Merge branch 'master' of https://github.com/conjureets/pillowfight
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m_ParentPrefab: {fileID: 100100000, guid: 9f2c38d0d3154bc4d8148a949b98af28, type: 2}
|
m_ParentPrefab: {fileID: 100100000, guid: 9f2c38d0d3154bc4d8148a949b98af28, type: 2}
|
||||||
m_IsPrefabParent: 0
|
m_IsPrefabParent: 0
|
||||||
|
--- !u!114 &981569108 stripped
|
||||||
|
MonoBehaviour:
|
||||||
|
m_PrefabParentObject: {fileID: 11430644, guid: 6dd661a967968c64dbae75c01fac6a09,
|
||||||
|
type: 2}
|
||||||
|
m_PrefabInternal: {fileID: 1928589739}
|
||||||
|
m_Script: {fileID: 11500000, guid: dd2c12784e85d194ca7216a12233e1fa, type: 3}
|
||||||
--- !u!1001 &987851018
|
--- !u!1001 &987851018
|
||||||
Prefab:
|
Prefab:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|||||||
@ -47,13 +47,13 @@ public class AutoTarget : MonoBehaviour
|
|||||||
|
|
||||||
public Transform GetTarget(Vector3 lookingAngle)
|
public Transform GetTarget(Vector3 lookingAngle)
|
||||||
{
|
{
|
||||||
return GetTarget(lookingAngle, 2000, minAngleRange);
|
return GetTarget(lookingAngle, 2000, minAngleRange);
|
||||||
}
|
}
|
||||||
|
|
||||||
public Transform GetTarget(Vector3 lookingAngle, float range, float minAngle)
|
public Transform GetTarget(Vector3 lookingAngle, float range, float minAngle)
|
||||||
{
|
{
|
||||||
Transform closest = null;
|
Transform closest = null;
|
||||||
float rangeSq = range * range;
|
float rangeSq = range * range;
|
||||||
|
|
||||||
//Debug.Log("looking direction:" + lookingAngle);
|
//Debug.Log("looking direction:" + lookingAngle);
|
||||||
Debug.DrawRay(transform.position, lookingAngle * 2);
|
Debug.DrawRay(transform.position, lookingAngle * 2);
|
||||||
@ -61,12 +61,12 @@ public class AutoTarget : MonoBehaviour
|
|||||||
|
|
||||||
foreach (Transform t in targets)
|
foreach (Transform t in targets)
|
||||||
{
|
{
|
||||||
if (t == null) continue;
|
if (t == null) continue;
|
||||||
|
|
||||||
Vector3 targetDirection = t.transform.position - transform.position;
|
Vector3 targetDirection = t.transform.position - transform.position;
|
||||||
Debug.Log(targetDirection.magnitude);
|
Debug.Log(targetDirection.magnitude);
|
||||||
if (targetDirection.sqrMagnitude > rangeSq)
|
if (targetDirection.sqrMagnitude > rangeSq)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
float realAngle = Mathf.Atan2(targetDirection.z, targetDirection.x) * Mathf.Rad2Deg;
|
float realAngle = Mathf.Atan2(targetDirection.z, targetDirection.x) * Mathf.Rad2Deg;
|
||||||
|
|
||||||
|
|||||||
@ -1,254 +1,254 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|
||||||
[RequireComponent(typeof(Rigidbody))]
|
[RequireComponent(typeof(Rigidbody))]
|
||||||
public class Child : MonoBehaviour
|
public class Child : MonoBehaviour
|
||||||
{
|
{
|
||||||
public float Speed = 10f;
|
public float Speed = 10f;
|
||||||
public float JumpForce = 10f;
|
public float JumpForce = 10f;
|
||||||
public float MaxInvulnerableTime = 2f;
|
public float MaxInvulnerableTime = 2f;
|
||||||
public float ThrowForce = 30f;
|
public float ThrowForce = 30f;
|
||||||
public float HitForce = 3f;
|
public float HitForce = 3f;
|
||||||
public float hitPushBackForce = 250f;
|
public float hitPushBackForce = 250f;
|
||||||
public float yAngleVector = 9f;
|
public float yAngleVector = 9f;
|
||||||
|
|
||||||
public GameObject GroundCheck;
|
public GameObject GroundCheck;
|
||||||
public Pillow pillow;
|
public Pillow pillow;
|
||||||
public MomBehavior Mom;
|
public MomBehavior Mom;
|
||||||
public PlayerAvatar Avatar;
|
public PlayerAvatar Avatar;
|
||||||
public Animator Animator;
|
public Animator Animator;
|
||||||
public GameObject AnimationPillow;
|
public GameObject AnimationPillow;
|
||||||
|
|
||||||
private Rigidbody _rb;
|
private Rigidbody _rb;
|
||||||
private bool _isGrounded = false;
|
private bool _isGrounded = false;
|
||||||
private float _xValue;
|
private float _xValue;
|
||||||
private float _zValue;
|
private float _zValue;
|
||||||
private bool _isSleeping;
|
private bool _isSleeping;
|
||||||
private float _invulnerableTime;
|
private float _invulnerableTime;
|
||||||
private Bed _currentBed;
|
private Bed _currentBed;
|
||||||
private bool _isInLava;
|
private bool _isInLava;
|
||||||
|
|
||||||
private int _index;
|
private int _index;
|
||||||
private bool _isPushed = false;
|
private bool _isPushed = false;
|
||||||
private bool _wasPushed = false;
|
private bool _wasPushed = false;
|
||||||
private Vector3 _pushedDir;
|
private Vector3 _pushedDir;
|
||||||
|
|
||||||
private float _stunTime;
|
private float _stunTime;
|
||||||
|
|
||||||
private int _numZ = 0;
|
private int _numZ = 0;
|
||||||
public int NumZ
|
public int NumZ
|
||||||
{
|
{
|
||||||
get { return _numZ; }
|
get { return _numZ; }
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
_numZ = value;
|
_numZ = value;
|
||||||
Avatar.NumZ = _numZ;
|
Avatar.NumZ = _numZ;
|
||||||
if (_numZ == 3) Die();
|
if (_numZ == 3) Die();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
private AutoTarget _autoTarget;
|
private AutoTarget _autoTarget;
|
||||||
|
|
||||||
public int Index
|
public int Index
|
||||||
{
|
{
|
||||||
get { return _index; }
|
get { return _index; }
|
||||||
set { _index = value; }
|
set { _index = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public bool IsSleeping
|
public bool IsSleeping
|
||||||
{
|
{
|
||||||
get { return _isSleeping; }
|
get { return _isSleeping; }
|
||||||
}
|
}
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
_rb = GetComponent<Rigidbody>();
|
_rb = GetComponent<Rigidbody>();
|
||||||
AnimationPillow.SetActive(false);
|
AnimationPillow.SetActive(false);
|
||||||
|
|
||||||
_autoTarget = GetComponent<AutoTarget>();
|
_autoTarget = GetComponent<AutoTarget>();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
Avatar.PlayerNum = Index + 1;
|
Avatar.PlayerNum = Index + 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
Animator.SetBool("IsOnBed", GetBed());
|
Animator.SetBool("IsOnBed", GetBed());
|
||||||
|
|
||||||
_isGrounded = IsGrounded();
|
_isGrounded = IsGrounded();
|
||||||
|
|
||||||
|
|
||||||
// We move the child depending on the camera orientation
|
// We move the child depending on the camera orientation
|
||||||
|
|
||||||
if (_stunTime >= Time.deltaTime * 3f && _wasPushed && _rb.velocity == Vector3.zero)
|
if (_stunTime >= Time.deltaTime * 3f && _wasPushed && _rb.velocity == Vector3.zero)
|
||||||
{
|
{
|
||||||
_wasPushed = false;
|
_wasPushed = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_isPushed)
|
if (_isPushed)
|
||||||
{
|
{
|
||||||
_stunTime += Time.deltaTime;
|
_stunTime += Time.deltaTime;
|
||||||
|
|
||||||
if (_stunTime >= Time.deltaTime * 3f && _rb.velocity == Vector3.zero)
|
if (_stunTime >= Time.deltaTime * 3f && _rb.velocity == Vector3.zero)
|
||||||
{
|
{
|
||||||
_isPushed = false;
|
_isPushed = false;
|
||||||
_wasPushed = true;
|
_wasPushed = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_stunTime = 0f;
|
_stunTime = 0f;
|
||||||
Vector3 forwardDir = Camera.main.transform.forward;
|
Vector3 forwardDir = Camera.main.transform.forward;
|
||||||
Vector3 rightDir = Camera.main.transform.right;
|
Vector3 rightDir = Camera.main.transform.right;
|
||||||
|
|
||||||
forwardDir.y = 0f;
|
forwardDir.y = 0f;
|
||||||
forwardDir = forwardDir.normalized * _zValue * Speed;
|
forwardDir = forwardDir.normalized * _zValue * Speed;
|
||||||
|
|
||||||
rightDir.y = 0f;
|
rightDir.y = 0f;
|
||||||
rightDir = rightDir.normalized * _xValue * Speed;
|
rightDir = rightDir.normalized * _xValue * Speed;
|
||||||
|
|
||||||
Vector3 movement = forwardDir + rightDir;
|
Vector3 movement = forwardDir + rightDir;
|
||||||
movement.y = _rb.velocity.y;
|
movement.y = _rb.velocity.y;
|
||||||
|
|
||||||
_rb.velocity = movement;
|
_rb.velocity = movement;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ThrowMecanimPillow()
|
public void ThrowMecanimPillow()
|
||||||
{
|
{
|
||||||
if (pillow == null) return;
|
if (pillow == null) return;
|
||||||
|
|
||||||
Transform target = _autoTarget.GetTarget(transform.forward);
|
Transform target = _autoTarget.GetTarget(transform.forward);
|
||||||
|
|
||||||
Vector3 direction;
|
Vector3 direction;
|
||||||
|
|
||||||
if (target != null)
|
if (target != null)
|
||||||
{
|
{
|
||||||
direction = target.transform.position - pillow.transform.position;
|
direction = target.transform.position - pillow.transform.position;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
direction = transform.forward;
|
direction = transform.forward;
|
||||||
}
|
}
|
||||||
|
|
||||||
direction = direction.normalized;
|
direction = direction.normalized;
|
||||||
|
|
||||||
pillow.gameObject.SetActive(true);
|
pillow.gameObject.SetActive(true);
|
||||||
pillow.transform.localPosition = new Vector3(0.109f, -0.407f, 0.389f);
|
pillow.transform.localPosition = new Vector3(0.109f, -0.407f, 0.389f);
|
||||||
pillow.transform.localEulerAngles = new Vector3(0f, 204.46f, 310.0002f);
|
pillow.transform.localEulerAngles = new Vector3(0f, 204.46f, 310.0002f);
|
||||||
|
|
||||||
AnimationPillow.SetActive(false);
|
AnimationPillow.SetActive(false);
|
||||||
|
|
||||||
pillow.Throw(direction * ThrowForce);
|
pillow.Throw(direction * ThrowForce);
|
||||||
|
|
||||||
pillow.IsOwned = false;
|
pillow.IsOwned = false;
|
||||||
|
|
||||||
target = null;
|
target = null;
|
||||||
|
|
||||||
pillow = null;
|
pillow = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnTriggerEnter(Collider other) {
|
void OnTriggerEnter(Collider other) {
|
||||||
if (other.tag == "Pillow"){
|
if (other.tag == "Pillow"){
|
||||||
|
|
||||||
Pillow incomingPillow = other.GetComponent<Pillow>();
|
Pillow incomingPillow = other.GetComponent<Pillow>();
|
||||||
|
|
||||||
// getting hit by a pillow
|
// getting hit by a pillow
|
||||||
if (incomingPillow.IsThrown) {
|
if (incomingPillow.IsThrown) {
|
||||||
Debug.Log("abc");
|
Debug.Log("abc");
|
||||||
if (incomingPillow.Owner != this)
|
if (incomingPillow.Owner != this)
|
||||||
{
|
{
|
||||||
//player is hit
|
//player is hit
|
||||||
Debug.Log("Child is hit by a pillow");
|
Debug.Log("Child is hit by a pillow");
|
||||||
|
|
||||||
Push(other.GetComponent<Rigidbody>().velocity.normalized * 10 * hitPushBackForce);
|
Push(other.GetComponent<Rigidbody>().velocity.normalized * 10 * hitPushBackForce);
|
||||||
Destroy(other.gameObject);
|
Destroy(other.gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// picking up a pillow
|
// picking up a pillow
|
||||||
else if (this.pillow == null && incomingPillow.IsPickable) {
|
else if (this.pillow == null && incomingPillow.IsPickable) {
|
||||||
Debug.Log("def");
|
Debug.Log("def");
|
||||||
pillow = incomingPillow;
|
pillow = incomingPillow;
|
||||||
|
|
||||||
pillow.transform.parent = transform; // make the pillow a child of Child
|
pillow.transform.parent = transform; // make the pillow a child of Child
|
||||||
pillow.gameObject.SetActive(false);
|
pillow.gameObject.SetActive(false);
|
||||||
pillow.GetComponent<Rigidbody>().isKinematic = true; // dont make pillow obey to gravity when in a child's hands
|
pillow.GetComponent<Rigidbody>().isKinematic = true; // dont make pillow obey to gravity when in a child's hands
|
||||||
pillow.IsOwned = true;
|
pillow.IsOwned = true;
|
||||||
pillow.Owner = this;
|
pillow.Owner = this;
|
||||||
AnimationPillow.SetActive(true);
|
AnimationPillow.SetActive(true);
|
||||||
|
|
||||||
// TODO: place the pillow correctly or animate or something...
|
// TODO: place the pillow correctly or animate or something...
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool IsGrounded()
|
private bool IsGrounded()
|
||||||
{
|
{
|
||||||
int mask = (1 << LayerMask.NameToLayer("Ground")) | (1 << LayerMask.NameToLayer("Bed"));
|
int mask = (1 << LayerMask.NameToLayer("Ground")) | (1 << LayerMask.NameToLayer("Bed"));
|
||||||
|
|
||||||
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, mask);
|
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, mask);
|
||||||
|
|
||||||
return colliders.Length > 0;
|
return colliders.Length > 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Move(float xValue, float zValue)
|
public void Move(float xValue, float zValue)
|
||||||
{
|
{
|
||||||
_xValue = xValue;
|
_xValue = xValue;
|
||||||
_zValue = zValue;
|
_zValue = zValue;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Jump()
|
public void Jump()
|
||||||
{
|
{
|
||||||
if (_isGrounded)
|
if (_isGrounded)
|
||||||
{
|
{
|
||||||
_isGrounded = false;
|
_isGrounded = false;
|
||||||
|
|
||||||
_rb.AddForce(new Vector3(0f, JumpForce, 0f));
|
_rb.AddForce(new Vector3(0f, JumpForce, 0f));
|
||||||
|
|
||||||
Animator.SetTrigger("jump");
|
Animator.SetTrigger("jump");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool Sleep()
|
public bool Sleep()
|
||||||
{
|
{
|
||||||
Bed bed = GetBed();
|
Bed bed = GetBed();
|
||||||
|
|
||||||
if (bed != null && !bed.IsTaken)
|
if (bed != null && !bed.IsTaken)
|
||||||
{
|
{
|
||||||
_currentBed = bed;
|
_currentBed = bed;
|
||||||
bed.Take();
|
bed.Take();
|
||||||
_isSleeping = true;
|
_isSleeping = true;
|
||||||
Animator.SetBool("IsSleeping", true);
|
Animator.SetBool("IsSleeping", true);
|
||||||
}
|
}
|
||||||
|
|
||||||
return _isSleeping;
|
return _isSleeping;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void WakeUp()
|
public void WakeUp()
|
||||||
{
|
{
|
||||||
_isSleeping = false;
|
_isSleeping = false;
|
||||||
Animator.SetBool("IsSleeping", false);
|
Animator.SetBool("IsSleeping", false);
|
||||||
|
|
||||||
_currentBed.Leave();
|
_currentBed.Leave();
|
||||||
|
|
||||||
_currentBed = null;
|
_currentBed = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Bed GetBed()
|
public Bed GetBed()
|
||||||
{
|
{
|
||||||
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, 1 << LayerMask.NameToLayer("Bed"));
|
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, 1 << LayerMask.NameToLayer("Bed"));
|
||||||
|
|
||||||
return colliders.Length > 0 ? colliders[0].GetComponent<Bed>() : null;
|
return colliders.Length > 0 ? colliders[0].GetComponent<Bed>() : null;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Throw() {
|
public void Throw() {
|
||||||
if (_isInLava) return;
|
if (_isInLava) return;
|
||||||
|
|
||||||
if (pillow != null) {
|
if (pillow != null) {
|
||||||
Animator.SetTrigger("StartAttack");
|
Animator.SetTrigger("StartAttack");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Swing()
|
public void Swing()
|
||||||
@ -267,102 +267,105 @@ public class Child : MonoBehaviour
|
|||||||
direction = direction.normalized;
|
direction = direction.normalized;
|
||||||
|
|
||||||
t.gameObject.GetComponent<Child>().Push(direction * HitForce);
|
t.gameObject.GetComponent<Child>().Push(direction * HitForce);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void OnCollisionEnter(Collision collision)
|
void OnCollisionEnter(Collision collision)
|
||||||
{
|
{
|
||||||
if (collision.gameObject.tag == "Lava")
|
if (collision.gameObject.tag == "Lava")
|
||||||
{
|
{
|
||||||
Debug.Log("Player " + _index + " entered lava. Lose one life.");
|
Debug.Log("Player " + _index + " entered lava. Lose one life.");
|
||||||
TakeLavaDamage();
|
TakeLavaDamage();
|
||||||
ActivateVibration(true);
|
ActivateVibration(true);
|
||||||
Animator.SetBool("IsOnLava", true);
|
Animator.SetBool("IsOnLava", true);
|
||||||
_isInLava = true;
|
_isInLava = true;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Setup for the next time the player falls on the lava
|
// Setup for the next time the player falls on the lava
|
||||||
//_invulnerableTime = MaxInvulnerableTime;
|
//_invulnerableTime = MaxInvulnerableTime;
|
||||||
|
|
||||||
if (collision.gameObject.tag == "Floor")
|
if (collision.gameObject.tag == "Floor")
|
||||||
{
|
{
|
||||||
ActivateVibration(false);
|
ActivateVibration(false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnCollisionExit(Collision collision)
|
void OnCollisionExit(Collision collision)
|
||||||
{
|
{
|
||||||
if (collision.gameObject.tag == "Lava" || collision.gameObject.tag == "Floor")
|
if (collision.gameObject.tag == "Lava" || collision.gameObject.tag == "Floor")
|
||||||
{
|
{
|
||||||
ActivateVibration(false);
|
ActivateVibration(false);
|
||||||
Animator.SetBool("IsOnLava", false);
|
Animator.SetBool("IsOnLava", false);
|
||||||
_isInLava = false;
|
_isInLava = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnCollisionStay(Collision collision)
|
void OnCollisionStay(Collision collision)
|
||||||
{
|
{
|
||||||
if (collision.gameObject.tag == "Lava")
|
if (collision.gameObject.tag == "Lava")
|
||||||
{
|
{
|
||||||
_invulnerableTime += Time.deltaTime;
|
_invulnerableTime += Time.deltaTime;
|
||||||
|
|
||||||
if (_invulnerableTime >= MaxInvulnerableTime)
|
if (_invulnerableTime >= MaxInvulnerableTime)
|
||||||
{
|
{
|
||||||
Debug.Log("Player " + _index + " is still standing on lava. Lose one life.");
|
Debug.Log("Player " + _index + " is still standing on lava. Lose one life.");
|
||||||
TakeLavaDamage();
|
TakeLavaDamage();
|
||||||
}
|
}
|
||||||
|
|
||||||
ActivateVibration(true);
|
ActivateVibration(true);
|
||||||
}
|
}
|
||||||
else if (collision.gameObject.tag == "Floor")
|
else if (collision.gameObject.tag == "Floor")
|
||||||
{
|
{
|
||||||
ActivateVibration(false);
|
ActivateVibration(false);
|
||||||
}
|
}
|
||||||
else if (_wasPushed && collision.gameObject.tag == "Walls")
|
else if (_wasPushed && collision.gameObject.tag == "Walls")
|
||||||
{
|
{
|
||||||
/*
|
/*
|
||||||
_wasPushed = false;
|
_wasPushed = false;
|
||||||
|
|
||||||
Push(Vector3.Reflect(_pushedDir.normalized, collision.contacts[0].normal) * _pushedDir.magnitude);*/
|
Push(Vector3.Reflect(_pushedDir.normalized, collision.contacts[0].normal) * _pushedDir.magnitude);*/
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Push(Vector3 force)
|
public void Push(Vector3 force)
|
||||||
{
|
{
|
||||||
_isPushed = true;
|
_isPushed = true;
|
||||||
|
|
||||||
Debug.Log(force);
|
Debug.Log(force);
|
||||||
|
|
||||||
force.y = yAngleVector;
|
force.y = yAngleVector;
|
||||||
|
|
||||||
_rb.AddForce(force, ForceMode.Impulse);
|
_rb.AddForce(force, ForceMode.Impulse);
|
||||||
|
|
||||||
_pushedDir = force;
|
_pushedDir = force;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ActivateVibration(bool activate)
|
private void ActivateVibration(bool activate)
|
||||||
{
|
{
|
||||||
float intensity = activate ? 0.3f : 0f;
|
float intensity = activate ? 0.3f : 0f;
|
||||||
|
|
||||||
XInputDotNetPure.GamePad.SetVibration((XInputDotNetPure.PlayerIndex)_index, intensity, intensity);
|
XInputDotNetPure.GamePad.SetVibration((XInputDotNetPure.PlayerIndex)_index, intensity, intensity);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void TakeLavaDamage()
|
private void TakeLavaDamage()
|
||||||
{
|
{
|
||||||
NumZ += 1;
|
NumZ += 1;
|
||||||
// TODO: Lose a life (probably) and become immune for ~ 2 or 3 seconds
|
// TODO: Lose a life (probably) and become immune for ~ 2 or 3 seconds
|
||||||
_invulnerableTime = 0f;
|
_invulnerableTime = 0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Die()
|
void Die()
|
||||||
{
|
{
|
||||||
Destroy(gameObject);
|
PlayerWinsMenu menu = (PlayerWinsMenu)MenusHandler.MenusManager.Instance.ShowMenu("PlayerWinsMenu");
|
||||||
}
|
menu.SetPlayerIndex(this.Index);
|
||||||
|
|
||||||
void OnDestroy()
|
Destroy(gameObject);
|
||||||
{
|
}
|
||||||
ActivateVibration(false);
|
|
||||||
}
|
void OnDestroy()
|
||||||
}
|
{
|
||||||
|
ActivateVibration(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@ -116,6 +116,8 @@ public class MomBehavior : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (child == null) continue;
|
if (child == null) continue;
|
||||||
|
|
||||||
|
Debug.Log(child.IsSleeping);
|
||||||
|
|
||||||
if (child.IsSleeping)
|
if (child.IsSleeping)
|
||||||
{
|
{
|
||||||
safeChildren.Add(child);
|
safeChildren.Add(child);
|
||||||
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