void Update() { StartCoroutine(toggleFootStepsSound()); if (hInGameScript.isGamePaused() == true) { stopSound(CharacterSounds.Footsteps); } if (bPlayFootsteps == true) { //adjust footsteps pitch according to movement speed asCharacterSounds[(int)CharacterSounds.Footsteps].pitch = hControllerScript.getCurrentForwardSpeed() / 3.0f; if (bFootstepsPlaying == false) { if (bSoundEnabled) { asCharacterSounds[(int)CharacterSounds.Footsteps].Play(); } bFootstepsPlaying = true; } } else { if (bFootstepsPlaying == true) { if (bSoundEnabled) { asCharacterSounds[(int)CharacterSounds.Footsteps].Stop(); } bFootstepsPlaying = false; } } }
void FixedUpdate() { //pause the powerup's time if the game is paused if (hInGameScript.isGamePaused() == true) { for (int j = 0; j < iPowerupCount; j++) { if (bPowerupStatus[j] == true) { fPowerupStartTime[j] += Time.deltaTime; } } return; } //count down timer for the active powerup for (int i = 0; i < iPowerupCount; i++) { if (bPowerupStatus[i] == true) { //reduce the meter bar PowerupHUDVisual((Time.time - fPowerupStartTime[i]), fPowerupTotalDuration[i]); if (Time.time - fPowerupStartTime[i] >= fPowerupTotalDuration[i]) //deactivate the PU when time runs out { deactivatePowerup(i); } } //end of if PU Active == true }//end of for i }
void FixedUpdate() { if (hInGameScript.isGamePaused() == true) { return; } StartCoroutine(UpdateHUDStats()); }
void Update() { if (hInGameScript.isGamePaused() == true) { return; } //if (hInGameScript.isEnergyZero()) //switch to death camera state on depletion of energy //iCameraState = 2; }
void Update() { if (hInGameScript.isGamePaused() == true) { return; } if (bPitFallingStart) { hInGameScript.decrementEnergy((int)((hInGameScript.getCurrentEnergy() / 10.0f) + Time.deltaTime * 100)); } }
void Update() { if (hInGameScript.isGamePaused() == true) { return; } if (tPlayer.position.x > (iCurrentPNum * fPatchDistance) + 100.0f) { Destroy(goPreviousPatch); iCurrentPNum++; } }//end of update
void Update() { if (hInGameScript.isGamePaused() == true) { return; } if (PUState == 1) //hide the powerup { if (hPowerupsMainController.isPowerupActive(PowerupsMainController.PowerUps.Magnetism) == true) //magnetism powerup is active { //adjust the currency's height v3CurrencyLerpPosition = tPlayer.position; v3CurrencyLerpPosition.x += 2; v3CurrencyLerpPosition.y += 5; //pull the currency towards the player transform.position = Vector3.Lerp(transform.position, v3CurrencyLerpPosition, (Time.time - StartTime) / 0.8f); transform.localScale = Vector3.Lerp(transform.localScale, new Vector3(0.1f, 0.1f, 0.1f), (Time.time - StartTime) / 0.8f); } else //regular cases { //pull the currency towards the player transform.position = Vector3.Lerp(transform.position, tPlayer.position, (Time.time - StartTime) / 0.2f); transform.localScale = Vector3.Lerp(transform.localScale, new Vector3(0.01f, 0.01f, 0.01f), (Time.time - StartTime) / 0.002f); } if ((Time.time - StartTime) > 0.2f) { //disable currency if magnetism is activated if (powerupType == PowerupsMainController.PowerUps.Currency || hPowerupsMainController.isPowerupActive(PowerupsMainController.PowerUps.Magnetism) == true) { toggleMeshRender(false); //make currency invisible } else { this.gameObject.SetActive(false); //deactivate object } } return; } v3DistanceVector = transform.position - tPlayer.position; //destroy not collect currency/ powerup if (v3DistanceVector.sqrMagnitude < 40000.0f) { bDestroyWhenFarFlag = true; } //destroy currency or powerup if not collected if (bDestroyWhenFarFlag == true) { if (v3DistanceVector.sqrMagnitude > 90000.0f) { if (powerupType == PowerupsMainController.PowerUps.Currency) { toggleMeshRender(false); } else { this.gameObject.SetActive(false); } } } if (powerupType == PowerupsMainController.PowerUps.Currency)//currency pull radius { fCatchRadius = hPowerupsMainController.getMagnetismRadius(); } if (v3DistanceVector.sqrMagnitude < fCatchRadius) //catch the orb { PUState = 1; //hide the orb StartTime = Time.time; hPowerupsMainController.collectedPowerup((int)powerupType);//tell power-up main script what has been collected } }//end of update
void Update() { // Debug.Log("***** " + getCurrentWalkSpeed()); if (hInGameScript.isGamePaused() == true) { return; } if (getCurrentWalkSpeed() < 1) { hInGameScript.pauseGame(); } if (hInGameScript.isEnergyZero()) { //Debug.Log("*** 4 energy is at 0 - Update ControllerScript ***"); if (DeathScene()) { return; } } if (invincible && Time.time - invincibilityStartTime > invincibilityDuration) { CancelInvoke("invincibleFlash"); playerRenderer.enabled = true; if (PersistentManagerScript.Instance.obstacles) { tFrontCollider.GetComponent <BoxCollider>().enabled = true; tPlayerSidesCollider.GetComponent <BoxCollider>().enabled = true; } invincible = false; } getClicks(); //get taps/clicks for pause menu etc. if (bControlsEnabled) { SwipeMovementControl(); } //running by pressing alternating keys if (Input.GetKeyDown("n")) { if (mPressedLast) { mPressedLast = false; nPressedLast = true; lastKeyPress = Time.time; //Debug.Log(lastKeyPress); } } //m if (Input.GetKeyDown("m")) { if (nPressedLast) { nPressedLast = false; mPressedLast = true; lastKeyPress = Time.time; //Debug.Log(lastKeyPress); } } }
void FixedUpdate() { if (hInGameScript.isGamePaused() == true) { return; } //set the position of guard in current frame tEnemy.position = new Vector3(Mathf.Lerp(tEnemy.position.x, (tPlayer.position.x - fEnemyPosition), Time.deltaTime * 10), tEnemy.position.y, tEnemy.position.z); if (!hControllerScript.isInAir())//follow the player in y-axis if he's not jumping (cars cant jump) { tEnemy.position = new Vector3(tEnemy.position.x, Mathf.Lerp(tEnemy.position.y, tPlayer.position.y + fEnemyPositionY, Time.deltaTime * 8), tEnemy.position.z); } //ignore y-axis rotation and horizontal movement in idle and death state if (iEnemyState < 4) { tEnemy.position = new Vector3(tEnemy.position.x, tEnemy.position.y, Mathf.Lerp(tEnemy.position.z, tPlayer.position.z, Time.deltaTime * 10)); tEnemy.localEulerAngles = new Vector3(tEnemy.localEulerAngles.x, -hControllerScript.getCurrentPlayerRotation(), tEnemy.localEulerAngles.z); } if (iEnemyState == 1)//hide the chasing character { fCosLerp += (Time.deltaTime / 10); fEnemyPosition = Mathf.Lerp(fEnemyPosition, fEnemyPositionX + 45, Mathf.Cos(fCosLerp) / 1000); if (fCosLerp >= 0.7f) { fCosLerp = 0.0f; iEnemyState = 0; hSoundManager.stopSound(SoundManager.EnemySounds.Siren); } } else if (iEnemyState == 2)//show the chasing character { hSoundManager.playSound(SoundManager.EnemySounds.Siren); fCosLerp += (Time.deltaTime / 4); fEnemyPosition = Mathf.Lerp(fEnemyPosition, fEnemyPositionX, Mathf.Cos(fCosLerp)); if (fCosLerp >= 1.5f) { fCosLerp = 0.0f; iEnemyState = 3; } } else if (iEnemyState == 3)//wait for 'fChaseTime' after showing character { if ((Time.time - fStumbleStartTime) % 60 >= fChaseTime) { iEnemyState = 1; } } //DEATH SEQUENCE else if (iEnemyState == 4) //on death { tEnemy.localEulerAngles = new Vector3(tEnemy.localEulerAngles.x, 350, tEnemy.localEulerAngles.z); //to ensure correct rotation animation hSoundManager.playSound(SoundManager.EnemySounds.TiresSqueal); iEnemyState = 5; } else if (iEnemyState == 5) //pin behind the player { fEnemyPosition = Mathf.Lerp(fEnemyPosition, fEnemyPositionX + 20, Time.fixedDeltaTime * 50); //vertical position after skid tEnemy.position = new Vector3(tEnemy.position.x, tEnemy.position.y, Mathf.Lerp(tEnemy.position.z, tPlayer.position.z + 20, Time.deltaTime * 10)); //horizontal position after skid tEnemy.localEulerAngles = Vector3.Lerp(tEnemy.localEulerAngles, new Vector3(0, 260, 0), Time.deltaTime * 10); //90 degree rotation if (tEnemy.localEulerAngles.y <= 261) { iEnemyState = 6; } } else if (iEnemyState == 6) { hSoundManager.stopSound(SoundManager.EnemySounds.Siren); } }//end of Update