示例#1
0
        /// Override this to describe what happens when the object gets picked
        /// </summary>
        protected override void Pick()
        {
            base.Pick();
            _walljump          = _collider.GetComponent <LucyWallJump> ();
            _wallcling         = _collider.GetComponent <LucyWallClinging> ();
            _sprite            = gameObject.GetComponent <SpriteRenderer> ();
            characterInventory = _collider.GetComponent <CharacterInventory>();
            _characterPause    = _collider.GetComponent <CharacterPause>();


            _wallcling.AbilityPermitted = true;
            _walljump.AbilityPermitted  = true;
            _sprite.enabled             = false;

            //if we haven't already obtained it
            if (!GameManager.Instance.WallJumpBootsObtained)
            {
                if (!GameManager.Instance.DebugMode)
                {
                    RunSplashScreen();
                }
                GameManager.Instance.WallJumpBootsObtained = true;
                RetroAdventureProgressManager.Instance.SaveProgress();
            }
        }
示例#2
0
        protected override void Setup()
        {
            base.Setup();
            _animator      = GetComponent <Animator>(); 
 _characterHandleEMP = GetComponent <CharacterHandleEMP>(); 
 _lucyHealth = GetComponent <LucyHealth>(); 
 _magnetEffect = GetComponent <LucyMagnet>(); 
 _characterHandleMelee = GetComponent <CharacterHandleMelee>(); 
 _walljump = GetComponent <LucyWallJump>(); 
 _wallcling = GetComponent <LucyWallClinging>(); 
 _lucyFlamethrower = GetComponent <LucyFlamethrower>();
            _characterRun  = GetComponent <CharacterRun>();
            _plasmaRainbow = GetComponent <_2dxFX_PlasmaRainbow>();

            PowerNodesCollected = 0;

            StartCoroutine(AddItemsToInventory());

            StartCoroutine(GetTheRightSuitOn());
        }