public void OnScore(GameObject obstacle)
 {
     if (!_grounded)
     {
         _scoreManager.AddBonusPoints(25, "Superman!");
     }
 }
Beispiel #2
0
 void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "PlayerObjectDropped")
     {
         bonus.DisplayBonusText(pointsForSmallStar);
         scoreManager.AddBonusPoints(pointsForSmallStar);
         Destroy(gameObject);
     }
 }
Beispiel #3
0
    /* Change rendering when same block connecting:
     * public void SameNameConnecting(Collider other)
     * {
     *      Object changeGOColour = Resources.Load ("btn_9slice_normal", typeof(Texture));
     *      Texture gOTextureChange = (Texture) changeGOColour;
     *
     *      // check colour on trigger
     *      if (gameObject.name == other.name && other.collider.tag != "Player")
     *      {
     *              // thisGOColour.color = new Color (100,100,100);
     *              gameObject.renderer.material.mainTexture = gOTextureChange;
     *              // thisGOColour.mainTexture = Resources.Load ("btn_9slice_normal", typeof(Texture));
     *              other.renderer.material.mainTexture = gOTextureChange;
     *
     *              // Use coroutine to avoid getting multiple BonusPoints when colliders trigger
     *      }
     *      if (bonusPointWithinDelay == true)
     *      {
     *              BonusPoints (1);
     *              // Debug.Log ("Same name connecting!");
     * }
     *
     *      StartCoroutine(BonusPointHitDelay());
     * }
     */

    public void BonusPoints(int regId)
    {
        // Bonuspoints:
        //
        // Debug.Log ("RegId is: " + regId);

        if (regId == 0)
        {
        }

        if (regId == 1)          // 1 bonuspoint for hitting another block of the same
        {
            scoreManager.AddBonusPoints(1);
        }
    }