Beispiel #1
0
    //All the puzzle pieces should have a trigger on them, when enter, this function will be called
    void OnTriggerEnter(Collider other)
    {
        //checks to see if the object in our trigger is a player.
        if (other.gameObject.tag == Constants.PLAYER_STRING)
        {
            //Increase the intesnity of the players point light
            PlayerLightController playerLight = other.gameObject.GetComponent <PlayerLightController>();
            if (playerLight != null)
            {
                playerLight.AddToIntesnity();
            }

            //Tell GameData this peg was collected
            GameData.Instance.PuzzlePieceCollected(m_ID);

            //increment collectable counter
            m_CollectableManager.IncrementPuzzleCounter();

            //Play the collected sound
            m_SFX.playSound(transform, Sounds.PuzzlePeice);

            //destroy this gameobject
            Destroy(this.gameObject);
        }
    }
Beispiel #2
0
    //All the puzzle pieces should have a trigger on them, when enter, this function will be called
    void OnTriggerEnter(Collider other)
    {
        //Check if we are still spawning
        if (this.GetComponent <EnemyLightPegSpawn>() != null)
        {
            return;
        }

        //checks to see if the object in our trigger is a player.
        if (other.gameObject.tag == Constants.PLAYER_STRING)
        {
            //Increase the intesnity of the players point light
            PlayerLightController playerLight = other.gameObject.GetComponent <PlayerLightController>();
            if (playerLight != null)
            {
                playerLight.AddToIntesnity();
            }

            //Tell GameData this peg was collected
            GameData.Instance.LightPegCollected(m_ID);

            //increment collectable counter
            m_CollectableManager.IncrementCounter();

            //Play Collected sound
            PlaySound();

            for (int i = 0; i < m_Lights.Length; i++)
            {
                //Safety check so when light pegs that don't have lights but have array values
                //won't throw an error because some people might not have a clue how to set the prefab.
                if (m_Lights[i] != null)
                {
                    m_Lights[i].AddToLightIntensity(AmountToAdd);
                }
            }

            //destroy this gameobject
            Destroy(this.gameObject);
        }
    }