM.playerArmorState == GameManager.StateArmor.heavy)
     {
         armorState = StateArmor.heavy;
     }
 }
    void CheckOnPlayersArmorStatus()
    {
        if (thePlayer.colorState == TopDownControlls.StateArmorColorSet.blue)
        {
            playerColorState = StatePlayerColor.blue;
        }
        if (thePlayer.colorState == TopDownControlls.StateArmorColorSet.green)
        {
            playerColorState = StatePlayerColor.green;
        }
        if (thePlayer.colorState == TopDownControlls.StateArmorColorSet.red)
        {
            playerColorState = StatePlayerColor.red;
        }

        if (thePlayer.armorState == TopDownControlls.StateArmor.light)
        {
            playerArmorState = StateArmor.light;
        }
        if (thePlayer.armorState == TopDownControlls.StateArmor.medium)
        {
            playerArmorState = StateArmor.medium;
        }
        if (thePlayer.armorState == TopDownControlls.StateArmor.heavy)
        {
            playerArmorState = StateArmor.heavy;
        }
    }
示例#3
0
    // we will have a boss that will go down the levels of the armor and will take 3 dead batteries to kill about 30 hit points

    void Start()
    {
        //at the start boss will be at max levels
        bossState    = StateBoss.alive;
        armorState   = StateArmor.heavy;
        rHGunState   = StateRHGun.lvl3;
        lHGunState   = StateLHGun.lvl3;
        powerLevel   = 2;
        playerTarget = FindObjectOfType <TopDownControlls>().gameObject.transform;

        moveSpot.position = new Vector2(Random.Range(minX, maxX), Random.Range(minY, maxY));

        maxSpeed = speed;
    }
示例#4
0
 public void ChangeArmorStateTo(int armorLevel)
 {
     if (armorLevel == 0)
     {
         armorState = StateArmor.light;
         moveSpeed  = moveSpeedOptions[0];
     }
     if (armorLevel == 1)
     {
         armorState = StateArmor.medium;
         moveSpeed  = moveSpeedOptions[1];
     }
     if (armorLevel == 2)
     {
         armorState = StateArmor.heavy;
         moveSpeed  = moveSpeedOptions[2];
     }
 }
示例#5
0
    //------------------------------------------------- end changing color section---------------------------------------------------------------------------

    private void OnTriggerEnter2D(Collider2D other)
    {//when the players trigger is entered the it will take the name
        Debug.Log("I am touching " + other.gameObject.name);
        //and cash it in a varibale
        GameObject hitItem = other.gameObject;

        if (hitItem.CompareTag("EnemyAmmo"))
        {//if that item is enemyammo then it will take the projectilebehaviours damage out vairable and takedamage with that amount
            ProjectileBehaviour hit = hitItem.GetComponent <ProjectileBehaviour>();
            if (hit != null)
            {
                TakeDamage(hit.damageOut);
            }
        }
        else if (hitItem.CompareTag("Enemy"))
        {//if the object is just an enemy itself them the player loses their second weapon
            if (leftHandIsEquipped == true)
            {
                leftHandIsEquipped = false;
                return;
            }// but if the player doesn have the left hand equipped then it will reduce the gunstate to 1
            else if (rHGunState > 0)
            {
                rHGunState = StateGun.lvl1;
                return;
            }
            else if (armorState > 0)
            {
                armorState = StateArmor.light;
            }
        }
        else
        {
            PickUpCheck(hitItem);
        }
    }