private Vector2 GetNextPos() { float time = Time.deltaTime; if (collided && !recoveringFromCollision) { collisionRecoveryTime = 0; // SI HAY ALGO RARO BORRAR GetComponent <Renderer>().enabled = false; speedAtCollision = originalSpeed; // speed /= 3; speed = originalSpeed / 3; collided = false; recoveringFromCollision = true; } if (recoveringFromCollision) { twinkleDelta += time; if (twinkleDelta > twinkleTime) { twinkleDelta = 0; if (GetComponent <Renderer>().enabled == false) { GetComponent <Renderer>().enabled = true; } else { GetComponent <Renderer>().enabled = false; } } collisionRecoveryTime += time; if (speed < speedAtCollision) { speed += collisionRecoveryTime * collisionRecoveryTime; } else { GetComponent <Renderer>().enabled = true; collisionRecoveryTime = 0; recoveringFromCollision = false; } } float advance = time * speed; float pathLength = path.GetLength(); float advancedPercentageInFrame = advance / pathLength; float percentageOfLap = previousS + advancedPercentageInFrame; if (percentageOfLap > 1) { CurrentGame.GetInstance().JustMadeLap(); numberOfLaps++; percentageOfLap -= 1; } distanceMade = percentageOfLap + numberOfLaps; Vector2 pos = path.GetPos(percentageOfLap); previousS = percentageOfLap; return(pos); }
public void getHit() { if (CurrentGame.GetInstance().GetCrash()) { loose(); } else { score = 0; setText(); } }
void Update() { if (CurrentGame.GetInstance().LapForTime()) { CurrentGame.GetInstance().AddTimeForLap(); makeLap(); } timeRemaining -= Time.deltaTime; if (timeRemaining < 0) { loose(); } setText(); }
// Use this for initialization void Start() { if (CurrentGame.GetInstance().GetPractice()) { scoreHandler = practiceHandler; } else if (CurrentGame.GetInstance().GetCrash()) { scoreHandler = crashHandler; } else { scoreHandler = raceHandler; } Debug.Log("race");
public void StartCrash() { CurrentGame.GetInstance().SetCrash(); SceneManager.LoadScene("SampleScene"); }