コード例 #1
0
ファイル: GameLoop.cs プロジェクト: Lando121/Flowi
    // Use this for initialization
    void Start()
    {
        Physics2D.gravity   = Vector2.zero;
        multiplierText.text = "Multiplier: ";

        line = lineObject.GetComponent <LineGenerator>();
        notificationScript = GameObject.Find("NotificationText").GetComponent <TutScript> ();
        notificationScript.displayText("Place your finger on the circle!", 60);
    }
コード例 #2
0
ファイル: GameLoop.cs プロジェクト: Lando121/Flowi
    // Update is called once per frame
    void Update()
    {
        if (hitPercentage > 100)
        {
            //GameObject.Find("GameManager").GetComponent<GameSceneManager>().changeToScene("main_menu");
            //GameObject.Find("NotifcationText").GetComponent<RectTransform>().sizeDelta = new Vector2(Screen.width * 0.8f, Screen.width * 0.8f);
            notificationScript.enable();
            notificationScript.displayText("You Lost you worthless piece of shit, but you score is " + score.ToString("0.0"), 50);
            gameOver = true;
            playing  = false;
        }

        if (Input.touchCount == 0)
        {
            resumingGame          = false;
            countDownText.enabled = false;
            pauseGame();
        }
        if (playing)
        {
            score += Time.deltaTime;
            hittingLine();
            GameObject.Find("HP_bar").GetComponent <PositionOfHpBar>().updateHPLine(hitPercentage);
            lastKnownTouch = Input.GetTouch(0);
        }
        else if (!gameOver)
        {
            if (Input.touchCount == 1 && !resumingGame)
            {
                notificationScript.disable();                  //Disable   tutorial text
                resumingGame          = true;
                tmpCounterTime        = Time.realtimeSinceStartup;
                countDownText.enabled = true;
                resumeGame();
            }
            else
            {
                if (Input.touchCount == 1)
                {
                    resumeGame();
                }
            }
        }
    }