Example #1
0
 private void Update()
 {
     //update score if player pass obstacle
     if (transform.position.z < 0 && !obstaclePassed)
     {
         if (obstacle != null)
         {
             PlayerEvents.FireScoreUp(5, true);
             obstaclePassed = true;
         }
     }
 }
Example #2
0
    private void Update()
    {
        if (moving)
        {
            //Count flying time with/without boost
            if (IsBoostedSpeed())
            {
                timeBoostSpeed += Time.deltaTime;
            }
            else
            {
                timeBoostSpeed   = 0;
                timeNormalSpeed += Time.deltaTime;
            }

            //Update score after one second
            if (timeBoostSpeed >= 1)
            {
                timeBoostSpeed = 0;
                //fire score event
                PlayerEvents.FireScoreUp(2, false);
            }

            if (timeNormalSpeed >= 1)
            {
                timeNormalSpeed = 0;
                PlayerEvents.FireScoreUp(1, false);
            }

            //Move all tiles in List
            for (var i = 0; i < tiles.Count; i++)
            {
                tiles[i].Move(tilesSpeed);

                //if player pass tile, move it to the end of list
                if (tiles[i].GetZPosition() < tileDestroyCoordinate)
                {
                    tiles[i].transform.position = new Vector3(0, tileHeigth, lastTile.position.z + tileLenght);
                    tiles[i].DestroyObstacle();
                    lastTile = tiles[i].transform;
                    var currentTile = tiles[i];
                    tiles.Remove(tiles[i]);
                    tiles.Add(currentTile);
                    tilesSpawned++;
                }
            }

            //Spawn Tile if enough time passed
            obstacleSpawnTime += Time.deltaTime;
            if (obstacleSpawnTime >= obstacleSpawnRate)
            {
                obstacleSpawnTime = 0;
                lastTile.GetComponent <Tile>().SpawnObstacle(asteroid);
            }

            //Change difficulty every 20 tiles
            if (tilesSpawned > 20)
            {
                tilesSpawned = 0;
                IncreaseDifficulty();
            }
        }
    }