Esempio n. 1
0
    private void OnTriggerStay(Collider other)
    {
        if (other.name == "Player")
        {
            UI_Manager _uiManager = GameObject.Find("Canvas").GetComponent <UI_Manager>();
            Player     _player    = GameObject.Find("Player").GetComponent <Player>();
            if (_player.playerHasCoin == false)
            {
                _uiManager.CollectCoinOverlayOn();
            }
            else if (_player.playerHasCoin == true)
            {
                _uiManager.CollectCoinOverlayOff();
            }
            rb.WakeUp();

            if (Input.GetKeyDown(KeyCode.E))
            {
                if (_player != null)
                {
                    Debug.Log("Player Has Coin");
                    _player.playerHasCoin = true;
                    AudioSource.PlayClipAtPoint(_coinPickUp, transform.position, 1f);
                    _uiManager.CollectCoinOverlayOff();


                    if (_uiManager != null)
                    {
                        _uiManager.CollectedCoin();
                    }
                    Destroy(this.gameObject, 0.5f);
                }
            }
        }
    }
Esempio n. 2
0
    // Start is called before the first frame update
    void Start()
    {
        Scene currentScene = SceneManager.GetActiveScene();

        _charControl = GetComponent <CharacterController>();

        string sceneName = currentScene.name;

        isFiring = false;

        currentAmmo = maxAmmo;

        UIManager = GameObject.Find("Canvas").GetComponent <UI_Manager>();

        UIManager.UpdateAmmo(currentAmmo);

        shootingCoolDown = Time.time + 0.2f;

        Coin _coin = GameObject.Find("Coin").GetComponent <Coin>();

        playerHasCoin = false;

        RemovePlayerWeapon();

        UIManager.CollectCoinOverlayOff();
    }
Esempio n. 3
0
 private void OnTriggerExit(Collider other)
 {
     if (other.name == "Player")
     {
         UI_Manager _uiManager = GameObject.Find("Canvas").GetComponent <UI_Manager>();
         _uiManager.CollectCoinOverlayOff();
     }
 }