// 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; } }
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; }