public void displayChangeDifficulty() { GUI.Box(new Rect(Screen.width / 2 - 200, Screen.height / 2 - 200, 400, 400), "Choose your difficulty"); if (GUI.Button(new Rect(Screen.width / 2 - 100, Screen.height / 2 - 100, 200, 25), "Easy")) { gm.changeDifficulty("Easy"); changeDifficulty = false; gs.setStarted(true); print(gs.getStart()); } if (GUI.Button(new Rect(Screen.width / 2 - 100, Screen.height / 2 - 50, 200, 25), "Medium")) { gm.changeDifficulty("Medium"); changeDifficulty = false; gs.setStarted(true); } if (GUI.Button(new Rect(Screen.width / 2 - 100, Screen.height / 2, 200, 25), "Hard")) { gm.changeDifficulty("Hard"); changeDifficulty = false; gs.setStarted(true); } }
// Update is called once per frame void Update() { // bumpCollision bc = (bumpCollision)camera.GetComponent (typeof(bumpCollision)); int score = gm.getScore(); // print (score); if ((score % 1200 == 0 || score % 1300 == 0 || score % 4300 == 0) && score != 0) { //if ((score % 200==0) && score != 0) { reverseMouse = true; gs.setWhacked(true); } else { reverseMouse = false; gs.setWhacked(false); } if ((score % 500 == 0 || score % 600 == 0 || score % 700 == 0) && score != 0) { //if ((score % 500 == 0) && score != 0) { reverseKeys = true; gs.setWhacked(true); } else { reverseKeys = false; gs.setWhacked(false); } if (reverseMouse) { varMouse = -1.0f; gs.setWhacked(true); } else { varMouse = 1.0f; gs.setWhacked(false); } if (reverseKeys) { varKeys = -1.0f; gs.setWhacked(true); } else { varKeys = 1.0f; gs.setWhacked(false); } CharacterController charController = GetComponent <CharacterController>(); bool gameStart = gs.getStart(); if (doPitch && gameStart) { rotationPitch += Input.GetAxis("Mouse Y") * -5.0f * varMouse; rotationPitch = Mathf.Clamp(rotationPitch, -45.0f, 45.0f); } if (doYaw && gameStart) { rotationYaw += Input.GetAxis("Mouse X") * 5.0f * varMouse; } transform.localEulerAngles = new Vector3(rotationPitch, rotationYaw, 0); float deltaX = Input.GetAxis("Horizontal") * 20.0f * varKeys; float deltaZ = Input.GetAxis("Vertical") * 20.0f * varKeys; Vector3 movement = new Vector3(deltaX, 0, deltaZ); //movement.y = -9.81f; movement = transform.TransformDirection(movement * Time.deltaTime); if (gameStart) { charController.Move(movement); } }