Exemple #1
0
    // Update is called once per frame at a fixed time
    void FixedUpdate()
    {
        PlayerTransform.Rotate(0, Input.GetAxis("Horizontal") * 2, 0);         //sets rotation to right or left direction (q,d, fleche droit , fleche gauche)
///     PlayerTransform.Rotate(0, 0, Input.GetAxis("Vertical"));
        Vector3 targetVelocity = new Vector3(0, 0, Input.GetAxis("Vertical")); //makes player go foward or back whit (z,s,fleche avant , fleche arriere)

        targetVelocity = PlayerTransform.TransformDirection(targetVelocity);
        targetVelocity = targetVelocity * speed;

        Vector3 velocity       = _rigidbody.velocity;
        Vector3 velocityChange = targetVelocity - velocity;

        velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange); // makes sure we dont change direction whene we are moving
        velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange); //
        velocityChange.y = 0;
        _rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);

        if (Input.GetButton("Jump") && grounded == true)   //if player preses space bar then jump
        {
            _rigidbody.velocity = new Vector3(velocity.x, CalculateJump(), velocity.z);
        }

        _rigidbody.AddForce(new Vector3(0, -gravity * _rigidbody.mass, 0)); //gravity
        grounded = false;

        TargetCoin          = GameObject.FindGameObjectWithTag("Coin").transform;
        OtherScriptToAccess = TargetCoin.GetComponent <CoinRotation>(); //the scrip asociated to the
    }
 public void TogglePauseMenu()
 {
     Time.timeScale = Time.timeScale == 0 ? 1 : 0;       //pauza
     pauseMenu.SetActive(!pauseMenu.activeSelf);
     CoinRotation.changeStop(true);                      //zaleznie od stanu zmien go na przeciwny
     moveJoystick.enabled = !moveJoystick.isActiveAndEnabled;
     boost.enabled        = !boost.isActiveAndEnabled;
 }
/*
 *  public void Death() {
 *     player.transform.position = respawnPoint.position;
 *      Rigidbody rigid = player.GetComponent<Rigidbody>();
 *      rigid.velocity = Vector3.zero;
 *      rigid.angularVelocity = Vector3.zero;
 *  }*/

    public void PlayAgain()   //zaladuj wybrany level - dla ,,Play Again" z Pause Menu
    {
        SceneManager.LoadScene(SceneManager.GetActiveScene().name);
        Time.timeScale = 1;
        CoinRotation.changeStop(false);     //Niewazne jaki byl stan wlacz obrot pieniazkow
    }
Exemple #4
0
 private void LoadLevel(string sceneName)    //zaladuj wybrany level
 {
     SceneManager.LoadScene(sceneName);
     Time.timeScale = 1;
     CoinRotation.changeStop(false);     //Niewazne jaki byl stan wlacz obrot pieniazkow
 }