Exemple #1
0
    // Update is called once per frame
    void Update()
    {
        timeActive += Time.deltaTime;

        if (restartScript.exploding)
        {
            timeActiveExploded += Time.deltaTime;
            if (timeActiveExploded > 10)
            {
                Destroy(this.gameObject);
            }
        }

        if (transform.position.y > -0.95f && restartScript.exploding == false)
        {
            transform.position = new Vector3(transform.position.x, -0.9599f, transform.position.z);
        }


        Collider[] colliders = Physics.OverlapBox(transform.position, new Vector3(0.1f, 0.1f, 0.1f));
        foreach (Collider col in colliders)
        {
            if (col.name == "NuclearCube")
            {
                if (!transitioning)
                {
                    Renderer[] innerCubes = gameObject.GetComponentsInChildren <Renderer>();
                    StartCoroutine(NuclearCubeTransition(innerCubes));
                }
            }
        }


        if (restartScript.loading)
        {
            SaveToXMLScript saveScript = GameObject.Find("SaveObject").GetComponent <SaveToXMLScript>();
            if (saveScript.readBlankCubeType == "GRASS")
            {
                GameObject newCube = Instantiate(grassPrefab, transform.position, Quaternion.identity);
                Destroy(this.gameObject);
            }
            if (saveScript.readBlankCubeType == "SNOW")
            {
                GameObject newCube = Instantiate(snowPrefab, transform.position, Quaternion.identity);
                Destroy(this.gameObject);
            }
            if (saveScript.readBlankCubeType == "SAND")
            {
                GameObject newCube = Instantiate(sandPrefab, transform.position, Quaternion.identity);
                Destroy(this.gameObject);
            }
            if (saveScript.readBlankCubeType == "DIRT")
            {
                GameObject newCube = Instantiate(dirtPrefab, transform.position, Quaternion.identity);
                Destroy(this.gameObject);
            }
        }
    }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        timeActive += Time.deltaTime;

        if (restartScript.exploding)
        {
            timeActiveExploded += Time.deltaTime;
            if (timeActiveExploded > 10)
            {
                Destroy(this.gameObject);
            }
        }

        if (transform.position.y > -0.95f && restartScript.exploding == false)
        {
            transform.position = new Vector3(transform.position.x, -0.9599f, transform.position.z);
        }


        if (restartScript.loading)
        {
            SaveToXMLScript saveScript = GameObject.Find("SaveObject").GetComponent <SaveToXMLScript>();
            if (saveScript.readBlankCubeType == "GRASS")
            {
                GameObject newCube = Instantiate(grassPrefab, transform.position, Quaternion.identity);
                Destroy(this.gameObject);
            }
            if (saveScript.readBlankCubeType == "SNOW")
            {
                GameObject newCube = Instantiate(snowPrefab, transform.position, Quaternion.identity);
                Destroy(this.gameObject);
            }
            if (saveScript.readBlankCubeType == "SAND")
            {
                GameObject newCube = Instantiate(sandPrefab, transform.position, Quaternion.identity);
                Destroy(this.gameObject);
            }
            if (saveScript.readBlankCubeType == "DIRT")
            {
                GameObject newCube = Instantiate(dirtPrefab, transform.position, Quaternion.identity);
                Destroy(this.gameObject);
            }
        }
    }
 // Start is called before the first frame update
 void Start()
 {
     saveScript = GameObject.Find("SaveObject").GetComponent <SaveToXMLScript>();
     doneButton.SetActive(false);
     finishedPopup.SetActive(false);
 }