void AddTail() { SnakeMovement newTail = Instantiate(bodyPrefab).GetComponent <SnakeMovement>(); newTail.transform.position = tail.transform.position - tail.transform.forward; if (score < 1) { Destroy(newTail.GetComponent <SphereCollider>()); } newTail.follow = tail; tail = newTail; score++; }
void Update() { print(nextlevel); if (GameState.GAME == gameState) { nextlevel++; } ScoreText.text = "SCORE: " + SCORE; MenuScoreText.text = "SCORE: " + SCORE; if (Input.GetKey(KeyCode.D) /* || Input.GetTouch(0).phase == TouchPhase.Began*/) { SetGame(); } colorTimeChange++; if (SCORE > BESTSCORE) { BESTSCORE = SCORE; BestScoreText.text = BESTSCORE + ""; if (!speedAdded && SCORE > 150) { SM.speed++; speedAdded = true; } } if (nextlevel == levelLife && GameState.GAME == gameState) { switch (level) { case 1: { SM.GetComponent <SnakeMovement>().SetInitialAmount(SM.BodyParts.Count); SceneManager.LoadScene("LEVEL2", LoadSceneMode.Single); nextlevel = 0; break; } case 2: { SM.GetComponent <SnakeMovement>().SetInitialAmount(SM.BodyParts.Count); SceneManager.LoadScene("LEVEL3", LoadSceneMode.Single); nextlevel = 0; break; } case 3: { SM.GetComponent <SnakeMovement>().SetInitialAmount(SM.BodyParts.Count); SceneManager.LoadScene("LEVEL4", LoadSceneMode.Single); break; } case 4: SceneManager.LoadScene("LEVEL1", LoadSceneMode.Single); break; default: SceneManager.LoadScene("LEVEL2", LoadSceneMode.Single); break; } } if (colorTimeChange > changetime) { InvokeColorChange(); colorTimeChange = 0; } }