// Use this for initialization void Start() { littleBoy = GameObject.Find("Little Boy"); moveScript = littleBoy.GetComponent <LoveMovement>(); speed = SixLaneGameController.Instance.standardMoveSpeed; myOffset = 4f; }
private void CheckStatus() { switch (LoveMovement.stateOfLove) { case LoveState.Water: if (numberOfGrassWatered > 14.5 && numberOfFlowerWatered > 9.5) { LoveMovement.stateOfLove = LoveState.Light; LoveMovement.ChangeParticleEffects(); waterCompleted = true; } break; case LoveState.Music: if (numberOfGrassMusiced > 14.5 && numberOfFlowerMusiced > 9.5) { LoveMovement.stateOfLove = LoveState.Light; LoveMovement.ChangeParticleEffects(); musicedCompleted = true; } break; } if (waterCompleted && musicedCompleted) { FindObjectOfType <GameManager>().StopGame(); congratulationText.SetActive(true); StartCoroutine(WaitToNextScene()); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.CompareTag("River") && !waterCompleted) { if (LoveMovement.stateOfLove == LoveState.Light) { LoveMovement.stateOfLove = LoveState.Water; LoveMovement.ChangeParticleEffects(); } } else if (collision.gameObject.CompareTag("Music")) { if (LoveMovement.stateOfLove == LoveState.Light && !musicedCompleted) { LoveMovement.stateOfLove = LoveState.Music; LoveMovement.ChangeParticleEffects(); Time.timeScale = 0f; musicChoiceMenu.SetActive(true); } } else if (collision.gameObject.CompareTag("Grass")) { Grass grass = collision.GetComponent <Grass>(); switch (LoveMovement.stateOfLove) { case LoveState.Water: if (!grass.GetWatered()) { if (numberOfGrassWatered < 15) { grass.SetWatered(); numberOfGrassWatered++; countNumbers[0].GetComponent <Text>().text = numberOfGrassWatered.ToString(); } } break; case LoveState.Music: if (!grass.GetMusiced()) { if (numberOfGrassMusiced < 15) { grass.SetMusiced(); numberOfGrassMusiced++; countNumbers[2].GetComponent <Text>().text = numberOfGrassMusiced.ToString(); } } break; } CheckStatus(); } else if (collision.gameObject.CompareTag("Flower")) { if (collision.GetComponent <Flower>()) { Flower flower = collision.GetComponent <Flower>(); switch (LoveMovement.stateOfLove) { case LoveState.Water: if (!flower.GetWatered()) { if (numberOfFlowerWatered < 10) { flower.SetWatered(); numberOfFlowerWatered++; countNumbers[1].GetComponent <Text>().text = numberOfFlowerWatered.ToString(); } } break; case LoveState.Music: if (!flower.GetMusiced()) { if (numberOfFlowerMusiced < 10) { flower.SetMusiced(); numberOfFlowerMusiced++; countNumbers[3].GetComponent <Text>().text = numberOfFlowerMusiced.ToString(); } } break; } } CheckStatus(); } }