// Update is called once per frame void Update() { m_master.update(); if (m_fase != m_master.FASE) { m_fase = m_master.FASE; if (!Audio.GetComponent <AudioSource>().isPlaying) { Audio.GetComponent <AudioSource>().Play(); } ChangeSpritesColor("cesped", cespedTiles); ChangeSpritesColor("calle", CalleTiles); ChangeSpritesColor("T", TformTiles); ChangeSpritesColor("codo", codoTiles); ChangeSpritesColor("interseccion", Xtile); ChangeSpritesColor("reloj", relojTile); ChangeSpritesColor("house0", house0Tiles); ChangeSpritesColor("house1", house1Tiles); ChangeSpritesColor("house2", house2Tiles); ChangeSpritesColor("house3", house3Tiles); ChangeSpritesColor("dogHouse", dogHouseTiles); } Puntuacion(); }
public void update() { if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } if (m_paused) { return; } m_time += Time.deltaTime; switch (m_fase) { case FASEDIA.dia: // Poner sonido de ambientacion de ciudad. if (m_time > m_sixpm) { m_fase = FASEDIA.tarde; } break; case FASEDIA.tarde: if (m_time > m_ninepm) { m_fase = FASEDIA.noche; } break; case FASEDIA.noche: // sonidos de grillos. if (m_time > MAX_TIME) { m_fase = FASEDIA.mediaNoche; Lose(); } break; case FASEDIA.mediaNoche: break; default: break; } }
public void init() { // Es Dia m_fase = FASEDIA.dia; // Tiempo es 0 m_time = 0; // Tiempo de las 6pm m_sixpm = MAX_TIME * 0.5f; // Tiempo de las 9pm m_ninepm = MAX_TIME - (MAX_TIME * 0.2f); // Game Status init m_gameStatus = GAMESTATUS.None; // Game Paused. m_paused = true; }
// Start is called before the first frame update void Start() { m_fase = FASEDIA.dia; m_master = scr_gameMaster.GetSingleton(); m_master.init(); }