public override void OnStart() { Trigger = Trigger ?? Actor.As <Collider>(); Trigger.TriggerEnter += actor => { if (actor.LayerName == "Player") { CurrentAreas.Add(this); Debug.Log("Edge set"); } }; Trigger.TriggerExit += actor => { if (actor.LayerName == "Player") { CurrentAreas.Remove(this); if (CurrentAreas.Count == 0) { Checkpoint.Current.Load(); Debug.Log("Edge triggered"); } } }; }
public void Reset() { player.Position = ResetPosition; player.Orientation = Quaternion.Identity; Physics.Gravity = Vector3.Down * 981; player.As <RigidBody>().LinearVelocity = Vector3.Zero; }
public override void OnUpdate() { if (Input.GetAction("Space")) { Actor spawn = PrefabManager.SpawnPrefab(FireworkPrefab, Camera.MainCamera.Position); ParticleEffect fireworkFX = spawn.As <ParticleEffect>(); Color selectedColor = Colors[random.Next(0, Colors.Length)]; fireworkFX.SetParameterValue("Fireworks_Sphere", "Fireworks Color", selectedColor); fireworkFX.SetParameterValue("Fireworks_Inner", "Fireworks Color", selectedColor); Destroy(spawn, 12); } }
public override void OnAwake() { base.OnAwake(); collider = Actor.GetChild <CapsuleCollider>(); rigidBody = Actor.As <RigidBody>(); blueMat = ColorMaterial.CreateVirtualInstance(); blueMat.SetParameterValue("Color", Color.Blue); redMat = ColorMaterial.CreateVirtualInstance(); redMat.SetParameterValue("Color", Color.Red); currentRotationAngles = TargetRotationAngles; Screen.CursorVisible = false; Screen.CursorLock = CursorLockMode.Locked; }
public override void OnFixedUpdate() { if (Pausing) { WaitForPauseToEnd(); return; } // Raycast if (Physics.RayCast(Actor.Position + new Vector3(0, 60, 0), Actor.Direction, out RayCastHit hit, 50f, layerMask: (1U << 2), true)) { //DebugDraw.DrawSphere(new BoundingSphere(hit.Point, 50), Color.Red); if (!Asou1.IsActuallyPlayingSth) { Asou1.Stop(); } Asou1.Play(); ColQty++; ColLabelQty.Get <Label>().Text = ColQty.ToString(); hit.Collider.IsActive = false; } // Get input axes if (!LaneChanging) { float inputH = Input.GetAxis("Horizontal"); if (inputH < -0.1 && LaneID != -1) { SetLaneTarget(-1); } if (inputH > 0.1 && LaneID != 1) { SetLaneTarget(1); } } else { UpdateLaneMovement(); } // Apply movement towards the target direction Vector3 movementDirection = Actor.Transform.TransformDirection(Vector3.Forward + (LaneMovement * LaneSpeed)); // Apply controller movement, evaluate whether we are sprinting or not Actor.As <CharacterController>().Move(movementDirection * Time.DeltaTime * Speed); }
public override void OnStart() { player = Scene.FindScript(typeof(PlayerScript)) as PlayerScript; bar = Actor.Parent.As <UIControl>(); control = Actor.As <UIControl>().Control; }
public override void OnStart() { particleEffect = Actor.As <ParticleEffect>(); particlesManagement = new ParticlesManagement(); particlesManagement.Initialize(particleEffect); }
public override void OnAwake() { Instance = this; Image = Actor.As <UIControl>().Control as Image; }
public override void OnEnable() { Actor.As <Collider>().TriggerEnter += OnTriggerEnter; }