void OnTriggerEnter2D(Collider2D collidedObject) { if (collidedObject.tag == "Player") { PlayerStateListener.activarAumentarVelocidad(); } }
void DisplayInfo() { if (cursorObject != null) { /* if (cursorObject.GetComponent<MovementBehaviour>() != null) * movementBehaviourinfo = cursorObject.GetComponent<MovementBehaviour>(); * if (movementBehaviourinfo != null && info != null) * info.text = movementBehaviourinfo.outputInfo;*/ //cursorObject.name + "'s velocity: " + movementBehaviourinfo.CharacterVelocity; if (cursorObject.GetComponent <PlayerStateListener>() != null) { playerlisterStateListener = cursorObject.GetComponent <PlayerStateListener>(); if (playerlisterStateListener != null && info != null) { info.text = playerlisterStateListener.Outputinfo; } //info.text = playerlisterStateListener.GetCurrentState(); } } }
// ulozime data do vytvorene tridy pro serializaci public void PreserveData() { int scene = SceneManager.GetActiveScene().buildIndex; // nechci ukladat v hlavnim menu if (scene > 0) { PlayerStateListener player = FindObjectOfType <PlayerStateListener>(); ds.score = PlayerScoreWatcher.score; ds.health = player.PlayerHealth; ds.sceneNo = scene; Transform playerPos = player.PlayerRespawnPoint.transform; ds.playerPosX = playerPos.position.x; ds.playerPosY = playerPos.position.y; ds.numberOfDestroyedEnemies = numberOfEnemiesDestroyed; isSaved = true; return; } isSaved = false; }
// Use this for initialization void Start() { player = GameObject.FindObjectOfType <PlayerStateListener> (); }