void Start() { FrogPosition = StartFrogPosition = this.transform.localPosition; handler = doNothing; handlerMoveTheFrog = doNothing; animation = this.GetComponentInChildren <Animation> (); }
void MoveTheModel() { bool play = false, stopFollowing = false; FrogPosition = this.transform.localPosition; handler(); if (Input.anyKeyDown) { if (Input.GetKeyDown(KeyCode.UpArrow)) { FrogPosition += Vector3.forward * Jump; RotateFrog = 0; play = true; stopFollowing = true; } else if (Input.GetKeyDown(KeyCode.DownArrow)) { FrogPosition += Vector3.back * Jump; RotateFrog = 180; play = true; stopFollowing = true; } else if (Input.GetKeyDown(KeyCode.LeftArrow)) { FrogPosition += Vector3.left * Jump; RotateFrog = -90; play = true; } else if (Input.GetKeyDown(KeyCode.RightArrow)) { FrogPosition += Vector3.right * Jump; RotateFrog = 90; play = true; } Debug.Log("Key"); if (play) { //I'm jumping forward/backwards, don't have to follow the object anymore if (stopFollowing) { handler = doNothing; } // animation.Play (); } } this.transform.localPosition = FrogPosition; // this.transform.localRotation = Quaternion.identity; this.transform.localRotation = Quaternion.Euler(0, RotateFrog, 0); }
/** * Am I died? * */ void OnTriggerEnter(Collider col) { /* * If is a RiverModel log the frog have to stay on it, follow its movement */ if (col.gameObject.tag == "RiverObject") { RiverModel = col.gameObject; RiverModelPosition = RiverModel.transform.position; handler = FollowTheModel; return; } else if (col.gameObject.tag == "FootPath") { handler = doNothing; RiverModel = null; return; } else if (col.gameObject.tag == "Finish") { handler = doNothing; RiverModel = null; // return; } else if (col.gameObject.tag != "Enemy") { return; } //Died handler = doNothing; RiverModel = null; this.transform.localPosition = FrogPosition = StartFrogPosition; // this.transform.localRotation = Quaternion.identity; this.transform.localRotation = Quaternion.Euler(0, 0, 0); }