Example #1
0
    private IEnumerator ShowScore()
    {
        //播放声音,不能勾选PlayOnAwake,否则声音比界面先来
        audio.Play();

        /*while (score < 10){
         *      score += Random.Range (1,3);
         *      Score .text=score.ToString() ;
         *      yield return null;
         * }
         * while (score < mScore){
         *      score += del;
         *      Score .text=score.ToString() ;
         *      yield return null;
         * }*/
        //yield return null;
        //yield return null;
        time += Time.deltaTime;
        while (mSumScore < mScore)
        {
            if (mSumScore < 100)
            {
                speed = 100;
            }
            else if (mSumScore > 500)
            {
                speed = 5000;
            }
            else
            {
                speed = 2000;
            }
            mSumScore += Time.deltaTime * speed;
            if (mSumScore > mScore)
            {
                mSumScore = mScore;
//				DirectionalLight.SetActive(true);
                PointLight1.SetActive(true);
                PointLight2.SetActive(true);
                Cube.SetActive(true);
            }
            Score.text = ((int)mSumScore).ToString();
            yield return(null);
        }
        //Score .text=mScore .ToString ();
        //分数数完了,停止金币声音,播放金币结束声音
        audio.Stop();
        //audio.PlayOneShot(AudioCoinEnd);
        //播放光线的声音
        audio.PlayOneShot(AudioLight);
    }
Example #2
0
        /// <summary>
        ///     Se llama una sola vez, al principio cuando se ejecuta el ejemplo.
        ///     Escribir aquí todo el código de inicialización: cargar modelos, texturas, estructuras de optimización, todo
        ///     procesamiento que podemos pre calcular para nuestro juego.
        ///     Borrar el codigo ejemplo no utilizado.
        /// </summary>
        public override void Init()
        {
            FinishedLoading = false;
            crono           = new Cronometro(tiempoJuego, this);
            //Device de DirectX para crear primitivas.
            var d3dDevice = D3DDevice.Instance.Device;

            GodModeOn = true; //cuando llamo a toggle lo pone en false

            sonidos = new Sonidos(MediaDir);
            CargarScenes();
            ToggleGodCamera();
            pointLuz  = new PointLight2(this, new Vector3(100f, 100f, 100f));
            pointLuz2 = new PointLight2(this, new Vector3(100f, 100f, 100f));
            Vector3 posicion = new Vector3(800f, 20f, 250f); //Y=8 para q este cerca del piso

            float velocidad   = dificultadJuego;
            float tiempEspera = 70f;
            float ang         = 30f;

            autoOponente = new AutoOponente(this, AutoJugador, 0.1f * velocidad, ang, tiempEspera, posicion);
        }
    void Start()
    {
        levelIndex = Application.loadedLevel;           //Getting current level index for saving needs;

        //contadorDeColisoes = 0;
        rb = GetComponent <Rigidbody>();

        playerPosition = GameObject.Find("Sphere").transform;
        //Acessa a variável integerToChange presente em MainCamera
        referenceScript = GameObject.FindWithTag("MainCamera").GetComponent <FollowingPlayer>();
        referenceBool   = GameObject.FindWithTag("MainCamera").GetComponent <FollowingPlayer>();
        //Para acessar os scripts de controle anexados à esfera
        downReference  = GameObject.Find("Sphere").GetComponent <DOWN_controller> ();
        upReference    = GameObject.Find("Sphere").GetComponent <UP_controller> ();
        rightReference = GameObject.Find("Sphere").GetComponent <RIGHT_controller> ();
        leftReference  = GameObject.Find("Sphere").GetComponent <LEFT_controller> ();

        pointLight1 = GameObject.Find("Point light").GetComponent <PointLight1> ();
        pointLight2 = GameObject.Find("Point light (1)").GetComponent <PointLight2> ();
        fiatLux1    = GameObject.FindWithTag("planetag").GetComponent <Fiat_Lux1> ();
        fiatLux2    = GameObject.FindWithTag("gem2").GetComponent <Fiat_Lux2> ();

        //lightningEmitter = GameObject.FindWithTag ("lightning_emitter");
        lightningEmitter.SetActive(false);
        //show1Star.SetActive (false); //Mantem as estrelas apagadas até "timer=true"
        //show2Stars.SetActive (false);
        //show3Stars.SetActive (false);

        //Fade-in das estrelas / Seta cor transparente nos sprites
        //starColor = new Color (1, 1, 1, 0);
        //star1.color = starColor;
        //star2.color = starColor;
        //star3.color = starColor;

        source = GetComponent <AudioSource>();
    }