//gives point and destroyes gameobject when clicked by mouse public void OnMouseDown() { //Debug.Log ("Click, Nu skal der INSTANTIATES ET PARTICLE SYSTEM, og DENNE DESTROYED"); //paticlesystem instantiates her if (noteType.powerUpType != Node.PowerUpType.None) { // This is a powerup if (noteType.powerUpType == Node.PowerUpType.ExtraLife) { levelMaster.AddHealth(); } else if (noteType.powerUpType == Node.PowerUpType.SpeedUp) { levelMaster.SetLevelSpeed(1.5f, 5.0f); } else if (noteType.powerUpType == Node.PowerUpType.SlowDown) { levelMaster.SetLevelSpeed(0.5f, 5.0f); } } else { // This is a normal node if (bad == false) { levelMaster.LoseLife(); } } hitValue = Mathf.RoundToInt((float)hitValue / 5.0f) * 5; //snap til 5, 10, 15, 20, etc. levelMaster.AddScore(hitValue); //tilføj points // //vælg en af de point-billeder der er lavet ved at dividere points med 5, og sørge for at vi ikke får et negativt tal (Abs) GameObject newScoreObject = Instantiate(scoreSystem, gameObject.transform.position, Quaternion.identity) as GameObject; //og gem en reference til det nye objekt //Debug.Log ("name: ("+newScoreObject.GetComponentInChildren<Renderer> ().name+")"); Debug.Log("newScoreObject.GetComponent<NodeContent>().name: " + newScoreObject.GetComponent <NodeContent>().name); int index = Mathf.Abs(hitValue / 5) - 1; Debug.Log("index: " + index); //newScoreObject.GetComponent<NodeContent>().SetPointImage( pointImages [index] ); //newScoreObject.GetComponentInChildren<Renderer> ().material.mainTexture = pointImages [Mathf.Abs (hitValue / 5) - 1]; //i det nye objekt, ændrer vi billedet afhængigt af hvor mange point der gives levelMaster.RemoveNode(this); Destroy(this.gameObject.transform.root.gameObject); }
void OnTriggerEnter(Collider other) { levelMaster.AddScore(other.GetComponent <Node>().endValue); if (other.GetComponent <Node>().bad == true) { //levelMaster.health -= 1; levelMaster.LoseLife(); Instantiate(badScorePartcle, other.gameObject.transform.position, Quaternion.identity); } else { Instantiate(goodScorePartcle, other.gameObject.transform.position, Quaternion.identity); } levelMaster.RemoveNode(other.GetComponent <Node>()); Destroy(other.gameObject.transform.root.gameObject); }