// Start is called before the first frame update
 void OnTriggerEnter(Collider other)
 {
     car = GameObject.Find("/Vehicles/SportsCar");
     cb  = car.GetComponent <CarBehaviour>();
     cb.TriggerDamageOn();
     destroyChoice.SetActive(false);
 }
Example #2
0
    void OnTriggerEnter(Collider other)
    {
        string chosenAnswer = actualGameObject.name;

        question     = GameObject.Find("/Canvas/Question");
        questionText = question.GetComponent <Text>();

        answer       = GameObject.Find("/Canvas/Answer");
        answerText   = answer.GetComponent <Text>();
        actualAnswer = answerText.text;

        car = GameObject.Find("/Vehicles/SportsCar");
        cb  = car.GetComponent <CarBehaviour>();

        powerupArray = GameObject.Find("/Canvas/PowerupArray");

        powerupArray.transform.GetChild(3).gameObject.SetActive(false);

        Debug.Log("Actual: " + actualAnswer + "\nChosen: " + chosenAnswer);
        if (actualAnswer.Equals(chosenAnswer))
        {
            questionText.text        = "Correto! Right Answer: " + GameManager.correctAnswerToShow;
            CarBehaviour.isProtected = false;
            powerupArray.transform.GetChild(0).gameObject.SetActive(false);
            powerupArray.transform.GetChild(1).gameObject.SetActive(false);
            powerupArray.transform.GetChild(2).gameObject.SetActive(false);
            powerupArray.transform.GetChild(3).gameObject.SetActive(false);
            StartCoroutine(setLoggedAnswerCorrect());
            GameManager.totalcorrect++;

            int chosenPowerupIndex = UnityEngine.Random.Range(0, 3);
            powerupArray.transform.GetChild(chosenPowerupIndex).gameObject.SetActive(true);
            cb.SetPowerup(chosenPowerupIndex + 1);
        }
        else
        {
            if (CarBehaviour.isProtected)
            {
                questionText.text        = "Saved! Correct Answer: " + GameManager.correctAnswerToShow;
                CarBehaviour.isProtected = false;
            }
            else
            {
                cb.TriggerDamageOn();
                questionText.text = "Wrong. Correct Answer: " + GameManager.correctAnswerToShow;
            }
            StartCoroutine(setLoggedAnswerWrong());
            GameManager.totalincorrect++;
        }


        this.gameObject.SetActive(false);
    }
    void OnTriggerEnter(Collider other)
    {
        question     = GameObject.Find("/Canvas/Question");
        questionText = question.GetComponent <Text>();

        answer       = GameObject.Find("/Canvas/Answer");
        answerText   = answer.GetComponent <Text>();
        actualAnswer = answerText.text;

        car = GameObject.Find("/Vehicles/SportsCar");
        cb  = car.GetComponent <CarBehaviour>();

        powerupArray = GameObject.Find("/Canvas/PowerupArray");

        //powerupArray.transform.GetChild(3).gameObject.SetActive(false);

        Debug.Log("Actual: " + actualAnswer + "\nChosen: " + chosenAnswer);
        if (actualAnswer.Equals(chosenAnswer))
        {
            questionText.text = "Correto!";
        }
        else
        {
            if (CarBehaviour.isProtected)
            {
                questionText.text        = "Salvou!";
                CarBehaviour.isProtected = false;
            }
            else
            {
                cb.TriggerDamageOn();
                questionText.text = "Incorreto.";
            }
        }


        this.gameObject.SetActive(false);
    }