void Start() { //If the isStarting boolean is true, then set the start position to the object found. if (isStarting) { isStarting = false; StartPlatform startPlatform = FindObjectOfType <StartPlatform>(); startPlatform.location(); } //Sets the start position to what's in PlayerPrefs only if the scenes match. if (PlayerPrefsManager.getScene() == SceneManager.GetActiveScene().name) { //Gets the location from PlayerPrefsManager for saves. Ignores the z position and forces the player to always be on top. transform.position = new Vector3(PlayerPrefsManager.getLocation().x, PlayerPrefsManager.getLocation().y, -1f); } else { //Stores the active scene in PlayerPrefs in case the player dies. PlayerPrefsManager.setScene(SceneManager.GetActiveScene().name); PlayerPrefsManager.setLocation(transform.position); } //Finds the RigidBody component on the player rb = GetComponent <Rigidbody2D>(); //Finds the SpriteRenderer component on the player sr = GetComponent <SpriteRenderer>(); isJumping = false; isGrounded = true; isSprinting = false; //Gets AudioSource component audioSource = GetComponent <AudioSource>(); }
void FixedUpdate() { switch (_state) { case GeneratorState.RESET: if (_prevState != _state) { ResetBehaviour(); } break; case GeneratorState.START: if (_prevState != _state) { _startPlatformRef = _platformFactory.InstantiateStartPlatform(_startPosY); _state = GeneratorState.GENERATE; } break; case GeneratorState.GENERATE: GenerateBehaviour(); break; case GeneratorState.DEAD: if (_prevState != _state) { DeadBehaviour(); } break; } _prevState = _state; }
public StartPlatform InstantiateStartPlatform(float starPosY) { StartPlatform sp = Instantiate(startPlatform); sp.transform.position = new Vector3(0, starPosY, 0); sp.transform.SetParent(transform); return(sp); }
public void CreateStartPlatform() { StartPlatform sp = new StartPlatform(); GameObject plgo = sp.GetGameObject(); plgo.AddComponent <platformFather>().RemoveBoxCollider(); platformList.Add(sp); }