Ejemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        if (currentState == PossibleStates.NoControl)
        {
            Rigidbody [] AllRgdB = GetComponentsInChildren <Rigidbody> ();
            foreach (Rigidbody eachRgdB in AllRgdB)
            {
                eachRgdB.constraints = RigidbodyConstraints.None;
                eachRgdB.useGravity  = true;
                eachRgdB.mass        = 7;
                eachRgdB.isKinematic = false;
                //				if (!exploded){

//				eachRgdB.AddExplosionForce (100, new Vector3 (0,7,0), 30, 3);
                eachRgdB.AddExplosionForce(100, new Vector3(1, 4, 1), 30, 3);
                eachRgdB.AddExplosionForce(100, new Vector3(-1, 4, -1), 30, 3);
                eachRgdB.AddExplosionForce(100, new Vector3(-1, 4, 1), 30, 3);
                eachRgdB.AddExplosionForce(100, new Vector3(1, 4, -1), 30, 3);
                //					eachRgdB.AddExplosionForce (100, new Vector3 (0.5f,0,0.5f), 30,3);
                //					exploded = true;
                //				}
            }
        }
        if (currentState == PossibleStates.TurnOn)
        {
            //  quite an important function
            //  after you are done with the last cube in the shape
            //  you can do whatever you want
            CubeController last = cC.Last();
            foreach (CubeController cubeCon in cC)
            {
                if (tL != null)
                {
                    if (tL.currentState != TutorialLevel.TutorialStates.None)
                    {
                        tL.currentState = TutorialLevel.TutorialStates.None;
                    }
                }
                if (cubeCon.Equals(last))
                {
                    TutorialLevel.showGuiText = false;
                    cubeCon.FreezeY();
                    //  if there are some bugs with weird positioning - just comment out these two lines
                    //  cubes are overlapping
                    zOc.CheckIfCubesAreIdentical();
                    //  cubes have zero position
                    zOc.CheckIfTagIsZero();
                    //  stop casting shadowas
                    cubeCon.StopCastingShadows();
                    //  if it is a bomb, blow it up.
                    Bomb blowItUp = GetComponentInChildren <Bomb> ();
                    BioHazardMeltdown [] meltEerythingDown = GetComponentsInChildren <BioHazardMeltdown> ();

                    if (blowItUp != null)
                    {
                        blowItUp.BlowTheBombUp();
                        //  change directions
                        dfc.ChangeDirections(mC.dir1, mC.dir2, mC.dir3, mC.dir4);
                        //  disable almost all the scripts for this shape
                        dS.DisableEverything();
                        //  spawn a new shape
                        sC.PickShape();
                    }
                    else if (meltEerythingDown.Length != 0)
                    {
                        dfc.ChangeDirections(mC.dir1, mC.dir2, mC.dir3, mC.dir4);
                        //  disable almost all the scripts for this shape
                        dS.DisableEverything();
                        int lastFloor = (int)System.Math.Round(transform.position.y, MidpointRounding.AwayFromZero);
                        Instantiate(bioHazardLiquidHolder, transform.position, transform.rotation);

                        StartCoroutine(WaitForBarrelsParticles(meltEerythingDown));
                    }
                    else
                    {
                        //  check if we fill some floors
                        cubeCon.MoveTheCubes();
                        dfc.ChangeDirections(mC.dir1, mC.dir2, mC.dir3, mC.dir4);
                        scCtrl.CheckIfAccomplishedTheLevel();
                        if (GUIMain.soundEffectMuteBool == false)
                        {
                            audio.PlayOneShot(landingSound, 0.1f);
                        }
                        dS.DisableEverything();
                        //  change the directions
                        sC.PickShape();
                    }
                }
                else
                {
                    //  stop casting shadows (for each individual cube)
                    cubeCon.StopCastingShadows();
                    //  stop moving one of the shapes by turning off the rigidbodies
                    cubeCon.FreezeY();
                }
            }
        }

        //  if we can fall down, turn on the rigidbodies
        if (changeGravity == true && currentState != PossibleStates.DontTouch)
        {
            foreach (CubeController cubeCon in cC)
            {
                if (cubeCon != null)
                {
                    cubeCon.StopMovingLetsFall();
                }
            }
        }

        if (this.transform.position.y < -1)
        {
            sC.PickShape();
            Destroy(this);
        }
    }