Esempio n. 1
0
 /// <summary>
 /// Return the relative component to its pool in an deactivated state to be stored for later use, and level ending checks are done here.
 /// </summary>
 /// <param name="other">Generally other component is friendly or obstacle cube.</param>
 private void OnTriggerEnter(Collider other)
 {
     CollectableType.TYPE type = other.GetComponent <CollectableType>().type;
     if (GameManager.instance.hole.canMove || type.Equals(CollectableType.TYPE.FRIENDLY_FREE))
     {
         ObjectPool.Reset(other.gameObject); // Return the object clone to its pool and reset transform attributes.
         if (type.Equals(CollectableType.TYPE.FRIENDLY))
         {
             GameManager.instance.currentCollection++; // Increment current collection count.
             GameManager.instance.SetLevelIndicatorText((int)Calc.map(GameManager.instance.currentCollection, 0.0f, GameManager.instance.targetCollection, 0.0f, 100.0f));
             if (GameManager.instance.currentCollection == GameManager.instance.targetCollection)
             {
                 if (GameManager.instance.currentLevel % 2 == 0)
                 {
                     GameManager.instance.hole.Center();
                 }
                 else
                 {
                     GameManager.instance.levelIndicatorText.SetText("You Win!");
                     GameManager.instance.levelLoader.Load(++GameManager.instance.currentLevel);
                 }
             }
         }
         else if (type.Equals(CollectableType.TYPE.OBSTACLE))
         {
             GameManager.instance.GameOver();
         }
     }
 }
Esempio n. 2
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="other">Other game object is generally the Cube object which has a kinematic rigidbody</param>
    private void OnTriggerEnter(Collider other)
    {
        CollectableType.TYPE type = other.GetComponent <CollectableType>().type;

        if (GameManager.instance.hole.canMove || type.Equals(CollectableType.TYPE.FRIENDLY_FREE))
        {
            Rigidbody rigidBody = other.GetComponent <Rigidbody>(); // Get the rigidbody component.

            // If the game object does not have any rigidbody attached return directly.
            if (rigidBody == null)
            {
                // If it is null, print an error message
                Debug.LogError("RigidTrigger : " + " 'other' game object has no rigidbody. < probably you should check collision layers >");
                return;
            }

            rigidBody.isKinematic = false;                                                          // Set the body to dynamic, so it can fall.
            float   altitudeForce = transform.position.y * altitudeMagnitude;                       // Force is applied greater with altitude so it can fall to the hole better.
            Vector3 fallDirection = (transform.position - rigidBody.transform.position).normalized; // This is the normalized direction vector from the Cube to the Hole.
            rigidBody.AddForce(fallDirection * magnitude * altitudeForce);
        }
    }