void Update()
 {
     if (player.getHealth() <= 0)
     {
         RoomNodes.done = 0;
         BossDoorSelection.clearList();
         SceneManager.LoadScene(0);
     }
 }
Esempio n. 2
0
 // Update is called once per frame
 void Update()
 {
     //tempRigid.y -= gravity * Time.deltaTime;
     //player.transform.position += tempRigid * Time.deltaTime;
     if (player.GetComponent <PlayerStats> ().getHealth() <= 0)
     {
         if (!gameOver.activeSelf)
         {
             gameOver.SetActive(true);
         }
         if (OVRInput.Get(OVRInput.Button.One) || OVRInput.Get(OVRInput.Button.Two) || OVRInput.Get(OVRInput.Button.Three) || OVRInput.Get(OVRInput.Button.Four))
         {
             RoomNodes.done = 0;
             BossDoorSelection.clearList();
             SceneManager.LoadScene(0);
         }
     }
     else
     {
         if (currentTime >= timeTillPress)
         {
             pressMap = false;
         }
         //Movement
         if (OVRInput.Get(OVRInput.Button.Two))
         {
             rb.MovePosition(player.transform.position + camera.transform.forward * Time.deltaTime * speed);
         }
         if (OVRInput.Get(OVRInput.Button.One))
         {
             rb.MovePosition(player.transform.position - camera.transform.forward * Time.deltaTime * speed / 2);
         }
         if (OVRInput.Get(OVRInput.Button.Start))
         {
             SceneManager.LoadScene(1);
         }
         if (OVRInput.Get(OVRInput.Button.Four) && !pressMap)
         {
             if (map.activeSelf == false)
             {
                 map.SetActive(true);
             }
             else
             {
                 map.SetActive(false);
             }
             pressMap    = true;
             currentTime = 0f;
         }
         currentTime += Time.deltaTime;
     }
 }
Esempio n. 3
0
    public void setInPath()
    {
        ++roomsInPath;

        if (possibleBossDoor != null)
        {
            BossDoorSelection.addDoor(ID, possibleBossDoor);
        }

        if (Mathf.Abs(transform.position.x - playerStart.x) > 1 && Mathf.Abs(transform.position.z - playerStart.z) > 1)
        {
            if (Random.Range(0, 10) == Random.Range(0, 10) || ((float)chestSpawned / (float)roomsInPath) < 0.1)
            {
                ++chestSpawned;
                Instantiate(chestPrefab, transform.position + new Vector3(0f, 0.05f, 0f), chestPrefab.transform.rotation);
            }
            else if (Random.Range(0, 10) == Random.Range(0, 10))
            {
                Instantiate(healthPotPrefab, transform.position + new Vector3(2.5f, 0.25f, 2.5f), healthPotPrefab.transform.rotation);
            }
        }

        inPath = true;
    }