Esempio n. 1
0
    void OnMouseDown()
    {
        if (Input.GetMouseButtonDown(0) && rb.velocity == Vector3.zero)
        {
            rb.AddRelativeForce(0, 0, Sila);
            Score.pokusaj    += 1;
            Score.maxPokusaj -= 1;
            music             = GetComponent <AudioSource>();
            music.loop        = false;
            music.Play();
        }


        Arrow.GetComponent <Renderer>().enabled = false;

        Debug.Log(Score.pokusaj + " " + Score.maxPokusaj);

        if (Score.maxPokusaj == 0)
        {
            LevelMenager man = GameObject.Find("LevelMenager").GetComponent <LevelMenager>();
            man.LoadLevel("LoseScene");
            Score.maxPokusaj = 15;
        }


        StartCoroutine(Stop());
    }
Esempio n. 2
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    void Pass()
    {
        LevelMenager man = GameObject.Find("LevelMenager").GetComponent <LevelMenager>();

        man.LoadLevel("Level7");
        Destroy(gameObject);
    }
    // Use this for initialization
    void Start()
    {
        levelMenager = FindObjectOfType <LevelMenager>();
        scoreGUI     = FindObjectOfType <ScoreGUIController>();
        platform     = GameObject.FindGameObjectWithTag(Tags.PLATFORM);

        if (isPowerUpBall)
        {
            GameObject[] powerups = GameObject.FindGameObjectsWithTag(Tags.POWER_UP);
            GameObject[] balls    = GameObject.FindGameObjectsWithTag(Tags.BALL);
            GameObject[] rockets  = GameObject.FindGameObjectsWithTag(Tags.ROCKET);
            Collider2D   collider = GetComponent <Collider2D>();

            foreach (GameObject powerup in powerups)
            {
                Physics2D.IgnoreCollision(collider, powerup.GetComponent <Collider2D>());
            }
            foreach (GameObject ball in balls)
            {
                Physics2D.IgnoreCollision(collider, ball.GetComponent <Collider2D>());
            }
            foreach (GameObject rocket in rockets)
            {
                Physics2D.IgnoreCollision(collider, rocket.GetComponent <Collider2D>());
            }
        }
    }
Esempio n. 4
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 void Awake()
 {
     _lMenager = GameObject.FindGameObjectWithTag("GameController").GetComponent <LevelMenager>();
     if (_lMenager.GameMode == "MultiPlayer")
     {
         _player2 = GameObject.FindGameObjectWithTag("Player2").GetComponent <Player2>();
     }
     Debug.Log("OI");
 }
Esempio n. 5
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 void Start()
 {
     isBreakable = (this.tag == "Brick");
     //Keep track of number of breakable bricks
     if (isBreakable)
     {
         breakableCount++;
     }
     levelMenager = GameObject.FindObjectOfType <LevelMenager>();
     timesHit     = 0;
 }
Esempio n. 6
0
    // Use this for initialization
    void Start()
    {
        //text = GetComponent<Text>();
        healthBar = GetComponent <Slider>();

        //playerHealth = maxPlayerHealth;
        playerHealth = PlayerPrefs.GetInt("PlayerCurrentHealth");

        levelManager = FindObjectOfType <LevelMenager>();
        isDead       = false;

        lifeSystem = FindObjectOfType <LifeManager>();
    }
    // Update is called once per frame
    void Update()
    {
        if (fighting)
        {
            if (!is_alive)
            {
                fighting = false;
            }
            playerPosition = Hero.transform.position;
            FallowPlayer();
        }


        if (playerInside == true && is_alive)
        {
            fighting = true;
            licznik += Time.deltaTime;
            if (licznik > czas)
            {
                {
                    if (player.health > 0 && health > 0)
                    {
                        current_time += Time.deltaTime;
                        if (current_time >= player.hit_time)
                        {
                            RandomPick();
                            health       = health - player.force;
                            current_time = 0;
                            if (player.health <= 0)
                            {
                                RandomDead();
                                RandomFall();
                                player.is_alive = false;
                                fighting        = false;
                                LevelMenager level = this.GetComponent <LevelMenager>();
                                level.LoadLevel("fail");
                            }
                        }
                    }
                }
            }
        }
    }
Esempio n. 8
0
 void Awake()
 {
     _lMenager = GameObject.FindGameObjectWithTag("GameController").GetComponent <LevelMenager>();
 }
Esempio n. 9
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 void Awake()   //Executa quando o objeto entra em cena
 {
     _lMenager = GameObject.FindGameObjectWithTag("GameController").GetComponent <LevelMenager>();
     _player   = GameObject.FindGameObjectWithTag("Player1").GetComponent <Player1>();
 }
Esempio n. 10
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 // Use this for initialization
 void Start()
 {
     levelMenager = FindObjectOfType <LevelMenager>();
 }
 // Use this for initialization
 void Start()
 {
     platformPowerUpEndTime = Time.time;
     level = FindObjectOfType <LevelMenager>();
 }
Esempio n. 12
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    //loosing game if the ball enters bottom collider

    void OnTriggerEnter2D(Collider2D collider)
    {
        levelMenager = GameObject.FindObjectOfType <LevelMenager>();
        Block_1hit.breakableCount = 0;
        levelMenager.LoadLevel("Lose");
    }
Esempio n. 13
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 // Use this for initialization
 void Start()
 {
     levelMenager = FindObjectOfType <LevelMenager>();
     lifeSystem   = FindObjectOfType <LifeManager>();
 }
Esempio n. 14
0
    // Update is called once per frame
    void Update()
    {
        if (killed_enemies == 3)
        {
            LevelMenager level = this.GetComponent <LevelMenager>();
            level.LoadLevel("finish");
        }
        if (enemy.is_hit_from_behind && enemy.is_alive)
        {
            killed_enemies++;
            RandomDeadQuiet();
            enemy.RandomFall();
            enemy.health   = 0;
            enemy.is_alive = false;
        }
        // poruszanie się bohatera, nadpisuję funkcje z assetów.
        if (Input.GetMouseButtonDown(0))
        {
            // pobieram
            targetPosition   = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            targetPosition.z = -1;
            pathFinding.target.transform.position = targetPosition;

            move = true;
        }
        if (move == true && pathFinding.speed == 1 && !audio.isPlaying)
        {
            audio.Play();
        }

        if (Input.GetKeyDown("r"))
        {
            if (pathFinding.speed == 1)
            {
                pathFinding.speed = 0.5f;
                audio.volume      = 0.6f;
                if (!audio.isPlaying)
                {
                    audio.Play();
                }
            }
            else
            {
                pathFinding.speed = 1;
                audio.volume      = 1;
                if (!audio.isPlaying)
                {
                    audio.Play();
                }
            }
        }

        if (this.transform.position == targetPosition)
        {
            if (move == true)
            {
                move = false;
            }
            if (audio.isPlaying)
            {
                audio.Stop();
            }
        }
        if (enemy.is_colision == true && !enemyInside)
        {
            killed_enemies++;
            RandomDeadQuiet();
            enemy.RandomFall();
            enemy.health   = 0;
            enemy.is_alive = false;
            fighting       = false;
            licznik        = 0;
        }
        if (enemyInside == true && enemy.is_alive)
        {
            if (enemy.health <= 0)
            {
                killed_enemies++;
                enemy.RandomDead();
                enemy.is_alive = false;
                fighting       = false;
                licznik        = 0;
                enemy.RandomFall();
            }

            licznik += Time.deltaTime;
            if (licznik > czas)
            {
                if (enemy.health > 0 && health > 0)
                {
                    current_time += Time.deltaTime;
                    if (current_time >= enemy.hit_time)
                    {
                        enemy.RandomPick();
                        hp.CurrentVal -= enemy.force;
                        health         = health - enemy.force;
                        current_time   = 0;
                    }
                }
            }
        }
    }