//private void OnTriggerEnter(Collider col) //{ // col.transform.SendMessage("Hitted", col); // CustomController.HitEffect(effectGO,col.transform.position); // SelfDestory(); //} private void OnCollisionEnter(Collision collision) { Debug.Log(collision.transform.gameObject.name); collision.transform.SendMessage("Hitted", collision); CustomController.HitEffect(effectGO, collision.contacts[0].point); SelfDestory(); }
public void LoadTreeScene() { CustomController.SetCoin(CurrentScore); Debug.Log(CurrentScore); Debug.Log(CustomController.GetScore()); SceneManager.LoadScene("Tree_Avatar"); }
//create grid //witht the raduis, height/width/length is meanless, specially width & length private void SpwanGridCreater(float width, float height, float length, float gap, float r) { var localHeight = -height; while (CustomController.Less(localHeight, height)) { var localLength = -length; while (CustomController.Less(localLength, length)) { var localWidth = -width; while (CustomController.Less(localWidth, width)) { var targetPos = new Vector3(localWidth, localHeight, localLength); if (CustomController.InRange(deviceGO.transform.position, targetPos, r)) { var newGrid = new SpawnGrid(targetPos); ssHandler.Subscribe(newGrid); } localWidth += gap; } localLength += gap; } localHeight += gap; } }
public void StatusUpdate(Vector3 pos, Direction dir, SpawngridConfig conf, List <IObersver> observers) { if (!CustomController.InRange(pos, GetPos(), conf, dir)) { UpdatePos(dir, conf); UpdateNeigbor(this, observers, conf.gap); this.SignNeighbor(observers, conf.gap); this.IsOccupy = false; } #region foldcomment //todo refactro code //var neighborPos = new Vector3(this.X,this.Y,this.Z); //if (neighborDic[s] == null) //{ // if (s == front) // { // neighborPos += Vector3.forward*gap; // } // else if (s == back) // { // neighborPos += Vector3.back * gap; // } // else if (s == right) // { // neighborPos += Vector3.right * gap; // } // else if (s == left) // { // neighborPos += Vector3.left * gap; // } // else if (s == up) // { // neighborPos += Vector3.up * gap; // } // else if (down == s) // { // neighborPos += Vector3.down * gap; // } // neighborDic[s] = new SpawnGrid(neighborPos); // if (gm.TempSGHoder == null) // { // gm.TempSGHoder = new List<IObersver>(); // gm.TempSGHoder.Add(neighborDic[s]); // } // else { gm.TempSGHoder.Add(neighborDic[s]); } //} #endregion //force update all info }
private void LateUpdate() { MoveHandler?.Invoke(); //current scene score textCamPos.GetComponent <Text>().text = CurrentScore.ToString(); List <Direction> moveDir = CustomController.PositionCompair(previousPos, currentRoundPos, sconfig.gap); foreach (Direction s in moveDir) { previousPos = currentRoundPos; ObserverUpate(s); } }
IEnumerator Die() { if (!crRunning) { crRunning = true; //1s seems to fast, change it to 2 yield return(new WaitForSeconds(2)); //todo currently, send the value to currentscore directly //will send this info to coin(?), then when coin touches player, val increase. //GameManager.Instance.CurrentScore += BoundsVal; var canv = GameObject.Find("Canv"); CustomController.SpawnCoin(gm.coin, canv, this.gameObject, BoundsVal); gm.MonsterDie(this.gameObject); Destroy(this.gameObject); } else { yield return(null); } }