private void Start()
    {
        if (PlayerPrefs.HasKey("Level"))
        {
            Level = PlayerPrefs.GetInt("Level");
        }

        LevelText.text = Level.ToString();
        rotator.GetComponent <Animator>().SetInteger("Level", Level);

        Levels selectedLevel = levels[Level - 1];

        spawner.Reverse = selectedLevel.Reverse;
        rotator.GetComponent <Animator>().enabled = selectedLevel.isHaveAnim;
        rotator.RotateSpeed = selectedLevel.Speed;

        spawner.SpawnPin(selectedLevel.PinCount);
    }
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Space))
     {
         Rotator newObject = Instantiate(objectPrefab, spawnPoint);
         ObjectSpawned(newObject);
         newObject.GetComponent <Rigidbody>().AddForce(spawnPoint.forward * speed);
         // Time.timeScale = dropTimeScale;
         //Time.timeScale = dropTimeScale;
         //asdfasdf
     }
 }
Example #3
0
 public void AddObjectRotation(PlayerInput.RotationDir direction)
 {
     // Debug.Log(direction);
     if (currentObject != null)
     {
         var dir2axis = new Dictionary <PlayerInput.RotationDir, Vector3>()
         {
             { PlayerInput.RotationDir.LEFT, Vector3.up },
             { PlayerInput.RotationDir.RIGHT, Vector3.up * -1f },
             { PlayerInput.RotationDir.UP, Vector3.right },
             { PlayerInput.RotationDir.DOWN, Vector3.right * -1f }
         };
         var torque = currentObject.torqueMultiplier * dir2axis[direction];
         print(torque);
         currentObject.GetComponent <Rigidbody>().AddTorque(currentObject.torqueMultiplier * dir2axis[direction]);
     }
 }
Example #4
0
 void Start()
 {
     gameObject.GetComponent <BoxCollider>().enabled = false;
     hatObject.GetComponent <MeshRenderer>().enabled = false;
 }