Example #1
0
    private void ComparerObjets(GameObject objCree, GameObject objRef, axes axeChoisi)
    {
        float compareCree = 0;
        float compareRef  = precision + 1;

        switch (axeChoisi)             //selon l'axe choisi pour le traitement, on récupère les valeurs pour l'objet et sa référence
        {
        case axes.x:
            compareCree = objCree.transform.position.x;
            compareRef  = objRef.transform.position.x;
            break;

        case axes.y:
            compareCree = objCree.transform.position.y;
            compareRef  = objRef.transform.position.y;
            break;

        case axes.z:
            compareCree = objCree.transform.position.z;
            compareRef  = objRef.transform.position.z;
            break;

        case axes.rho:
            compareCree = objCree.transform.rotation.x;
            compareRef  = objRef.transform.rotation.x;
            break;

        case axes.theta:
            compareCree = objCree.transform.rotation.y;
            compareRef  = objRef.transform.rotation.y;
            break;

        case axes.phi:
            compareCree = objCree.transform.rotation.z;
            compareRef  = objRef.transform.rotation.z;
            break;

        default:
            compareCree = precision + 1;
            compareRef  = 0;
            break;
        }

        if (Math.Abs(compareCree - compareRef) < precision)
        {
            //on affiche le nom de l'objet s'il est bien construit
            str += objCree.name + " OK\n";
        }
    }
Example #2
0
    void Update()
    {
        if (!gameOver && !paused)
        {
            if (Input.anyKey)
            {
                // this is good for OK movement
                // smoother movement requires more complicated code

                switch (axis)
                {
                case axes.horizontal:
                    if (Input.GetKey(keys["Up"]))
                    {
                        dir  = Vector3.up;
                        axis = axes.vertical;
                    }
                    if (Input.GetKey(keys["Down"]))
                    {
                        dir  = Vector3.down;
                        axis = axes.vertical;
                    }
                    break;

                case axes.vertical:
                    if (Input.GetKey(keys["Right"]))
                    {
                        dir  = Vector3.right;
                        axis = axes.horizontal;
                    }
                    if (Input.GetKey(keys["Left"]))
                    {
                        dir  = Vector3.left;
                        axis = axes.horizontal;
                    }
                    break;
                }
            }
        }
        ColorMySnake();
        if (scoreValue >= 10 && scoreValue < 20)
        {
            speed = 5f;
        }
        else if (scoreValue >= 20 && scoreValue < 30)
        {
            speed = 6f;
        }
        else if (scoreValue >= 30 && scoreValue < 40)
        {
            speed = 7f;
        }
        else if (scoreValue >= 40 && scoreValue < 50)
        {
            speed = 8f;
        }
        else if (scoreValue >= 50 && scoreValue < 60)
        {
            speed = 9f;
        }
        else if (scoreValue >= 60 && scoreValue < 70)
        {
            speed = 10f;
        }
        else if (scoreValue >= 70 && scoreValue < 80)
        {
            speed = 11f;
        }
        else if (scoreValue >= 80 && scoreValue < 90)
        {
            speed = 12f;
        }
        else if (scoreValue >= 90)
        {
            speed = 13f;
        }
    }