// Use this for initialization void Start() { _audio = AudioController.Instance; _score = ScoreBoard.Instance; currentLevel = startLevel; // Get the movers pacManMover = pacMan.GetComponent <PacManMove> (); blinkyMover = blinky.GetComponent <GhostMove> (); pinkyMover = pinky.GetComponent <GhostMove> (); inkyMover = inky.GetComponent <GhostMove> (); clydeMover = clyde.GetComponent <GhostMove> (); pacMan.SetActive(false); _audio.PlayStartMusic(); GameObject readyInst = Instantiate(ready); Destroy(readyInst, _audio.StartMusicLength - 1.25f); RenderExtraPacs(); RenderLevel(); StartCoroutine(RemovePac()); StartCoroutine(StartInitialSiren()); }
new void Start() { base.Start(); switch (ThisGhost) { case Ghost.BLINKY: ScatterTarget = new Vector2(28, 36); GhostHome = new Vector2(14, 19); break; case Ghost.INKY: ScatterTarget = new Vector2(28, 1); GhostHome = new Vector2(12, 19); break; case Ghost.PINKY: ScatterTarget = new Vector2(3, 36); GhostHome = new Vector2(14, 19); break; case Ghost.CLYDE: ScatterTarget = new Vector2(1, 1); GhostHome = new Vector2(16, 19); break; } Directions.Add(Vector2.up); Directions.Add(Vector2.down); Directions.Add(Vector2.left); Directions.Add(Vector2.right); // Start off moving left SetDestination(Vector2.left); Direction = Vector2.left; Animation = true; // Everybody but Blinky is in the ghost house if (ThisGhost != Ghost.BLINKY) { InGhostHouse = true; } SetDotsToLeave(); PacManMover = PacMan.GetComponent <PacManMove> (); if (ThisGhost == Ghost.INKY) { Debug.Log("Linking Blinky's mover to Inky's"); GameObject blinky = GameObject.FindGameObjectWithTag("Blinky"); BlinkyMover = blinky.GetComponent <GhostMove> (); } }
void Update() { PacManMove pacMan = GameObject.Find("PacMan").GetComponent <PacManMove>(); Vector3 position = pacMan.transform.position; float delta = (Time.time - time) * 0.75f; position.y += 1; transform.position = Vector3.Lerp(defaultPosition, position, delta); if (transform.position.Equals(position)) { inPosition = true; Quaternion.Euler(0, tiltAroundY, 0); Quaternion target = Quaternion.Euler(0, tiltAroundY, 0); transform.rotation = Quaternion.Lerp(transform.rotation, target, Time.deltaTime * tiltAroundY); } if (inPosition == true) { if (tiltAroundY <= 0) { tiltAroundY = 359; } else if (tiltAroundY > 359) { tiltAroundY = 0; } if (Input.GetButton("Horizontal")) { tiltAroundY += Input.GetAxis("Horizontal") * pacMan.MoveSpeed; Quaternion.Euler(0, tiltAroundY, 0); Quaternion target = Quaternion.Euler(0, tiltAroundY, 0); transform.rotation = Quaternion.Lerp(transform.rotation, target, Time.deltaTime * tiltAroundY); } } }