// Update is called once per frame void Update() { if (c.Equals(Color.gray)) { GetComponent <BoxCollider2D>().isTrigger = false; } else { GetComponent <BoxCollider2D>().isTrigger = true; } if (coll.bounds.Intersects(player.GetComponent <BoxCollider2D>().bounds)) { if (c.Equals(Color.green)) { player.Regen = true; } else { player.Regen = false; } if (c.Equals(Color.red)) { player.Dot = true; } else { player.Dot = false; } if (c.Equals(purple)) { player.MoreDmg = true; } else { player.MoreDmg = false; } if (c.Equals(orange)) { player.MoreShots = true; } else { player.MoreShots = false; } if (c.Equals(Color.yellow)) { player.MoreFireRate = true; } else { player.MoreFireRate = false; } if (c.Equals(Color.white)) { player.Invis = true; } else { player.Invis = false; } if (c.Equals(Color.black)) { player.Regen = false; player.Dot = false; player.MoreDmg = false; player.MoreShots = false; player.MoreFireRate = false; player.Invis = false; GetComponent <BoxCollider2D>().isTrigger = true; player.MoreSpeed = false; } if (c.Equals(Color.blue)) { player.MoreSpeed = true; } else { player.MoreSpeed = false; } } else { if (c.Equals(Color.gray)) { GetComponent <BoxCollider2D>().isTrigger = false; } else { GetComponent <BoxCollider2D>().isTrigger = true; } } }
// Update is called once per frame void Update() { if ((Mathf.Abs(player.GetComponent <Rigidbody2D>().velocity.x) > 1f || Mathf.Abs(player.GetComponent <Rigidbody2D>().velocity.y) > 1f)) { timeUntilNextTiles -= Time.deltaTime; } timee = timeUntilNextTiles / timeUntilTileChange; if (timeUntilNextTiles <= 0) { //if (!firstDone) //{ // timeUntilNextTiles = timeUntilTileChange; // firstDone = true; // tempRand = Random.value; // tempRand2 = Random.value; // tempRand3 = Random.value; // tempRand4 = Random.value; // for (int i = 0; i < tiles.Length; i++) // { // if (tiles[i].transform.position.x > 0 && tiles[i].GetComponent<BoxCollider2D>().transform.position.y > 0) // { // list1.Add(tiles[i]); //x and y are positive // tiles[i].setColor(tempRand); // } // tiles1=list1.ToArray(); // if (tiles[i].transform.position.x < 0 && tiles[i].GetComponent<BoxCollider2D>().transform.position.y > 0) // { // list2.Add(tiles[i]); //x is negative and y is positive // tiles[i].setColor(tempRand2); // } // tiles2 = list2.ToArray(); // if (tiles[i].transform.position.x > 0 && tiles[i].GetComponent<BoxCollider2D>().transform.position.y < 0) // { // list3.Add(tiles[i]); //y is negative and x is positive // tiles[i].setColor(tempRand3); // } // tiles3 = list2.ToArray(); // if (tiles[i].transform.position.x < 0 && tiles[i].GetComponent<BoxCollider2D>().transform.position.y < 0) // { // list4.Add(tiles[i]); //both negative // tiles[i].setColor(tempRand4); // } // tiles4 = list4.ToArray(); // } //} //if((!secondDone&&firstDone)&&timeAfterFirst>= timeUntilTileChange*2) //{ // timeUntilNextTiles = timeUntilTileChange * 2; // secondDone = true; // tempRand = Random.value; // tempRand2 = Random.value; // tempRand3 = Random.value; // tempRand4 = Random.value; // for (int i = 0; i < tiles1.Length; i++) // { // if ((Mathf.Abs(tiles1[i].transform.position.x) < 5.5) && (Mathf.Abs(tiles1[i].transform.position.y) < 3.7)) // { // tiles1[i].setColor(tempRand); // } // if ((Mathf.Abs(tiles1[i].transform.position.x) > 5.5) && (Mathf.Abs(tiles1[i].transform.position.y) < 3.7)) // { // tiles1[i].setColor(tempRand2); // } // if ((Mathf.Abs(tiles1[i].transform.position.x) < 5.5) && (Mathf.Abs(tiles1[i].transform.position.y) > 3.7)) // { // tiles1[i].setColor(tempRand3); // } // if ((Mathf.Abs(tiles1[i].transform.position.x) > 5.5) && (Mathf.Abs(tiles1[i].transform.position.y) > 3.7)) // { // tiles1[i].setColor(tempRand4); // } // } // tempRand = Random.value; // tempRand2 = Random.value; // tempRand3 = Random.value; // tempRand4 = Random.value; // for (int i = 0; i < tiles2.Length; i++) // { // if ((Mathf.Abs(tiles2[i].transform.position.x) < 5.5) && (Mathf.Abs(tiles2[i].transform.position.y) < 3.7)) // { // tiles2[i].setColor(tempRand); // } // if ((Mathf.Abs(tiles2[i].transform.position.x) > 5.5) && (Mathf.Abs(tiles2[i].transform.position.y) < 3.7)) // { // tiles2[i].setColor(tempRand2); // } // if ((Mathf.Abs(tiles2[i].transform.position.x) < 5.5) && (Mathf.Abs(tiles2[i].transform.position.y) > 3.7)) // { // tiles2[i].setColor(tempRand3); // } // if ((Mathf.Abs(tiles2[i].transform.position.x) > 5.5) && (Mathf.Abs(tiles2[i].transform.position.y) > 3.7)) // { // tiles2[i].setColor(tempRand4); // } // } // tempRand = Random.value; // tempRand2 = Random.value; // tempRand3 = Random.value; // tempRand4 = Random.value; // for (int i = 0; i < tiles3.Length; i++) // { // if ((Mathf.Abs(tiles3[i].transform.position.x) < 5.5) && (Mathf.Abs(tiles3[i].transform.position.y) < 3.7)) // { // tiles3[i].setColor(tempRand); // } // if ((Mathf.Abs(tiles3[i].transform.position.x) > 5.5) && (Mathf.Abs(tiles3[i].transform.position.y) < 3.7)) // { // tiles3[i].setColor(tempRand2); // } // if ((Mathf.Abs(tiles3[i].transform.position.x) < 5.5) && (Mathf.Abs(tiles3[i].transform.position.y) > 3.7)) // { // tiles3[i].setColor(tempRand3); // } // if ((Mathf.Abs(tiles3[i].transform.position.x) > 5.5) && (Mathf.Abs(tiles3[i].transform.position.y) > 3.7)) // { // tiles3[i].setColor(tempRand4); // } // } // tempRand = Random.value; // tempRand2 = Random.value; // tempRand3 = Random.value; // tempRand4 = Random.value; // for (int i = 0; i < tiles4.Length; i++) // { // if ((Mathf.Abs(tiles4[i].transform.position.x) < 5.5) && (Mathf.Abs(tiles4[i].transform.position.y) < 3.7)) // { // tiles4[i].setColor(tempRand); // } // if ((Mathf.Abs(tiles4[i].transform.position.x) > 5.5) && (Mathf.Abs(tiles4[i].transform.position.y) < 3.7)) // { // tiles4[i].setColor(tempRand2); // } // if ((Mathf.Abs(tiles4[i].transform.position.x) < 5.5) && (Mathf.Abs(tiles4[i].transform.position.y) > 3.7)) // { // tiles4[i].setColor(tempRand3); // } // if ((Mathf.Abs(tiles4[i].transform.position.x) > 5.5) && (Mathf.Abs(tiles4[i].transform.position.y) > 3.7)) // { // tiles4[i].setColor(tempRand4); // } // } //} //if((secondDone&&firstDone)&&timeAfterFirst>= timeUntilTileChange*4) //{ for (int i = 0; i < tiles.Length; i++) { tiles[i].setColor(Random.value); } timeUntilNextTiles = timeUntilTileChange; //} } }