dropObject() private method

private dropObject ( ) : void
return void
Esempio n. 1
0
 //for collision detection
 void OnCollisionEnter(Collision col)
 {
     if (col.gameObject.tag == "Wall")
     {
         if (PickupObject.carrying == true)
         {
             PickupObject.dropObject();
         }
     }
 }
Esempio n. 2
0
 void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.name == "TempatSampahOr")
     {
         PickupObject.dropObject();
         waktu.nilai  -= nilaiKurang;
         waktu.sampah -= 1;
         Destroy(this.gameObject);
     }
     else if (other.gameObject.name == "TempatSampahAn")
     {
         PickupObject.dropObject();
         waktu.nilai  -= nilaiKurang;
         waktu.sampah -= 1;
         Destroy(this.gameObject);
     }
     else if (other.gameObject.name == "TempatSampahBer")
     {
         PickupObject.dropObject();
         waktu.nilai  += nilaiTambah;
         waktu.sampah -= 1;
         Destroy(this.gameObject);
     }
 }
Esempio n. 3
0
    // Update is called once per frame
    void Update()
    {
        if (Global.currentPuzzle == 3)
        {
            // move camera across from puzzle one
            Vector3 movingBoxCameraPosition = new Vector3(movingBoxCollider.position.x, movingBoxCollider.position.y + 10f, movingBoxCollider.position.z);
            aboveWarehouseCam.position = movingBoxCameraPosition;

            Global.monitor.GetComponent <Renderer>().material = aboveWarehouse;

            // these lights break with realtime lighting
            //redLight.enabled = true;
            //blueLight.enabled = true;
            //greenLight.enabled = true;
            //yellowLight.enabled = true;

            redPlane.enabled    = true;
            bluePlane.enabled   = true;
            greenPlane.enabled  = true;
            yellowPlane.enabled = true;

            puzzleThreeStarted = true;
        }

        if (puzzleThreeStarted == true && Global.currentPuzzle == 3)
        {
            // RED
            for (int i = 0; i < redBoxes.Length; i++)
            {
                GameObject redBox = redBoxes[i];

                Transform redBoxT = redBox.transform;
                distanceFromRedGoal = Vector3.Distance(redBoxT.position, redGoal.position);

                // has the box been placed over the goal?
                if (redInPosition[i] == false && distanceFromRedGoal < goalRange && redPlane.enabled == true && redBox.activeSelf == true)
                {
                    // set this to true, so that on the next iteration, the next if statement will be entered, and this one will not
                    redInPosition[i] = true;

                    // drop the object if the player is carrying it
                    if (PickupObject.carrying == true)
                    {
                        PickupObject.dropObject();
                    }
                }

                // if this box has been placed over the goal
                if (redInPosition[i] == true)
                {
                    // move box toward the end of the tunnel
                    redBox.GetComponent <Transform>().position = Vector3.MoveTowards(redBox.GetComponent <Transform>().position, behindRedGoal.position, step);

                    // see how far it is from reaching the end of the tunnel
                    redDistance = Vector3.Distance(redBox.GetComponent <Transform>().position, behindRedGoal.position);

                    if (redDistance < 0.5)
                    {
                        // disable the cube
                        redBox.SetActive(false);
                        // have to set it to false or else it'll enter this if statement for infiniti and keep incrementing redCount
                        redInPosition[i] = false;
                        // update redCount so we know how many have been placed in the console
                        redCount++;
                    }
                }
            }

            // BLUE
            for (int i = 0; i < blueBoxes.Length; i++)
            {
                GameObject blueBox = blueBoxes[i];

                Transform blueBoxT = blueBox.transform;
                distanceFromBlueGoal = Vector3.Distance(blueBoxT.position, blueGoal.position);

                if (blueInPosition[i] == false && distanceFromBlueGoal < goalRange && bluePlane.enabled == true && blueBox.activeSelf == true)
                {
                    blueInPosition[i] = true;
                    if (PickupObject.carrying == true)
                    {
                        PickupObject.dropObject();
                    }
                }

                if (blueInPosition[i] == true)
                {
                    blueBox.GetComponent <Transform>().position = Vector3.MoveTowards(blueBox.GetComponent <Transform>().position, behindBlueGoal.position, step);

                    blueDistance = Vector3.Distance(blueBox.GetComponent <Transform>().position, behindBlueGoal.position);

                    if (blueDistance < 0.5)
                    {
                        blueBox.SetActive(false);
                        blueInPosition[i] = false;
                        blueCount++;
                    }
                }
            }

            // GREEN
            for (int i = 0; i < greenBoxes.Length; i++)
            {
                GameObject greenBox = greenBoxes[i];

                Transform greenBoxT = greenBox.transform;
                distanceFromGreenGoal = Vector3.Distance(greenBoxT.position, greenGoal.position);

                if (greenInPosition[i] == false && distanceFromGreenGoal < goalRange && greenPlane.enabled == true && greenBox.activeSelf == true)
                {
                    greenInPosition[i] = true;

                    if (PickupObject.carrying == true)
                    {
                        PickupObject.dropObject();
                    }
                }

                if (greenInPosition[i] == true)
                {
                    greenBox.GetComponent <Transform>().position = Vector3.MoveTowards(greenBox.GetComponent <Transform>().position, behindGreenGoal.position, step);

                    greenDistance = Vector3.Distance(greenBox.GetComponent <Transform>().position, behindGreenGoal.position);

                    if (greenDistance < 0.5)
                    {
                        greenBox.SetActive(false);
                        greenInPosition[i] = false;
                        greenCount++;
                    }
                }
            }

            // YELLOW
            for (int i = 0; i < yellowBoxes.Length; i++)
            {
                GameObject yellowBox = yellowBoxes[i];

                Transform yellowBoxT = yellowBox.transform;
                distanceFromYellowGoal = Vector3.Distance(yellowBoxT.position, yellowGoal.position);

                if (yellowInPosition[i] == false && distanceFromYellowGoal < goalRange && yellowPlane.enabled == true && yellowBox.activeSelf == true)
                {
                    yellowInPosition[i] = true;
                    if (PickupObject.carrying == true)
                    {
                        PickupObject.dropObject();
                    }
                }

                if (yellowInPosition[i] == true)
                {
                    yellowBox.GetComponent <Transform>().position = Vector3.MoveTowards(yellowBox.GetComponent <Transform>().position, behindYellowGoal.position, step);

                    yellowDistance = Vector3.Distance(yellowBox.GetComponent <Transform>().position, behindYellowGoal.position);

                    if (yellowDistance < 0.5)
                    {
                        yellowBox.SetActive(false);
                        yellowInPosition[i] = false;
                        yellowCount++;
                    }
                }
            }
            // end of yellow
        }
    }