コード例 #1
0
ファイル: PointAwardSystem.cs プロジェクト: nielss94/GGJ2021
    public void DoAwardPoints()
    {
        if (!canAward)
        {
            return;
        }

        endTime = timeSystem.GetTimer();

        float timeItTook = startTime - endTime;

        int extraPoints = 0;

        if (timeItTook <= shortTime)
        {
            extraPoints = shortPoints;
            OnShort.Invoke(standardPoints + extraPoints);
        }
        else if (timeItTook <= mediumTime)
        {
            extraPoints = mediumPoints;
            OnMedium.Invoke(standardPoints + extraPoints);
        }
        else
        {
            extraPoints = longPoints;
            OnLong.Invoke(standardPoints + extraPoints);
        }

        pointSystem.AddPoints(standardPoints + extraPoints);

        // Restart time
        startTime = timeSystem.GetTimer();
    }
コード例 #2
0
    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "lumberjack1" || other.gameObject.tag == "termite1")
        {
            tag = other.gameObject.tag;

            PointSystem.AddPoints(5);

            if (PointSystem.points >= 1000)
            {
                //Winning scene name, change as needed
                SceneManager.LoadScene("Win");
            }
            Destroy(other.gameObject);
            Destroy(gameObject);
        }
    }
コード例 #3
0
    private void OnCollisionEnter(Collision collision)
    {
        if (CheckIfItemMatches(collision))//if the player is carrying the right item, change item to ask for
        {
            overlordItemAmount++;
            StartCoroutine(colorChangeScript.CorrectAnswer());//turn green
            pointSystem.AddPoints(1);
            StartCoroutine(BufferTimeBetweenChoosingItems());
            spawn.GetComponent <SpawnItems>().RespawnItems();//this is still nulllllll!
        }

        else
        {
            StartCoroutine(colorChangeScript.WrongAnswer());//if you give the dude the wrong item, he flash red
            CheckForOverlordChanges();
        }

        playerInventory.ableToCollectThings = true;                                   //set you to be able to collect things again
        playerInventory.Inventory           = PlayerInventory.InventoryState.nothing; //i also need to change the item state back to nothing
    }
コード例 #4
0
ファイル: EnemyDeath.cs プロジェクト: mindedj/unity
 void OnCollisionEnter2D(Collision2D col)
 {
     if (col.gameObject.tag == "Missile")
     {
         col.gameObject.SetActive(false);
         hs.DealDamage(1);
         if (hs.health <= 0)
         {
             if (this.gameObject.tag == "repuloCucc")
             {
                 ps.AddPoints(2);
             }
             else if (this.gameObject.tag == "sarga")
             {
                 ps.AddPoints(4);
             }
             else if (this.gameObject.tag == "piros")
             {
                 ps.AddPoints(5);
             }
             else if (this.gameObject.tag == "Enemy")
             {
                 ps.AddPoints(1);
             }
             else if (this.gameObject.tag == "Boss")
             {
                 ps.AddPoints(25);
             }
             this.gameObject.SetActive(false);
         }
     }
     else if (col.gameObject.tag == "Missile2")
     {
         col.gameObject.GetComponent <Renderer>().enabled = false;
         hs.DealDamage(2);
         if (hs.health <= 0)
         {
             if (this.gameObject.tag == "repuloCucc")
             {
                 ps.AddPoints(2);
             }
             else if (this.gameObject.tag == "sarga")
             {
                 ps.AddPoints(4);
             }
             else if (this.gameObject.tag == "piros")
             {
                 ps.AddPoints(5);
             }
             else if (this.gameObject.tag == "Enemy")
             {
                 ps.AddPoints(1);
             }
             else if (this.gameObject.tag == "Boss")
             {
                 ps.AddPoints(25);
                 PlayerPrefs.SetString("Boss", "Killed");
             }
             this.gameObject.SetActive(false);
         }
     }
 }