//activate double jump function and show double jump tutorial private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { Time.timeScale = 0f; //pause game doubleJumpTutorial.SetActive(true); //show tutorial screen playerController myPC = player.GetComponent <playerController>(); myPC.canWallJump = true; tutorialController tutorial = player.GetComponent <tutorialController>(); tutorial.doubleJumpTutorialActive = true; pauseMenu thePauseMenu = pauseMenuUI.GetComponent <pauseMenu>(); thePauseMenu.enabled = false; //make it so the player can't pause during the tutorial since game is already paused Destroy(gameObject); myPC.audioRun.enabled = false; myPC.audioSprint.enabled = false; //disable running and sprinting sounds in tutorial screen } }
//activate double jump function and show double jump tutorial private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { Time.timeScale = 0f; //pause game chakraText.SetActive(true); //show tutorial screen playerController myPC = player.GetComponent <playerController>(); myPC.chakraHalf = true; tutorialController tutorial = player.GetComponent <tutorialController>(); tutorial.chakraTextActive = true; pauseMenu thePauseMenu = pauseMenuUI.GetComponent <pauseMenu>(); thePauseMenu.enabled = false; //make it so the player can't pause during the tutorial since game is already paused Destroy(gameObject); myPC.audioRun.enabled = false; myPC.audioSprint.enabled = false; //disable running and sprinting sounds in tutorial screen PlayerPrefs.SetString("ScrollObtained", "true"); } }
//pickup kunai private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { if (tutorialKunai) //show kunai tutorial screen when pick up tutorial kunai { kunaiPickup(collision); Time.timeScale = 0f; //pause game tutorialKunaiScreen.SetActive(true); //show tutorial screen tutorialController tutorial = player.GetComponent <tutorialController>(); tutorial.kunaiTutorialActive = true; pauseMenu thePauseMenu = pauseMenuUI.GetComponent <pauseMenu>(); thePauseMenu.enabled = false; //make it so the player can't pause during the tutorial since game is already paused playerController myPC = player.GetComponent <playerController>(); myPC.audioRun.enabled = false; myPC.audioSprint.enabled = false; //disable running and sprinting sounds in tutorial screen } else { kunaiPickup(collision); //if normal kunai then just pickup kunai } } }
void Update() { //jump when touching ground and space is pressed if (grounded && Input.GetAxis("Jump") > 0) { grounded = false; myAnim.SetBool("isGrounded", grounded); myRB.AddForce(new Vector2(0, jumpHeight)); audioJump.Play(); } //jump when touching wall and space is pressed when scroll obtained if (touchingWall && Input.GetAxis("Jump") > 0 && canWallJump == true) { touchingWall = false; myAnim.SetBool("isGrounded", grounded); if (myRB.velocity.y > 0) { myRB.AddForce(new Vector2(0, jumpHeight)); } else { myRB.AddForce(new Vector2(0, jumpHeight * 2)); } audioJump.Play(); } //player melee if (Input.GetAxisRaw("Fire1") > 0) { meleeAttack(); } //player shooting if (Input.GetAxisRaw("Fire2") > 0 && theAmmo.currentAmmo > 0) { throwKunai(); } //player ultimate move if (!chakraHalf) { if (Input.GetKey(KeyCode.E) && theChakra.currentChakra == 100) { lightningAttack(); } } else { if (Input.GetKey(KeyCode.E) && theChakra.currentChakra >= 50) { lightningAttack(); } } //play jump throw animation when kunai is thrown in the air if (grounded == false && myAnim.GetBool("kunaiThrown") == true) { myAnim.Play("playerJumpThrow"); } //play jump melee animation when left click is pressed mid air if (grounded == false && myAnim.GetBool("attackClick") == true) { myAnim.Play("playerJumpAttack"); } //leave tutorials if (Input.GetKey(KeyCode.Escape)) { tutorialController tutorialScreen = transform.GetComponent <tutorialController>(); tutorialScreen.kunaiTutorial(); tutorialScreen.doubleJumpTutorial(); tutorialScreen.chakraTutorial(); tutorialScreen.chakraPreservationScroll(); } }