void OnTriggerEnter(Collider collectableObject) { if (collectableObject.gameObject.CompareTag("pickUp")) { collectableObject.gameObject.SetActive(false); Vector3 scaleDecseaser = rb.transform.localScale; scaleDecseaser.x += 0.1f; scaleDecseaser.y += 0.1f; scaleDecseaser.z += 0.1f; rb.transform.localScale = scaleDecseaser; changeHealth(20); } if (collectableObject.gameObject.CompareTag("gravityChanger")) { cc.timer = 100; cc.gravityChange = true; playerControl1.frozenControl = true; DirectionValues dv = collectableObject.gameObject.GetComponent <DirectionValues> (); vectorGoUp = dv.getFirstVectorChange(rb.transform.localScale.x, sky); vectorGoForward = dv.getSecondVectorChange(rb.transform.localScale.x, sky); rb.velocity = Vector3.zero; rb.angularVelocity = Vector3.zero; GetComponent <ConstantForce> ().force = new Vector3(0, 0, 0); sky = dv.getNewSky(sky); tempSky = dv.getCameraDir(sky); changingGravityUp = true; } if (collectableObject.gameObject.CompareTag("fireParticleShot")) { Debug.Log("Shot found"); collectableObject.gameObject.SetActive(false); Vector3 scaleDecseaser = rb.transform.localScale; scaleDecseaser.x -= 0.1f; scaleDecseaser.y -= 0.1f; scaleDecseaser.z -= 0.1f; rb.transform.localScale = scaleDecseaser; changeHealth(-20); } }
/// <summary> /// Constructor de la clase /// </summary> /// <param name="parameterName">Nombre del Parametro del SP</param> /// <param name="parameterValue">Valor a enviarse en el parametro</param> /// <param name="parameterDirection">Direccion puede ser Input, Output y InputOutput</param> public ParameterSp(string parameterName, object parameterValue, DirectionValues parameterDirection) { Name = parameterName; Value = parameterValue; Direction = parameterDirection; }
/// <summary> /// Metodo para agregar los parametros a enviar al Store Procedure /// </summary> public void AddParameter(string parameterName, object parameterValue, DirectionValues parameterDirection) { listParameters.Add(new ParameterSp(parameterName, parameterValue, parameterDirection)); }