Beispiel #1
0
        // Update is called once per frame
        void Update()
        {
            if (_justFellTimer > 0)
            {
                _justFellTimer -= Time.deltaTime;
                if (_justFellTimer <= 0)
                {
                    fallText.color = Color.white;
                }
            }

            MotorState            = motorToWatch.motorState;
            collidingAgainst.text = string.Format("Colliding Against: {0}", motorToWatch.collidingAgainst);
        }
Beispiel #2
0
        // Update is called once per frame
        void Update()
        {
            if (_justFellTimer > 0)
            {
                _justFellTimer -= Time.deltaTime;
                if (_justFellTimer <= 0)
                {
                    fallText.color = Color.white;
                }
            }

            MotorState = motorToWatch.motorState;
            collidingAgainst.text = string.Format("Colliding Against: {0}", motorToWatch.collidingAgainst);
        }
Beispiel #3
0
        // Update is called once per frame
        void Update()
        {
            if (_justFellTimer > 0)
            {
                _justFellTimer -= Time.deltaTime;
                if (_justFellTimer <= 0)
                {
                    fallText.color = Color.white;
                }
            }

            MotorState            = motorToWatch.motorState;
            collidingAgainst.text = string.Format("Colliding Against: {0}", motorToWatch.collidingAgainst);

            if (ladderZone != null)
            {
                ladderZone.text = string.Format("Ladder Zone: {0}", motorToWatch.ladderZone);
            }

            if (restrictedArea != null)
            {
                restrictedArea.text = string.Format("restricted: {0} OWP: {1} Solid? {2}", motorToWatch.IsRestricted(), motorToWatch.enableOneWayPlatforms, motorToWatch.oneWayPlatformsAreWalls);
            }
        }
        // Update is called once per frame
        void Update()
        {
            Health.text = "Health: " + A.AS._health.currentValue;
            Armor.text = "Armor: " + A.AS._armor.currentValue;

            if (_justFellTimer > 0)
            {
                _justFellTimer -= Time.deltaTime;
                if (_justFellTimer <= 0)
                {
                    fallText.color = Color.white;
                }
            }

            MotorState = motorToWatch.motorState;
            collidingAgainst.text = string.Format("Colliding Against: {0}", motorToWatch.collidingAgainst);
        }