Esempio n. 1
0
    void OnTriggerEnter(Collider trigger)
    {
        if (trigger.tag == "hole" && trigger.transform.localScale.y > 0.1)
        {
            //if that collider is a branch turn off collision with it
            if (CurrentCollider != null)
            {
                if (CurrentCollider.tag == "branch")
                {
                    Physics.IgnoreCollision(CL, CurrentCollider);
                }
            }
        }

        if (trigger.tag == "exit")
        {
            var uiScript = UIScore.GetComponent <uiScore>();
            uiScript.addSavedUnit();

            exitPoint exitPointScript = trigger.gameObject.GetComponent <exitPoint>();
            exitPointScript.SpawnParticleEffect(transform.position);

            Destroy(gameObject);
        }

        if (trigger.tag == "killplane")
        {
            var uiScript = UIScore.GetComponent <uiScore>();
            uiScript.addLostUnit();

            Destroy(gameObject);
        }

        if (trigger.tag == "tunnel")
        {
            Debug.DrawRay(new Vector3(transform.position.x, transform.position.y + 0.125f, transform.position.z), MoveDir, Color.red, 0.5f);

            Ray ray       = new Ray(new Vector3(transform.position.x, transform.position.y + 0.125f, transform.position.z), MoveDir);
            int layerMask = 1 << 9;

            RaycastHit hit;
            if (Physics.Raycast(ray.origin, ray.direction, out hit, 1.25f, layerMask))
            {
                if (!_CollisionTimingCheck)
                {
                    IgnoredCollider = hit.collider;
                    Physics.IgnoreCollision(CL, IgnoredCollider);
                    _CollisionTimingCheck = true;
                    StartCoroutine(TimingCheck(0.05F));
                }
            }
        }

        if (trigger.tag == "pickup")
        {
            var Pickup = trigger.GetComponent <AbilityPickup>();
            _AbilityHandler.AddAbility(Pickup.Ability, Pickup.Count);
            Pickup.SpawnParticleEffect();
            Destroy(trigger.gameObject);
        }
    }
Esempio n. 2
0
    public void resetGame()
    {
        GameObject[] agents = GameObject.FindGameObjectsWithTag("agent");
        foreach (GameObject a in agents)
        {
            Destroy(a);
        }

        GameObject[] tunnels = GameObject.FindGameObjectsWithTag("tunnel");
        foreach (GameObject t in tunnels)
        {
            Destroy(t);
        }

        GameObject[] holes = GameObject.FindGameObjectsWithTag("hole");
        foreach (GameObject h in holes)
        {
            Destroy(h);
        }

        GameObject[] steps = GameObject.FindGameObjectsWithTag("step");
        foreach (GameObject s in steps)
        {
            Destroy(s);
        }

        GameObject[] exitPoints = GameObject.FindGameObjectsWithTag("exit");
        foreach (GameObject e in exitPoints)
        {
            exitPoint exitPointScript = e.GetComponent <exitPoint>();
            exitPointScript.Reset();
        }

        //respawn all the pickups
        RespawnPickups();

        //reset abilities count
        var abilityScript = abilityHandler.GetComponent <abilityHandler>();

        abilityScript.ResetUICount();

        //reset score
        var scoreScript = gameObject.GetComponent <uiScore>();

        scoreScript.resetScore();
        scoreScript.startTimer(abilityScript.TimeLimit);

        //reset spawners
        GameObject[] spawners = GameObject.FindGameObjectsWithTag("spawner");
        foreach (GameObject s in spawners)
        {
            spawner spawnerScript = s.GetComponent <spawner>();
            if (spawnerScript)
            {
                spawnerScript.ResetSpawner();
            }
        }

        if (!resultsScreen)
        {
            pauseGame();
        }
        else
        {
            resultsScreen = false;
            resultsPanel.SetActive(false);
            abilityPanel.SetActive(true);
            star1.SetActive(false);
            star2.SetActive(false);
            star3.SetActive(false);
            nextButton.SetActive(false);
            resetButton2.SetActive(false);
            homeButton2.SetActive(false);
            pauseButton.SetActive(true);
        }
    }