// Update is called once per frame void Update() { transform.Translate(speedScale * Vector3.down * Time.deltaTime); //TOUCH if (isCalculable) { for (int i = 0; i < Input.touchCount; i++) //JUST READDED //JUST REMOVED if (true) { // Convert Screen Coordinated to WorldPoint Vector3 wp = Camera.main.ScreenToWorldPoint(Input.GetTouch(i).position); //JUST READDED Vector2 touchPos = new Vector2(wp.x, wp.y); //JUST READDED if (!wasCol2dDisabled) // Prefab is TAP and the collider is not disabled yet { //Checks if Position is withing Collider and Phase is Began /*isTouchable*/ if (col2d == Physics2D.OverlapPoint(touchPos) && Input.GetTouch(i).phase == TouchPhase.Began) { Destroyer._instance.PlayAudio(soundID); switch (status) { case 1: //bad SM.SetActiveCombo(false); SM.AddScore(status); SM.ResetCombo(); //--- ScoreManager._instance.SetActiveCombo(false); //--- ScoreManager._instance.AddScore(status); //--- LocalScoreTXT.text = Mathf.RoundToInt(ScoreManager._instance.currentScore).ToString(); //--ScoreManager._instance.ResetCombo(); // SM.SpanwAtVector(status, transform.position); break; case 2: //Good SM.AddScore(status); SM.AddCombo(1); //-- ScoreManager._instance.AddScore(status); //-- LocalScoreTXT.text = Mathf.RoundToInt(ScoreManager._instance.currentScore).ToString(); //-- ScoreManager._instance.AddCombo(1); //-- LocalComboTXT.text = Mathf.RoundToInt(ScoreManager._instance.currentCombo).ToString(); if (SM.currentCombo > 1) { SM.AnimateCombo(); } //-- if(ScoreManager._instance.currentCombo > 1){ //-- ScoreManager._instance.AnimateCombo(); //-- //-- } SM.SpanwAtVector(status, transform.position); break; case 3: //Perfect SM.AddScore(status); //-- LocalScoreTXT.text = Mathf.RoundToInt(ScoreManager._instance.currentScore).ToString(); SM.AddCombo(1); //--LocalComboTXT.text = Mathf.RoundToInt(ScoreManager._instance.currentCombo).ToString(); if (SM.currentCombo > 1) { SM.AnimateCombo(); } SM.SpanwAtVector(status, transform.position); break; default: break; } col2d.enabled = false; wasCol2dDisabled = true; Destroy(gameObject); ///////////COMMENT START // Bad Tap /* * if (transform.position.y >= my_UpperLimitBad || transform.position.y <= my_DownerLimitBad) // Bad * { * //TEMPOPTIMIZED PM.ResetCombo(); * PM.sp.SpawnAudio(soundID); * * //DO BAD TAP ANIMATION * myAnimator.enabled = false; * myAnimator.enabled = true; * myAnimator.Play("TapBad"); * * StartCoroutine(DisableGameObject()); * } * // Excellent Tap * else if (transform.position.y > my_DownerLimitGood && transform.position.y < my_UpperLimitGood) //Excellent * { * * SM.AddToCombo(); * * PM.sp.SpawnAudio(soundID); * //DO EXCELLENT TAP ANIMATION * myAnimator.enabled = false; * myAnimator.enabled = true; * myAnimator.Play("TapExcellent"); * * StartCoroutine(DisableGameObject()); * } * else // Good Tap * { * * SM.AddToCombo(); * * PM.sp.SpawnAudio(soundID); * * //DO GOOD TAP ANIMATION * myAnimator.enabled = false; * myAnimator.enabled = true; * myAnimator.Play("TapGood"); * * StartCoroutine(DisableGameObject()); * }*/ } } } } }