Example #1
0
    public void OnClick()
    {
        List <GameObject> decayCards   = new List <GameObject>();
        List <GameObject> decayBaskets = new List <GameObject>();

        // Separate the baskets in the decay from the non-baskets
        foreach (GameObject card in gameController.Decay)
        {
            if (card.name == "Basket")
            {
                decayBaskets.Add(card);
            }

            else
            {
                decayCards.Add(card);
            }
        }

        // Is the decay populated?
        if (gameController.Decay.Count == 0)
        {
            return;
        }

        // Check that the player's hand has space for the decay
        // Add to hand if possible
        if (decayCards.Count + gameController.Hand.Count <= gameController.handLimit + 2 * decayBaskets.Count)
        {
            gameController.handLimit += 2 * decayBaskets.Count;

            foreach (GameObject card in decayBaskets)
            {
                gameController.Decay.Remove(card);
                Destroy(card);
            }

            foreach (GameObject card in decayCards)
            {
                gameController.Decay.Remove(card);
                gameController.Hand.Add(card);
            }

            // Housekeeping
            sceneChangeScript.ChangeScene("Main");
            gameController.Reposition(gameController.Hand, gameController.handSpacing, gameController.posHand);

            gameController.turnended = true;
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKey(KeyCode.Space))
        {
            if (UIStoryScript.IsOver == true)
            {
                GameManager.GameComplete = true;
                GameManager.ResetEntireGame();

                //end the game
                Sc.ChangeScene();
            }
        }
        if (Input.GetKeyDown(KeyCode.E))
        {
            if (GameManager.WhistleFound == true && DogTimerScript.TimeOut == false) //if you have the whistle and the timer isn't over
            {
                //blow whistle
                Whistle.Play();             //plauy the whistle sound
                UIStoryScript.WhistleUse(); //change the text
                Timer.SetActive(true);      //start the timeer
                Dog.SetActive(true);        //release the hound
            }
        }
        //CameraLook(); //Move the camera based on mouse - moved this to it's own script because I was getting confused

        #region WASD Controller

        Vector3 ForwardDirection = transform.forward; //the player's relative forward
        Vector3 RightDirection   = transform.right;   //the players relative right
        Vector3 CurrentVelocity  = rb.velocity;       //the current velocity



        if (Input.GetKey(ForwardButton))
        {
            //rb.velocity = new Vector3 (0,0,MovementSpeed); //altering these because they don't account for rotation
            rb.velocity = ForwardDirection * MovementSpeed; //Move forward at the movement speed float
        }

        if (Input.GetKey(BackButton))
        {
            // rb.velocity = new Vector3 (0,0,-MovementSpeed);
            rb.velocity = ForwardDirection * -MovementSpeed;
        }

        if (Input.GetKey(StrafeLeft))
        {
            // rb.velocity = new Vector3 (MovementSpeed,0,0);
            rb.velocity = RightDirection * -MovementSpeed;
        }

        if (Input.GetKey(StrafeRight))
        {
            // rb.velocity = new Vector3 (-MovementSpeed,0,0);
            rb.velocity = RightDirection * MovementSpeed;
        }

        else if (Input.GetKeyUp(StrafeLeft) ||
                 Input.GetKeyUp(ForwardButton) ||
                 Input.GetKeyUp(StrafeRight) ||
                 Input.GetKeyUp(BackButton))
        {
            // if (Player.position.y <= 1){
            rb.velocity = new Vector3(0, 0, 0); // if no input from controls please stop

            // }
        }
        #endregion

        // #region jump Removing the jump, it isn't used ever
        // if (Input.GetKeyDown(JumpButton))
        // {
        //     rb.AddForce (new Vector3 (0, jumpForce, 0));
        //     print("I am jumping");
        // }
        // #endregion
    }