void OnCollisionEnter(Collision col)
    {
        if (col.collider.tag == "Floor")
        {
            //關閉角色跳躍動作
            GetComponent <_02_CowboyAnim> ().BoolJump = false;
            //角色站在地板上
            OnFloor = true;
        }

        if (col.collider.tag == "Wall")
        {
            GetComponent <_02_CowboyAnim> ().BoolOver = true;
            Challenge = false;
            //遊戲結束
            _01_GameControl.GameOverbool = true;
            //產生撞牆聲音
            Instantiate(HitSound, transform.position, Quaternion.identity);
            //煙霧特效關閉
            RunSmoke.GetComponent <ParticleSystem> ().enableEmission = false;
        }
        if (col.collider.tag == "Coin")
        {
            _01_GameControl.CoinNumber += 1;
            //刪除金幣物件
            Destroy(col.gameObject);
            //產生金幣特效
            Instantiate(CoinEffects, transform.position + new Vector3(0, 1f, 0), Quaternion.identity);
            //產生吃到硬幣的聲音
            Instantiate(GetCoinSound, transform.position, Quaternion.identity);
        }
    }
Beispiel #2
0
 //執行闖關挑戰
 void ChallengeStart()
 {
     //開啟角色跑步動作
     GetComponent <_02_CowboyAnim>().BoolRun = true;
     //角色往前移, 改變 z 軸
     transform.Translate(0, 0, CowboyRunSpeed * Time.deltaTime);
     JumpMove();
     LeftRight();
     //如果角色沒有在對應的跑道上時
     if (transform.position.x != CowboyRunWay)
     {
         CheckCowboyPosx();
     }
     //如果角色站在地板上
     if (OnFloor == true)
     {
         //煙霧特效發射
         RunSmoke.GetComponent <ParticleSystem> ().enableEmission = true;
     }
     else
     {
         //煙霧特效關閉
         RunSmoke.GetComponent <ParticleSystem> ().enableEmission = false;
     }
 }
    float HorizontalDistance, VerticalDistance;            //紀錄滑鼠移動的垂直與水平距離

    // Use this for initialization
    void Start()
    {
        Challenge            = true;
        transform.position   = new Vector3(0, 0.25f, 0);
        CowboyRunWay         = 0;
        StartReciptrocalTime = 3;
        //預設煙霧特效為關閉狀態
        RunSmoke.GetComponent <ParticleSystem> ().enableEmission = false;
    }
 //執行闖關挑戰
 void ChallengeStart()
 {
     //角色跑步動作開啟
     GetComponent <_02_CowboyAnim>().BoolRun = true;
     //角色往前移動, 增加 z 軸座標
     transform.Translate(0, 0, CowboyRunSpeed * Time.deltaTime);
     ControlMouse();
     if (transform.position.x != CowboyRunWay)
     {
         //移動到角色所該到的跑道
         CheckCowboyPosx();
         //如果角色站在地板上
         if (OnFloor == true)
         {
             //煙霧特效發射
             RunSmoke.GetComponent <ParticleSystem> ().enableEmission = true;
         }
         else
         {
             //煙霧特效關閉
             RunSmoke.GetComponent <ParticleSystem> ().enableEmission = false;
         }
     }
 }