コード例 #1
0
 public void Init()
 {
     obstacleEraser = this.gameObject.GetComponent <ObstacleEraser>();
     obstacleMover  = this.gameObject.GetComponent <ObstacleMover>();
     obstacleEraser.Init();
     obstacleMover.Init();
 }
コード例 #2
0
    private void OnTriggerEnter2D(Collider2D other)
    {
        ObstacleMover mover = other.gameObject.GetComponent <ObstacleMover>();

        if (mover == null)
        {
            return;
        }

        if (mover.bounceOnCollide)
        {
            mover.moveRight = !mover.moveRight;
        }
        else
        {
            Destroy(other.gameObject);
        }
    }
コード例 #3
0
    void SpawnJunkLine()
    {
        if (junkcounter == 0)
        {
            CancelInvoke("SpawnJunkLine");

            GameObject spawnMe = checkmarkPrefab;
            spawnMe.GetComponent <ObstacleMover>().speed = speed;
            spawnMe.transform.position = transform.position;
            Instantiate(spawnMe);
            // Spawn the referee line here.
            return;
        }
        else
        {
            if (junkcounter == Mathf.FloorToInt(junkcounterMax / 2))
            {
                GameObject spawnMe = invisPrefab;
                spawnMe.GetComponent <ObstacleMover>().speed = speed;
                spawnMe.transform.position = transform.position;
                Instantiate(spawnMe);
            }

            //Debug.Log("Spawning Junk Line");

            int loseImp = Random.Range(0, 3);

            for (int i = 0; i < 3; i++)
            {
                // Get a random int
                int p = Random.Range(0, odict.obstacles.Count);

                // If it's a banano, set the object to be air instead
                if (odict.obstacles[p].banano)
                {
                    p = 0;
                }

                if (i == loseImp && odict.obstacles[p].impenetrable)
                {
                    p = 0;
                }

                // Generate the item
                if (p != 0)
                {
                    GameObject    tempSpawn = Instantiate(odict.obstacles[p].obj);
                    ObstacleMover om        = tempSpawn.GetComponent <ObstacleMover>();

                    om.speed = speed;
                    float tmpX = 0;

                    switch (i)
                    {
                    case 0:
                        tmpX = -2.5f;
                        break;

                    case 1:
                        break;

                    case 2:
                        tmpX = 2.5f;
                        break;

                    default:
                        break;
                    }

                    tempSpawn.tag = "Obstacle";
                    tempSpawn.transform.position = transform.position;
                    tempSpawn.transform.position = new Vector3(tmpX, transform.position.y, transform.position.z);
                }
            }

            junkcounter--;
        }
    }