コード例 #1
0
 void Start()
 {
     rigidBody       = this.gameObject.GetComponent <Rigidbody2D> ();
     oldGravityScale = this.GetComponent <Rigidbody2D> ().gravityScale;
     currentSide     = CurrentSide.LEFT;
     anim            = this.GetComponent <Animator> ();
 }
コード例 #2
0
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.gameObject.tag == tagColliderName)
     {
         this.GetComponent <Rigidbody2D> ().gravityScale = 0;
         this.GetComponent <Rigidbody2D> ().velocity     = new Vector2(0, this.GetComponent <Rigidbody2D>().velocity.y);
         if (currentSide == CurrentSide.LEFT)
         {
             float xPos = other.transform.position.x;
             xPos -= .2f;
             Vector3 newPosition = this.gameObject.transform.position;
             newPosition.x = xPos;
             this.gameObject.transform.position = newPosition;
         }
         else if (currentSide == CurrentSide.RIGHT)
         {
             float xPos = other.transform.position.x;
             xPos += .2f;
             Vector3 newPosition = this.gameObject.transform.position;
             newPosition.x = xPos;
             this.gameObject.transform.position = newPosition;
         }
     }
     if (other.gameObject.tag == tagColliderName && isJumping)
     {
         isJumping = false;
         isMoving  = false;
         if (currentSide == CurrentSide.LEFT)
         {
             currentSide = CurrentSide.RIGHT;
         }
         else if (currentSide == CurrentSide.RIGHT)
         {
             currentSide = CurrentSide.LEFT;
         }
     }
     if (other.gameObject.tag == "coin")
     {
         ScordeHandler.AddCoin(100);
         Destroy(other.gameObject);
         audioHandler.InstanceCoinSound();
     }
     if (other.gameObject.tag == "falling_object")
     {
         Destroy(this.gameObject);
         gameManager.SetGameOver();
     }
     if (other.gameObject.tag == "canon_ball")
     {
         Destroy(this.gameObject);
         gameManager.SetGameOver();
     }
     if (other.gameObject.tag == "finish_level")
     {
         Destroy(this.gameObject);
         gameManager.SetSuccess();
     }
 }
コード例 #3
0
ファイル: GameManager.cs プロジェクト: AllenTain/ElevatorTest
 void Start()
 {
     elevatorHeight = (Screen.height / numberOfElevatorsPerLevel) / numberOfElevatorsPerLevel;
     currentSide    = CurrentSide.right;
     ResetToLevelOne();
     StartCoroutine(changeGreenLightIndex_Co());
     SpawnNextLevel();
     ChangeText(playerHealth);
 }
コード例 #4
0
ファイル: GameManager.cs プロジェクト: AllenTain/ElevatorTest
 void ChangeSides()
 {
     if (currentSide == CurrentSide.left)
     {
         currentSide = CurrentSide.right;
     }
     else if (currentSide == CurrentSide.right)
     {
         currentSide = CurrentSide.left;
     }
 }
コード例 #5
0
 void MainActions(Actions action)
 {
     if (action == Actions.JumpLeft)
     {
         if (currentSide == CurrentSide.RIGHT)
         {
             currentSide = CurrentSide.LEFT;
             return;
         }
         else
         {
             isJumping = true;
             isMoving  = false;
             Jump();
         }
     }
     else if (action == Actions.JumpRight)
     {
         if (currentSide == CurrentSide.LEFT)
         {
             currentSide = CurrentSide.RIGHT;
             return;
         }
         else
         {
             isJumping = true;
             isMoving  = false;
             Jump();
         }
     }
     else if (action == Actions.GoUp)
     {
         this.GetComponent <Rigidbody2D> ().gravityScale = oldGravityScale;
         Vector2 currentVelocity = this.GetComponent <Rigidbody2D> ().velocity;
         currentVelocity.y = yVelocity;
         this.GetComponent <Rigidbody2D> ().velocity = currentVelocity;
         isMoving = true;
     }
     else if (action == Actions.GoDown)
     {
         this.GetComponent <Rigidbody2D> ().gravityScale = oldGravityScale;
         Vector2 currentVelocity = this.GetComponent <Rigidbody2D> ().velocity;
         currentVelocity.y = -yVelocity;
         this.GetComponent <Rigidbody2D> ().velocity = currentVelocity;
         isMoving = true;
     }
 }