Esempio n. 1
0
    // O que acontece se ele não puder se mover?
    protected override void OnCantMove <T>(T component)
    {
        Wall3 hitWall = component as Wall3;

        hitWall.DamageWall(wallDamage);
        animator.SetTrigger("playerChop");
    }
    void Update()
    {
        if (Progress == 3)
        {
            store = Wall3.GetComponent <SpriteRenderer>().sprite;
            if (store == ThirdWall)
            {
                Progress = 4;
                Wall3.GetComponent <Animator>().enabled       = false;
                Wall3.GetComponent <SpriteRenderer>().enabled = false;
                Wall4.GetComponent <Animator>().enabled       = true;
                Wall4.GetComponent <SpriteRenderer>().enabled = true;
                Button3.GetComponent <Button>().interactable  = true;
            }
        }
        Cloud1.transform.Translate(Iteration, 0, 0);
        Cloud2.transform.Translate(-Iteration, 0, 0);
        Cloud3.transform.Translate(Iteration, 0, 0);

        if (T < 0)
        {
            PlayerPrefs.SetInt("Result", Win);
            Store.GetComponent <PresentResults>().enabled = true;
            Store.GetComponent <GameBuildWall>().enabled  = false;
        }
        else
        {
            T = T - Time.deltaTime;
        }
    }
Esempio n. 3
0
 public CarGame()
 {
     InitializeComponent();
     Wall1.BringToFront();
     Wall2.BringToFront();
     Wall3.BringToFront();
     Restart.BringToFront();
     Exist.BringToFront();
 }
 public void SecondClick()
 {
     Progress = 3;
     Wall2.GetComponent <Animator>().enabled       = false;
     Wall2.GetComponent <SpriteRenderer>().enabled = false;
     Wall3.GetComponent <Animator>().enabled       = true;
     Wall3.GetComponent <SpriteRenderer>().enabled = true;
     Button2.GetComponent <Button>().interactable  = false;
 }