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()); }
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>()); } } }
void Awake() { _lMenager = GameObject.FindGameObjectWithTag("GameController").GetComponent <LevelMenager>(); if (_lMenager.GameMode == "MultiPlayer") { _player2 = GameObject.FindGameObjectWithTag("Player2").GetComponent <Player2>(); } Debug.Log("OI"); }
void Start() { isBreakable = (this.tag == "Brick"); //Keep track of number of breakable bricks if (isBreakable) { breakableCount++; } levelMenager = GameObject.FindObjectOfType <LevelMenager>(); timesHit = 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"); } } } } } } }
void Awake() { _lMenager = GameObject.FindGameObjectWithTag("GameController").GetComponent <LevelMenager>(); }
void Awake() //Executa quando o objeto entra em cena { _lMenager = GameObject.FindGameObjectWithTag("GameController").GetComponent <LevelMenager>(); _player = GameObject.FindGameObjectWithTag("Player1").GetComponent <Player1>(); }
// Use this for initialization void Start() { levelMenager = FindObjectOfType <LevelMenager>(); }
// Use this for initialization void Start() { platformPowerUpEndTime = Time.time; level = FindObjectOfType <LevelMenager>(); }
//loosing game if the ball enters bottom collider void OnTriggerEnter2D(Collider2D collider) { levelMenager = GameObject.FindObjectOfType <LevelMenager>(); Block_1hit.breakableCount = 0; levelMenager.LoadLevel("Lose"); }
// Use this for initialization void Start() { levelMenager = FindObjectOfType <LevelMenager>(); lifeSystem = FindObjectOfType <LifeManager>(); }
// 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; } } } } }