686bc2528b
added a sound for the tambourine, spider web, and background music.\n- finally fixed the web animation\n- added Sir Jacques to the web animation\n- changed the way the fire point tracks the grapple
91 lines
3.3 KiB
C#
91 lines
3.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class TambourineBehavior : MonoBehaviour {
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private Rigidbody2D rb;
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// private float timer;
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private Animator animator;
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private GameObject collidedObject;
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private float timeLerped = 0.0f;
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private float timeToLerp = 0.5f;
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private GameObject player;
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public bool pinned = false;
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public AudioSource tambourineHitSound;
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void Awake() {
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this.gameObject.GetComponent<CircleCollider2D>().enabled = true;
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rb = this.gameObject.GetComponent<Rigidbody2D>();
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animator = this.gameObject.GetComponent<Animator>();
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player = GameObject.FindGameObjectWithTag("Player");
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}
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void Start() {
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// rb.AddForce(new Vector2(horizSpeed, vertSpeed), ForceMode2D.Impulse);
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StartCoroutine(CheckToDestroy());
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}
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void Update() {
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// if (Input.GetKeyUp(KeyCode.K)) {
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// Destroy(this.gameObject);
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// }
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if (collidedObject != null && collidedObject.tag != "grappleSurface") {
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rb.constraints = RigidbodyConstraints2D.FreezeAll;
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// this.gameObject.transform.position = col.transform.position;
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timeLerped += Time.deltaTime;
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this.gameObject.transform.position = Vector2.Lerp(this.gameObject.transform.position, collidedObject.transform.position, timeLerped/timeToLerp);
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if (this.gameObject.transform.position.x == collidedObject.transform.position.x && this.gameObject.transform.position.y == collidedObject.transform.position.y && !pinned) {
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animator.SetBool("pinned", true);
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pinned = true;
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tambourineHitSound.Play();
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} else {
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// print("pinned, but not same position: " + this.gameObject.transform.position + " / " + collidedObject.transform.position);
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}
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}
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}
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void OnTriggerEnter2D(Collider2D col) {
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collidedObject = col.gameObject;
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if (collidedObject.tag == "Enemy") {
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this.gameObject.GetComponent<CircleCollider2D>().enabled = false;
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collidedObject.GetComponent<EnemyPatrol>().pinned = true;
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} else if (collidedObject.tag == "Projectile") {
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// print("pinned");
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this.gameObject.GetComponent<CircleCollider2D>().enabled = false;
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collidedObject.GetComponent<ProjectileBehavior>().Pin();
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}
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}
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void OnCollisionEnter2D(Collision2D col) {
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if (col.gameObject.tag == "wall") {
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DestroySelf();
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}
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}
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IEnumerator CheckToDestroy() {
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yield return new WaitForSeconds(5f);
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print("waited 5");
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if (!player.GetComponent<PlayerBehavior>().grapplingRope.isGrappling) {
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DestroySelf();
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}
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}
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public void DestroySelf() {
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if (collidedObject != null && collidedObject.tag == "Enemy") {
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collidedObject.GetComponent<EnemyPatrol>().pinned = false;
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} else if (collidedObject != null && collidedObject.tag == "Projectile") {
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collidedObject.GetComponent<ProjectileBehavior>().Explode();
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}
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player.GetComponent<PlayerBehavior>().hasTambourine = true;
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player.GetComponent<PlayerBehavior>().grapplingGun.ReleaseGrapple();
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Destroy(this.gameObject);
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}
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}
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