Example #1
0
 // Start is called before the first frame update
 void Start()
 {
     bar.GetComponent <Image>();
     gameOver.GetComponent <Image>();
     //shotClock = shotClockTime;
     gift.GetComponent <Gift>();
 }
Example #2
0
    void Update()
    {
        if (!isGameScreen || gameIsOver)
        {
            return;
        }

        if (!currentGift && !cameraIsMoving)
        {
            var cameraBounds = camera.OrthographicBounds();
            currentGift         = AddGift();
            currentGiftCollider = currentGift.GetComponent <BoxCollider2D>();
            var giftSpawnOffset = 1 + (currentGiftCollider.bounds.max.y / 2);
            currentGift.transform.position = new Vector3(
                0,
                (camera.transform.position.y + cameraBounds.size.y / 2) - giftSpawnOffset,
                currentGift.transform.position.z
                );
        }

        if (currentGift)
        {
            if (currentGift.GetCurrentState() == Gift.GiftState.SLEEPING)
            {
                var currentGiftHighestPoint = currentGift.GetHighestPoint() - groundLevel;

                if (currentGiftHighestPoint > currentHeight)
                {
                    currentHeight  = currentGiftHighestPoint;
                    scoreText.text = GetCurrentScore();

                    // Store the highscore
                    if (currentHeight > PlayerPrefs.GetFloat("Highscore", 0f))
                    {
                        highscore = currentHeight;
                        PlayerPrefs.SetFloat("Highscore", highscore);
                        PlayerPrefs.Save();
                    }

                    UpdateCameraPosition();
                }

                currentGift         = null;
                currentGiftCollider = null;
            }
            else if (currentGift.GetCurrentState() == Gift.GiftState.COLLISIONING)
            {
                var currentGiftHighestPoint = currentGift.GetHighestPoint() - groundLevel;

                if (currentGiftHighestPoint > highscore)
                {
                    UpdateHighscoreBarPosition(currentGiftHighestPoint);
                }
                else
                {
                    UpdateHighscoreBarPosition(highscore);
                }
            }
        }

        CheckGameOver();
    }