public void Gameover() { if (!gameoverb) { audio = GetComponent <AudioSource>(); audio.PlayOneShot(audioDie, 1F); Instantiate(gameOver); Instantiate(explosion); gameoverb = true; GameObject[] gos; gos = GameObject.FindGameObjectsWithTag("ground"); foreach (GameObject go in gos) { GroundPart Scriptt = go.GetComponent <GroundPart>(); Scriptt.speed = 0; } GameObject[] gos2; gos2 = GameObject.FindGameObjectsWithTag("bomb"); foreach (GameObject gof in gos2) { Bomb Scripttf = gof.GetComponent <Bomb>(); Scripttf.speed = 0; } GameObject[] gos3; gos3 = GameObject.FindGameObjectsWithTag("background"); foreach (GameObject go3 in gos3) { bgmove Scriptt3 = go3.GetComponent <bgmove>(); Scriptt3.speed = 0; } } }
void newground() { GameObject clone = Instantiate(groundpart); GroundPart Scriptt = clone.GetComponent <GroundPart>(); Scriptt.speed = Speed; if (Random.Range(0, 4) < 3) { GameObject bclone = Instantiate(bombObject); Bomb Scripttb = bclone.GetComponent <Bomb>(); Scripttb.speed = Speed; } }
void Start() { speedChangeDif = 15; GameObject[] gos; gos = GameObject.FindGameObjectsWithTag("ground"); foreach (GameObject go in gos) { GroundPart Scriptt = go.GetComponent <GroundPart>(); Scriptt.speed = Speed; } GameObject[] gos2; gos2 = GameObject.FindGameObjectsWithTag("background"); foreach (GameObject go2 in gos2) { bgmove Scriptt2 = go2.GetComponent <bgmove>(); Scriptt2.speed = bgSpeed; } }
public override void AssignBlueprint(BlueprintPart blueprintPart) { this.blueprintPart = blueprintPart; // Convert the blueprint into a physical thing this.groundPart = new GroundPart(this); this.groundPart.SetParent(transform); if (requireNodes) { // Create the relevant nodes for this object switch (blueprintPart.GetTerrainBlueprintType()) { case TerrainBlueprintType.StraightLine: nodes = new ObjectNode[2]; nodes[0] = CreateNode(blueprintPart.GetNodePosition(0), 0); nodes[1] = CreateNode(blueprintPart.GetNodePosition(1), 0); break; case TerrainBlueprintType.CurveBezierCubic: nodes = new ObjectNode[2]; nodes[0] = CreateNode(blueprintPart.GetNodePosition(0), 1); nodes[0].MoveControl(0, blueprintPart.GetNodePosition(1)); nodes[1] = CreateNode(blueprintPart.GetNodePosition(3), 1); nodes[1].MoveControl(0, blueprintPart.GetNodePosition(2)); break; case TerrainBlueprintType.CurveCircularArc: nodes = new ObjectNode[2]; nodes[0] = CreateNode(blueprintPart.GetNodePosition(0), 1); nodes[0].MoveControl(0, blueprintPart.GetNodePosition(1)); nodes[1] = CreateNode(blueprintPart.GetNodePosition(2), 0); break; } } // Create the terrain with the correct segment lengths this.Regenerate(); }
void Update() { if (Input.GetKeyDown(KeyCode.R) && gameoverb) { Gamerestart(); gameoverb = false; speedChangeDif = 15; GameObject[] gos; gos = GameObject.FindGameObjectsWithTag("ground"); foreach (GameObject go in gos) { GroundPart Scriptt = go.GetComponent <GroundPart>(); Scriptt.speed = Speed; } GameObject[] gos2; gos2 = GameObject.FindGameObjectsWithTag("background"); foreach (GameObject go2 in gos2) { bgmove Scriptt2 = go2.GetComponent <bgmove>(); Scriptt2.speed = bgSpeed; } } if (!gameoverb) { gameTime += Time.deltaTime; if (gameTime - lastgametime > speedChangeDif) { lastgametime = gameTime; speedChangeDif = speedChangeDif / 1.2f; Speed *= 1.2f; bgSpeed = Speed / 2; GameObject[] gos; gos = GameObject.FindGameObjectsWithTag("ground"); foreach (GameObject go in gos) { GroundPart Scriptt = go.GetComponent <GroundPart>(); Scriptt.speed = Speed; } GameObject[] gos2; gos2 = GameObject.FindGameObjectsWithTag("bomb"); foreach (GameObject gof in gos2) { Bomb Scripttf = gof.GetComponent <Bomb>(); Scripttf.speed = Speed; } GameObject[] gos3; gos3 = GameObject.FindGameObjectsWithTag("background"); foreach (GameObject go3 in gos3) { bgmove Scriptt3 = go3.GetComponent <bgmove>(); Scriptt3.speed = bgSpeed; } } if (gameTime - lastTileTime > 7f / Speed) { lastTileTime = gameTime; newground(); } } }