private void EndGame() { Speed = 1; State = AtaulfoStates.Ok; Oxygen = OptionsClass.AtaulfoInitialOxygen; Application.LoadLevel("Ranking"); }
// Update is called once per frame void Update() { // Move Ataulfo bool bMoveRight = (State!= AtaulfoStates.Confused)?Input.GetKey(KeyCode.RightArrow):Input.GetKey(KeyCode.LeftArrow); bool bMoveLeft = (State!= AtaulfoStates.Confused)?Input.GetKey(KeyCode.LeftArrow):Input.GetKey(KeyCode.RightArrow); if (bMoveRight && transform.position.x<1.8f) { _Lateral= LateralSpeed; transform.RotateAround (new Vector3(0,-2.1f,0), Vector3.forward, _Lateral * Time.deltaTime); } if (bMoveLeft && transform.position.x>-1.8f) { _Lateral= -LateralSpeed; transform.RotateAround (new Vector3(0,-2.1f,0), Vector3.forward, _Lateral * Time.deltaTime); } // Reset states if(State != AtaulfoStates.Ok && State != AtaulfoStates.Dead) { _TimerState += Time.deltaTime; if(_TimerState > OptionsClass.TimeToResetState) State = AtaulfoStates.Ok; } // Ataulfo oxygen _TimeToNextExpire += Time.deltaTime; if (_TimeToNextExpire > OptionsClass.AtaulfoOxygenExpireTime) { _TimeToNextExpire-= OptionsClass.AtaulfoOxygenExpireTime; Oxygen--; } }