// Update is called once per frame void Update() { //setting copyCount to the value of the count variable which is used in the player script to track the score of the player int copyCount = Player.count; //Let the player shrink when the buttons are pressed and the player has a score which is higher or equal 5. Afterwards, decreasing the score of the player by 5 //the last part checks if the other shield is currently used if (KutiInput.GetKutiButtonDown(EKutiButton.P1_RIGHT) && KutiInput.GetKutiButtonDown(EKutiButton.P2_RIGHT) && copyCount >= 5 && shield_anim == false) { //checking if the cooldown is already over if (Time.time > shrinkStart + shrinkCooldown) { anim.Play("Shrink"); Player.count = Player.count - 5; shrinkStart = Time.time; } } //Let the player spawn a shield when the buttons are pressed and the player has a score which is higher or equal 5. Afterwards, decreasing the score of the player by 5 //the last part checks if the other shrink is currently used if (KutiInput.GetKutiButtonDown(EKutiButton.P1_LEFT) && KutiInput.GetKutiButtonDown(EKutiButton.P2_LEFT) && copyCount >= 5 && shrink_anim == false) { //checking if the cooldown is already over if (Time.time > shieldStart + shieldCooldown) { anim.Play("Shield"); Player.count = Player.count - 5; shieldStart = Time.time; } } }
// Update is called once per frame void FixedUpdate() { //Update the currently displayed count by calling the SetCountText function. SetScoreText(); //Move upwards if (KutiInput.GetKutiButtonDown(EKutiButton.P1_MID)) { GetComponent <Rigidbody2D>().velocity = Vector2.zero; GetComponent <Rigidbody2D>().AddForce(jumpForce); } //Move down(upwards for Player 2 on a KUTI) if (KutiInput.GetKutiButtonDown(EKutiButton.P2_MID)) { GetComponent <Rigidbody2D>().velocity = Vector2.zero; GetComponent <Rigidbody2D>().AddForce(-jumpForce); } //Dying by touching the border of the screen if (Vector3.Distance(transform.position, upperBorderDeathSpot) < 0.65f | Vector3.Distance(transform.position, bottomBorderDeathSpot) < 0.65f) { FindObjectOfType <AudioManager>().Play("Death"); Die(); } }
// Update is called once per frame void Update() { //Press any Button to start another round if (KutiInput.GetKutiButtonDown(EKutiButton.P1_MID) | KutiInput.GetKutiButtonDown(EKutiButton.P2_MID) | KutiInput.GetKutiButtonDown(EKutiButton.P1_LEFT) | KutiInput.GetKutiButtonDown(EKutiButton.P2_LEFT) | KutiInput.GetKutiButtonDown(EKutiButton.P1_RIGHT) | KutiInput.GetKutiButtonDown(EKutiButton.P2_RIGHT)) { SceneManager.LoadScene("FlappyUboot"); } //hitting escape closes the game...for testing in Unity if (Input.GetKeyDown("escape")) { Application.Quit(); } }