public void PlayFootfallSound() { if (!ThirdPersonController.characterController.isGrounded) { return; } Vector3 vel = ThirdPersonController.characterController.velocity; vel = transform.InverseTransformVector(vel); if (footstepParticle) { footstepParticle.Play(); } if (vel.z > 0) { m_run.SetValue(gameObject); } else { m_walk.SetValue(gameObject); } m_footstep.Post(gameObject); }
public void ChangeMovingSound(int underGround) { //set switches switch (underGround) { case 1: //stone surfaceStone.SetValue(this.gameObject); break; case 2: //gravel surfaceGravel.SetValue(this.gameObject); break; case 3: //grass surfaceGrass.SetValue(this.gameObject); break; case 4: //bush surfaceBush.SetValue(this.gameObject); break; default: //stone surfaceStone.SetValue(this.gameObject); break; } }
public void ChangeFootstep(int underGround) { //set switches and currUnderground switch (underGround) { case 1: //stone surfaceStone.SetValue(this.gameObject); currUnderground = Underground.Stone; break; case 2: //gravel surfaceGravel.SetValue(this.gameObject); currUnderground = Underground.Gravel; break; case 3: //grass surfaceGrass.SetValue(this.gameObject); currUnderground = Underground.Grass; break; case 4: //bush surfaceBush.SetValue(this.gameObject); currUnderground = Underground.Bush; break; default: //stone surfaceStone.SetValue(this.gameObject); currUnderground = Underground.Stone; break; } }
void OnTriggerEnter(Collider col) { if (col.CompareTag("Player")) { for (int i = 0; i < feet.Length; i++) { //I mean, we kinda KNOW there'll only be two feet, but who knows if the Adventuress suddenly grows another one? ;) feet[i].EnterWaterZone(); surfaceSwitch.SetValue(feet[i].gameObject); } } }
private void FixedUpdate() { wasGrounded = grounded; grounded = false; Collider2D[] circleCast = Physics2D.OverlapCircleAll(groundCheck.position, groundedRadius, whatIsGround); for (int circleInt = 0; circleInt < circleCast.Length; circleInt++) { if (circleCast[circleInt].gameObject != gameObject) { grounded = true; if (!wasGrounded) { OnLandEvent.Invoke(); } foreach (Collider2D floor in circleCast) { if (floor.tag == ("Sand")) { materialSwitchSand.SetValue(this.gameObject); } if (floor.tag == ("Dirt")) { materialSwitchDirt.SetValue(this.gameObject); } if (floor.tag == ("Grass")) { materialSwitchGrass.SetValue(this.gameObject); } } } } }
void OnTriggerStay2D(Collider2D c) { if (c.tag == "SpecialItem" && Input.GetKey(KeyCode.C)) { // TODO: save the item under the player gameMaster.UpdateCanvas("Street", true, -1); gameMaster.SetCurrentGameState(GameMaster.game_state_start_loading_level); Street.SetValue(akMusicPlayer);//music changes gameMaster.EnterScene("street"); } }
//public AK.Wwise.Event SomeEvent; //public AK.Wwise.RTPC SomeRTPC; //public AK.Wwise.Bank SomeBank; void Start() { ItemTypeSwitch.Validate(); //SomeEvent.Validate(); //SomeRTPC.Validate(); //SomeBank.Validate(); if (ItemTypeSwitch.IsValid()) { ItemTypeSwitch.SetValue(gameObject); } else { print("Wwise-Type not assigned on - " + this.gameObject.name); } }
void Update() { if (SceneManager.GetActiveScene() == SceneManager.GetSceneByName("Redesign")) { forest.SetValue(this.gameObject); } if (SceneManager.GetActiveScene() == SceneManager.GetSceneByName("Level2")) { cave.SetValue(this.gameObject); } if (SceneManager.GetActiveScene() == SceneManager.GetSceneByName("Level3")) { forest2.SetValue(this.gameObject); } }
void OnEnable() { PickupType.SetValue(gameObject); if (transform.childCount > 0) { Transform T = transform.Find("Outline"); if (T != null) { outline = T.gameObject; objectOutline = outline.GetComponent <ObjectOutline>(); } } if (trigger == null) { var sphereCollider = GetComponent <SphereCollider>(); if (sphereCollider != null) { trigger = sphereCollider; } else { SphereCollider col = gameObject.AddComponent <SphereCollider>(); trigger = col; col.isTrigger = true; col.radius = 1; } } if (trigger != null) { trigger.enabled = true; } else { print("You forgot a sphere trigger on object: " + this.gameObject.name); } if (!InteractionEnabled) { InteractionEnabled = true; } }
protected virtual void Start() { mainCamera = Camera.main; rigidBody = GetComponent <Rigidbody>(); colliders = GetComponents <Collider>(); rotating = false; currentRotationSpeed = rotationSpeed; inventory = transform.parent; soundMaterial.SetValue(gameObject); currentZoomOffset = zoomOffset; if (transcriptJSONRecto != null) { transcriptRecto = JsonUtility.FromJson <Transcript>(transcriptJSONRecto.text); } if (transcriptJSONVerso != null) { transcriptVerso = JsonUtility.FromJson <Transcript>(transcriptJSONVerso.text); } switchTranscriptSide = false; side = 0; }
public static void SetSwitch(AK.Wwise.Switch wwSwitch, GameObject go) { wwSwitch.SetValue(go); }
public void Start() { m_run.SetValue(gameObject); m_snow.SetValue(gameObject); }
void OnCollisionEnter(Collision col) { if (playerWeapon) { if (equipped && col.gameObject.tag != "Player") { Vector3 playerToHitPoint = col.contacts[0].point - PlayerManager.Instance.player.transform.position; Attack attack = new Attack(BaseDamage, playerToHitPoint, knockbackStrength, SwingTypes.None, weaponType, col.contacts[0].point); AnimatorStateInfo currentAnimation = PlayerManager.Instance.playerAnimator.GetCurrentAnimatorStateInfo(0); if (currentAnimation.IsName("Player_RightSwing")) { attack.swingType = SwingTypes.Right; WeaponCombo1.SetValue(); } else if (currentAnimation.IsName("Player_LeftSwing")) { attack.swingType = SwingTypes.Left; WeaponCombo2.SetValue(); } else if (currentAnimation.IsName("Player_TopSwing")) { attack.swingType = SwingTypes.Top; WeaponCombo3.SetValue(); } if (!alreadyHitObjects.Contains(col.gameObject)) { //get material of the contact point SoundMaterial sm = col.gameObject.GetComponent <SoundMaterial>(); if (sm != null) { uint thisSwitch = 0; AkSoundEngine.GetSwitch((uint)sm.material.GroupId, transform.parent.gameObject, out thisSwitch); //print("Current Switch: "+ thisSwitch +", New: "+ sm.material.ID); if (thisSwitch != (uint)sm.material.Id) { sm.material.SetValue(transform.parent.gameObject); // Set Impact Material //print("New Impact Material: "+ sm.gameObject.name); } } SetAndPlayWeaponImpact(col.gameObject); GameManager.DamageObject(col.gameObject, attack); GameObject hit = Instantiate(hitEffect, transform.position, Quaternion.identity) as GameObject; //TODO: Pool hit effects Destroy(hit, 5f); if (col.gameObject.layer == LayerMask.NameToLayer("Agent")) { //ComboEvent.Post(transform.parent.gameObject); attack.damage += applyBonusDamage ? comboCompletionBonusDamage : 0; float newTimeScale = applyBonusDamage ? 0.2f : 0.5f; float transitionTime = 0.1f; float holdTime = applyBonusDamage ? 0.2f : 0.1f; float shakeDuration = applyBonusDamage ? 0.3f : 0.15f; float shakeScale = applyBonusDamage ? 0.2f : 0.1f; GameManager.Instance.gameSpeedHandler.SetGameSpeed(gameObject.GetInstanceID(), newTimeScale, transitionTime, transitionTime, holdTime); PlayerManager.Instance.CamShake(new PlayerCamera.CameraShake(shakeScale, shakeDuration)); } } } } else { if (col.gameObject.CompareTag("Player")) { Attack attack = new Attack(BaseDamage, col.contacts[0].point - PlayerManager.Instance.player.transform.position, BaseDamage); GameManager.DamageObject(col.gameObject, attack); WeaponTypeSwitch.SetValue(transform.parent.gameObject); // Weapon Type WeaponImpact.Post(transform.parent.gameObject); } } }
public void EnterScene(string location) { for (int i = 0; i < enemies.Count; i++) { Destroy(enemies[i]); } currentScene.deMaterialize(); Debug.Log("EnterScene received: " + location); switch (location) { case "house0": //Greyhound Debug.Log("Entering Scene: House0"); greyhound.SetValue(akMusicPlayer); currentScene = houses[0]; currentScene.materialize(); player.transform.position = new Vector3(10, 1, -1f); SpawnEnemies(0); break; case "street": Debug.Log("Entering Scene: Street"); city.SetValue(akMusicPlayer); currentScene = street; currentScene.materialize(); player.transform.position = new Vector3(15, 0, -1f); break; case "house1": //Cat Debug.Log("Entering Scene: House1"); cat.SetValue(akMusicPlayer); currentScene = houses[1]; currentScene.materialize(); player.transform.position = new Vector3(10, 1, -1f); SpawnEnemies(1); break; case "house2": //Bulldog (Final Boss) Debug.Log("Entering Scene: House2"); dogFather.SetValue(akMusicPlayer); SceneManager.LoadScene("BOSSHOUSE"); player.transform.position = new Vector3(-11, 4, -1); SpawnEnemies(2); //currentScene = houses[2]; //currentScene.materialize();x //player.transform.position = new Vector3(10,1,-1f); //SpawnEnemies(2); break; case "junkyard": Debug.Log("Entering Scene: Junkyard"); city.SetValue(akMusicPlayer); break; default: Debug.Log("Your scene dun fked up"); break; } }