Exemple #1
0
    void Update()
    {
        //Display score to device.
        scoreTxt.text = ((int)transform.position.y / 2).ToString();

        //If higscore is reached then spawn highscore line.
        if (highscoreReached && (int)transform.position.y / 2 == highScore - 10)
        {
            LayersSpawn.SpawnHighscoreLine();
            highscoreReached = false;
        }

        //If playing in challenge mode.
        if (ChallengeMenu.challengeActive[0])
        {
            Coroutines.AchieveChallenge((int)transform.position.y / 2, 25, 50, 100);
        }
        //If playing in challenge mode.
        else if (ChallengeMenu.challengeActive[4])
        {
            if (GunCollider.boosterUsed)
            {
                lastCount = (int)transform.position.y / 2;
                GunCollider.boosterUsed = false;
            }

            scoreCount = (int)transform.position.y / 2 - lastCount;
            Coroutines.AchieveChallenge(scoreCount, 25, 50, 100);
        }
        //Change background color.
        if (!change && (int)transform.position.y / 2 > 1 && (int)transform.position.y / 2 % 50 == 0)
        {
            //Create random color.
            newColor.r = (byte)(Random.Range(0, 20));
            newColor.g = (byte)(Random.Range(0, 20));
            newColor.b = (byte)(Random.Range(0, 20));
            timer      = 0;
            change     = true;
        }
        if (timer >= 2)
        {
            change = false;
        }

        if (timer < 2)
        {
            //Lerp background color from old to new.
            transform.GetComponent <Camera>().backgroundColor = Color.Lerp(transform.GetComponent <Camera>().backgroundColor, newColor, timer);
            timer += Time.deltaTime;
        }
    }
Exemple #2
0
    void OnTriggerEnter2D(Collider2D col)
    {
        //If gun touched coin.
        if (col.tag == "GunUI")
        {
            //Add coin to wallet.
            Wallet.AddCoins(1);
            //Add coin to Achievements stats.
            PlayerPrefs.SetInt("CollectCoins", (PlayerPrefs.GetInt("CollectCoins") + 1));
            coinCount++;

            //If collected 10 coins in one session then first achievement has been reached.
            if (coinCount == 10 && PlayerPrefs.GetInt("OneSessionCoins") < 10)
            {
                PlayerPrefs.SetInt("OneSessionCoins", 10);
            }
            //If collected 10 coins in one session then second achievement has been reached.
            else if (coinCount == 25 && PlayerPrefs.GetInt("OneSessionCoins") < 25)
            {
                PlayerPrefs.SetInt("OneSessionCoins", 25);
            }
            //If collected 10 coins in one session then third achievement has been reached.
            else if (coinCount == 50 && PlayerPrefs.GetInt("OneSessionCoins") < 50)
            {
                PlayerPrefs.SetInt("OneSessionCoins", 50);
            }

            //If playing in challenge mode.
            if (ChallengeMenu.challengeActive[3])
            {
                //Update challenge stats.
                Coroutines.AchieveChallenge(coinCount, 25, 50, 100);
            }
            //Start destroy coroutine.
            StartCoroutine(CoinDestroy());
        }
    }
Exemple #3
0
    void FixedUpdate()
    {
        //If player pressed space, gun still has ammo and it's not recoiling.
        if (Input.GetKey("space") && ammo > 0 && !recoil)
        {
            //Shoot.
            StartCoroutine(Shoot());
            //Update challenge stats.
            if (ChallengeMenu.challengeActive[1])
            {
                shotsFired++;
                Coroutines.AchieveChallenge(shotsFired, 30, 60, 100);
            }
        }
        //If player pressed space and gun has no ammo.
        else if (Input.GetKey("space") && ammo == 0)
        {
            //Play empty ammo sound.
            emptySound.Play();
            //Start red screen glow animation.
            ScreenGlow.StartGlow();

            //Start shaking camera.
            StartCoroutine(CameraShake.Shake(0.1f, 0.2f));
        }
        //If player touch screen with finger, gun still has ammo and it's not recoiling.
        if (FingerInput.isTouching && ammo > 0 && !recoil)
        {
            //Shoot.
            StartCoroutine(Shoot());
            //Update challenge stats.
            if (ChallengeMenu.challengeActive[1])
            {
                shotsFired++;
                Coroutines.AchieveChallenge(shotsFired, 30, 60, 100);
            }
        }
        //If player pressed touch screen but gun has no ammo.
        else if (FingerInput.isTouching && ammo == 0)
        {
            //Play empty ammo sound.
            emptySound.Play();
            //Start red screen glow animation.
            ScreenGlow.StartGlow();
#if UNITY_ANDROID
            //If vibrate is on vibrate device.
            if (SettingsMenu.vibration == 1)
            {
                Vibration.Vibrate(50);
            }
#endif
            //Start shaking camera.
            StartCoroutine(CameraShake.Shake(0.15f, 0.2f));
        }

        //If gun collide with booster.
        if (speedUp)
        {
            //Shoot gun up.
            StartCoroutine(ShootVerticallyUp(1f));
            //Start shaking camera.
            StartCoroutine(CameraShake.Shake(0.1f, 0.2f));
            //Disable speed bool.
            speedUp = false;
        }

        //If gun is reloading.
        if (reload)
        {
            //Reset ammo.
            ammo = fullAmmo;
            Ammo.AmmoUpdate();
            reload = false;
        }
    }
Exemple #4
0
    void OnTriggerEnter2D(Collider2D col)
    {
        //If gun enters left side collider then second gun position changes to the right side.
        if (col.tag == "LSide")
        {
            transform.position = new Vector2(clonePos.position.x + 5.64f, transform.position.y);
        }
        //If gun enters right side collider then second gun position changes to the left side.
        if (col.tag == "RSide")
        {
            transform.position = new Vector2(clonePos.position.x - 5.64f, transform.position.y);
        }

        //If gun touch speed object.
        if (col.tag == "Speed")
        {
            //Gun gets flying up boost.
            Gun.speedUp = true;

#if UNITY_ANDROID
            //Device vibrates.
            if (SettingsMenu.vibration == 1)
            {
                Vibration.Vibrate(50);
            }
#endif

            //If challenge mode.
            if (ChallengeMenu.challengeActive[2])
            {
                //Adding boosters count.
                boosterCount++;
                //Updating challenge stats.
                Coroutines.AchieveChallenge(boosterCount, 5, 15, 25);
            }
            //If challenge mode.
            if (ChallengeMenu.challengeActive[4])
            {
                //Enabling booster bool.
                boosterUsed = true;
            }

            //Adding how many boosters has been used to achievements.
            PlayerPrefs.SetInt("CollectSpeed", (PlayerPrefs.GetInt("CollectSpeed") + 1));
        }

        //If gun touched bullet.
        if (col.tag == "Bullet")
        {
            //Gun is reloaded.
            Gun.reload = true;

            //Adding how many bullets has been used to achievements.
            PlayerPrefs.SetInt("CollectBullets", (PlayerPrefs.GetInt("CollectBullets") + 1));

            //If in challenge mode.
            if (ChallengeMenu.challengeActive[5])
            {
                //Adding bullet count.
                bulletCount++;
                //Updating challenge stats.
                Coroutines.AchieveChallenge(bulletCount, 5, 15, 25);
            }
        }

        if (col.tag == "Blocker")
        {
            Gun.ResetForces();

#if UNITY_ANDROID
            //If vibrate is on vibrate device.
            if (SettingsMenu.vibration == 1)
            {
                Vibration.Vibrate(50);
            }
#endif

            //Start shaking camera.
            StartCoroutine(CameraShake.Shake(0.1f, 0.2f));
        }

        //If gun reached bottom side collider then gun gameobject is disabled.
        if (col.tag == "BSide")
        {
            transform.parent.gameObject.SetActive(false);
        }
    }