示例#1
0
 public void UnPressedUp()
 {
     if (!nok && !nok_1 && !nok_3)
     {
         animator_bro.Play("Idle 1");
         moving = false;
         player.GetComponent <Rigidbody2D> ().Sleep();
     }
 }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        time += Time.deltaTime;



        if (Mathf.Round(time) == 2 && m1.stop == true)
        {
            story1.text = "This is bounce's friend " +
                          "Bumpy cracks!!! , a boulder";
        }

        if (Mathf.Round(time) == 4 && m1.stop == true)
        {
            story1.text = "Press 2 to switch to bumpy " +
                          "cracks and 1 for bounce";
        }



        if (Mathf.Round(time) == 5 && m1.stop == true)
        {
            f1 = GameObject.Find("rock_ball_sprite").GetComponent <fading>();
            f1.fade();
            m1.stop = false;
        }
        if (Mathf.Round(time) == 6)
        {
            m1.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Dynamic;
            story1.text = "";
        }
    }
    //// Update is called once per frame
    //void Update()
    //{

    //}

    public void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.tag == Consts.TAG_Player)
        {
            if (player.ID == collision.gameObject.GetComponent <movement>().ID)
            {
                if (ScoreBoostValue > 0)
                {
                    player.GetComponent <movement>().AddScore(ScoreBoostValue);
                    Destroy(this.gameObject);
                }
                if (TimeBoostValue > 0)
                {
                    player.GetComponent <movement>().PlayerTime += TimeBoostValue;
                    Destroy(this.gameObject);
                }
                if (SpeedBoostValue > 0)
                {
                    StartCoroutine(SpeedBoosterCatched(SpeedBoostValue, SpeedBoostTime));
                }
            }
        }
    }
示例#4
0
    // Update is called once per frame
    void Update()
    {
        if (fencingState == 0)
        {
            if (timeUntilStart > 0)
            {
                timeUntilStart -= Time.deltaTime;
                timer.GetComponent <Animator>().enabled = true;
                timer.text        = "" + (Mathf.FloorToInt(timeUntilStart));
                fencer1.attacking = false;
                fencer2.attacking = false;

                scoretext1.GetComponent <Animator>().enabled = true;
                scoretext2.GetComponent <Animator>().enabled = true;
                fencer1.flip    = false;
                fencer2.flip    = false;
                fencer1.enabled = false;
                fencer2.enabled = false;

                fencer1.GetComponent <Animator>().enabled = true;
                fencer2.GetComponent <Animator>().enabled = true;

                fencer1.GetComponent <Animator>().SetBool("attacking", false);
                fencer1.GetComponent <Animator>().SetBool("cross", false);
                fencer1.GetComponent <Animator>().SetBool("advancing", false);
                fencer1.GetComponent <Animator>().SetBool("retreating", false);
                fencer1.GetComponent <Animator>().SetBool("block", false);
                fencer2.GetComponent <Animator>().SetBool("attacking", false);
                fencer2.GetComponent <Animator>().SetBool("cross", false);
                fencer2.GetComponent <Animator>().SetBool("advancing", false);
                fencer2.GetComponent <Animator>().SetBool("retreating", false);
                fencer2.GetComponent <Animator>().SetBool("block", false);

                scoretext1.transform.position = new Vector3(scoretext1.transform.position.x, scoretext1.transform.position.y, -2);
                scoretext2.transform.position = new Vector3(scoretext2.transform.position.x, scoretext2.transform.position.y, -2);
                score1sys.transform.position  = scoretext1.transform.position;
                score2sys.transform.position  = scoretext2.transform.position;

                Debug.Log(Mathf.FloorToInt(timeUntilStart));
                if (Mathf.FloorToInt(timeUntilStart) == 0)
                {
                    timer.text = "GO!";
                }
                if (timeUntilStart < 0)
                {
                    timer.GetComponent <Animator>().enabled = false;
                    timer.transform.position = new Vector3(timer.transform.position.x, timer.transform.position.y, timer.transform.position.z + 5);
                    fencer1.enabled          = true;
                    fencer2.enabled          = true;

                    timeUntilReset = 3f;

                    scoretext1.GetComponent <Animator>().enabled = false;
                    scoretext2.GetComponent <Animator>().enabled = false;

                    scoretext1.transform.position = new Vector3(scoretext1.transform.position.x, scoretext1.transform.position.y, scoretext1.transform.position.z + 5);
                    scoretext2.transform.position = new Vector3(scoretext2.transform.position.x, scoretext2.transform.position.y, scoretext2.transform.position.z + 5);
                    score1sys.transform.position  = scoretext1.transform.position;
                    score2sys.transform.position  = scoretext2.transform.position;

                    fencingState = 1;
                }
            }
        }

        AudioSource crowd = GameObject.Find("crowdsounds").GetComponent <AudioSource>();

        if (fencingState == 1)
        {
            if (rowchange)
            {
                crowd.Play();
                rowchange = false;
            }
            if (p1row)
            {
                crowd1.SetBool("cheer", true);
                crowd2.SetBool("cheer1", false);
            }
            else if (p2row)
            {
                crowd2.SetBool("cheer1", true);
                crowd1.SetBool("cheer", false);
            }
            else
            {
                //Debug.Log("hiii");
                crowd2.SetBool("cheer1", false);
                crowd1.SetBool("cheer", false);
            }

            //switch right of way with direction of motion
            if (Input.GetKeyDown("d") && !p1row && !p2row)
            {
                p1row = true;
                p2row = false;
            }
            else if (Input.GetKeyDown("d") && p2row)
            {
                p1row = false;
                p2row = true;
            }
            //ensures right of way stays with the one who moved first for p2
            //"!" is meant to make it so that this only works at the first step
            if (Input.GetKeyDown("j") && !p1row && !p2row)
            {
                p1row = false;
                p2row = true;
            }
            else if (Input.GetKeyDown("j") && p1row)
            {
                p1row = true;
                p2row = false;
            }
            //ensures right of way stays with the one who moved first for p1
            if (Input.GetKeyDown("a"))
            {
                p1row     = false;
                p2row     = true;
                rowchange = true;
            }
            if (Input.GetKeyDown("l"))
            {
                p1row     = true;
                p2row     = false;
                rowchange = true;
            }

            //attacks, basic
            if (p1row && fencer1.attacking && fencer2.touch)
            {
                p1point = true;
                //instance of score
                p1row = false;
                p2row = false;
            }
            //counterattacks.check!
            else if (!p1row && fencer1.attacking && fencer2.touch)
            {
                p1point = true;
                //instance of score
            }

            if (p2row && fencer2.attacking && fencer1.touch)
            {
                p2point = true;
                //instance of score
                p2row = false;
                p1row = false;
            }
            //counterattacks.check!
            else if (!p2row && fencer2.attacking && fencer1.touch)
            {
                p2point = true;
                //instance of score
            }
            //throwing away an attack
            //also accounts for blocking
            if (p1row && fencer1.attacking && fencer2.touch == false)
            {
                p1row     = false;
                p2row     = true;
                rowchange = true;
            }
            if (p2row && fencer2.attacking && fencer1.touch == false)
            {
                p1row     = true;
                p2row     = false;
                rowchange = true;
            }

            //resets.check!

            if (fencer1.attacking || fencer2.attacking)
            {
                if (fencer1.touch || fencer2.touch)
                {
                    hitsound.Play();
                    p1row         = false;
                    p2row         = false;
                    fencer1.touch = false;
                    fencer2.touch = false;
                    fencingState  = 2;
                }
            }
        }
        if (fencingState == 2)
        {
            if (timeUntilReset > 0)
            {
                Debug.Log(Mathf.FloorToInt(timeUntilReset));
                scoretext1.text = "" + score1;
                scoretext2.text = "" + score2;
                //screenshake

                Vector3 pos = Camera.main.transform.localPosition;
                pos.x = Random.insideUnitSphere.x * .1f * (timeUntilReset - Time.deltaTime);
                pos.y = Random.insideUnitSphere.y * .1f * (timeUntilReset - Time.deltaTime);
                Camera.main.transform.localPosition = pos;

                if (p1point)
                {
                    score1++;
                    scoretext1.transform.position = new Vector3(scoretext1.transform.position.x, scoretext1.transform.position.y, scoretext1.transform.position.z - 5);
                    score1sys.transform.position  = scoretext1.transform.position;
                    score1sys.Play();
                    if (score1 == 5)
                    {
                        redfetti.Play();
                    }
                    //fencer1.score++;
                    p1point = false;
                }
                if (p2point)
                {
                    score2++;
                    scoretext2.transform.position = new Vector3(scoretext2.transform.position.x, scoretext2.transform.position.y, scoretext2.transform.position.z - 5);
                    score2sys.Play();
                    score2sys.transform.position = scoretext2.transform.position;
                    if (score2 == 5)
                    {
                        bluefetti.Play();
                    }
                    //fencer2.score++;
                    p2point = false;
                }
                timeUntilReset -= Time.deltaTime;
                fencer1.enabled = false;
                fencer2.enabled = false;
                fencer1.GetComponent <Animator>().enabled = false;
                fencer2.GetComponent <Animator>().enabled = false;
                timeUntilStart = 4f;
                if (timeUntilReset < 0)
                {
                    fencer1.enabled = true;
                    fencer2.enabled = true;


                    fencer1.transform.position             = fencer1.resetPos;
                    fencer1.otherplayer.transform.position = fencer1.otherplayer.resetPos;
                    Vector3 theScale = transform.localScale;
                    theScale.x           = 1;
                    transform.localScale = theScale;
                    fencer1.otherplayer.transform.localScale = theScale;

                    fencer2.transform.position               = fencer2.resetPos;
                    fencer2.otherplayer.transform.position   = fencer2.otherplayer.resetPos;
                    fencer2.otherplayer.transform.localScale = theScale;
                    timer.transform.position = new Vector3(timer.transform.position.x, timer.transform.position.y, timer.transform.position.z - 5);


                    if (score2 == 5)
                    {
                        bluefetti.Play();
                        score1 = 0;
                        score2 = 0;
                        SceneManager.LoadScene("Blue Wins");
                    }
                    if (score1 == 5)
                    {
                        redfetti.Play();
                        score1 = 0;
                        score2 = 0;
                        SceneManager.LoadScene("Red Wins");
                    }
                    fencingState = 0;
                }
            }
        }
    }