Esempio n. 1
0
 public void LookingForScoreUpdate()
 {
     if (controlClass.UpdatedScoreGotChanged())
     {
         UpdateScoreText();
         controlClass.ChangeUpdatedScore();             //Set it as false
     }
 }
Esempio n. 2
0
    void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.tag == "Eugenio")
        {
            foreach (ContactPoint2D contact in collision.contacts)
            {
                float centerDistances = contact.point.x - transform.position.x;
                collision.gameObject.rigidbody2D.AddForce(new Vector2(100f * centerDistances, 0));
            }
        }
        else if (collision.gameObject.tag == "Star")
        {
            Destroy(collision.gameObject);

            controlClass.AddScore(20);
            controlClass.ChangeUpdatedScore();                  //Set it as true

            Debug.Log("STAR");

            starBonus = true;
        }
        else if (collision.gameObject.tag == "QMark")
        {
            Destroy(collision.gameObject);

            // 0 - Big size
            // 1 - Small size
            int size = Random.Range(0, 2);


            if (size == 0)
            {
                scale[0] *= 2;
            }
            else
            {
                scale[0] /= 2;
            }
            transform.localScale = new Vector3(scale[0], scale[1], scale[2]);

            Debug.Log("QMARK");

            qmBonus = true;
        }
        else if (collision.gameObject.tag == "Up")
        {
            Destroy(collision.gameObject);

            controlClass.SetSpeed(15.0f);

            Debug.Log("UP");

            upBonus = true;
        }
        else if (collision.gameObject.tag == "Down")
        {
            Destroy(collision.gameObject);

            controlClass.SetSpeed(5.0f);

            Debug.Log("DOWN");

            downBonus = true;
        }
        else if (collision.gameObject.tag == "Aim")
        {
            Destroy(collision.gameObject);

            Vector3 gunPos = transform.position;
            gunPos.y      -= powerGunPrefab.gameObject.renderer.bounds.extents.y;
            powerGunPrefab = Instantiate(powerGunPrefab, gunPos, transform.rotation) as GameObject;

            powerGunActivated = true;
        }
    }