void Awake()
    {
        /* GameObject objs = GameObject.FindObjectOfType(typeof(masterClass)) as GameObject;
         *
         * if (objs != null)
         * {
         *   Destroy(this.gameObject);
         * }
         *
         * DontDestroyOnLoad(this.gameObject);*/

        player = GameObject.FindObjectOfType(typeof(PlayerControllerRefactored)) as PlayerControllerRefactored;
        //camera = GameObject.FindObjectOfType(typeof(Camera)) as Camera;
        if (text == null)
        {
            text = GameObject.Find("timeText").GetComponent(typeof(Text)) as Text;
        }

        startTimer();

        maxDistance = Vector3.Distance(player.transform.position, transform.position);
        //TODO: get record!!!
        record = GameStateManager.getHighscore(SceneManager.GetActiveScene().buildIndex);

        if (konfetti == null)
        {
            Debug.LogError("Konfetti of " + gameObject.name + " was null");
        }
    }
Beispiel #2
0
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        PlayerControllerRefactored myTarget = (PlayerControllerRefactored)target;

        if (GUILayout.Button("Load Player Data"))
        {
            myTarget.StartCoroutine(myTarget.loadPlayerData());
        }
        if (GUILayout.Button("Load Input Data"))
        {
            myTarget.StartCoroutine(myTarget.loadInputData());
        }
    }
Beispiel #3
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    //maybe add min entry velocity or set speed instead of add force

    private void OnTriggerEnter(Collider other)
    {
        Rigidbody rigid = other.GetComponent <Rigidbody>();

        if (rigid != null)
        {
            Vector3 direction = Vector3.Project(rigid.velocity, transform.forward).normalized;//go forwars or backwards?
            if (direction.magnitude == 0)
            {
                direction = transform.forward;
            }
            rigid.AddForce(direction * force + Vector3.up * additionalVerticalForce);

            PlayerControllerRefactored player = other.GetComponent <PlayerControllerRefactored>();
            if (player != null)
            {
                CameraEffectsMaster.fovPunch((force + additionalVerticalForce) / 2000 * fovForceMultiplier, (force + additionalVerticalForce) / 20000 * fovTimeMultiplier);
            }
        }
    }