void OnTriggerEnter(Collider col) { if (col.tag == "Cube") { m_toRotAround = col.gameObject; m_center = m_toRotAround.transform; transform.position = (transform.position - m_center.position).normalized * m_radius + m_center.position; if (m_toRotAround.GetComponent <OrbStats>().beenVisited == false) { m_toRotAround.GetComponent <OrbStats>().beenVisited = true; m_chainCount++; } if (transform.position.x < m_center.position.x) { state = curState.LEFT; m_rotationSpeed = -m_rotationSpeed; } else if (transform.position.x > m_center.position.x) { state = curState.RIGHT; m_rotationSpeed = -m_rotationSpeed; } } if (col.tag == "Destroyer") { if (m_toRotAround == null) { GameObject.Find("GameManager").GetComponent <GameManager>().m_isDead = true; } } if (col.tag == "Blackhole") { } }
public void leve2() { state = curState.tl; Reset(); }
public void emer() { state = curState.em; Reset(); }
public void scal() { state = curState.sc; Reset(); }
void Update() { #if UNITY_STANDALONE || UNITY_WEBPLAYER if (!m_nameSet) { //GameObject.Find("GameManager").GetComponent<GameManager>().inputField.SetActive(true); GameObject.Find("GameManager").GetComponent <GameManager>().m_gamesPlayedTxt.gameObject.SetActive(true); GameObject.Find("GameManager").GetComponent <GameManager>().m_localHighScoreTxt.gameObject.SetActive(true); for (int i = 0; i < GameObject.Find("GameManager").GetComponent <GameManager>().menuObjs.Length; i++) { GameObject.Find("GameManager").GetComponent <GameManager>().menuObjs[i].SetActive(true); } //if (GameObject.Find("GameManager").GetComponent<GameManager>().menuObjs[0].GetComponent<InputField>().text != "") //{ // if (Input.GetMouseButtonUp(0)) // { // m_nameSet = true; // PlayerPrefs.SetString("playerName", GameObject.Find("GameManager").GetComponent<GameManager>().menuObjs[0].GetComponent<InputField>().text); // GameObject.Find("GameManager").GetComponent<GameManager>().m_nameOfPlayer = GameObject.Find("GameManager").GetComponent<GameManager>().menuObjs[0].GetComponent<InputField>().text; // } //} } if (m_nameSet) { //GameObject.Find("GameManager").GetComponent<GameManager>().inputField.SetActive(false); if (Camera.main.gameObject.GetComponent <VignetteAndChromaticAberration>().blurSpread > 0) { Camera.main.gameObject.GetComponent <VignetteAndChromaticAberration>().blurSpread -= Time.deltaTime; } else { Camera.main.gameObject.GetComponent <VignetteAndChromaticAberration>().blurSpread = 0; } if (Camera.main.gameObject.GetComponent <VignetteAndChromaticAberration>().blur > 0) { Camera.main.gameObject.GetComponent <VignetteAndChromaticAberration>().blur -= Time.deltaTime; } else { Camera.main.gameObject.GetComponent <VignetteAndChromaticAberration>().blur = 0; } if (Camera.main.gameObject.GetComponent <VignetteAndChromaticAberration>().chromaticAberration > 0) { Camera.main.gameObject.GetComponent <VignetteAndChromaticAberration>().chromaticAberration -= Time.deltaTime * 10; } else { Camera.main.gameObject.GetComponent <VignetteAndChromaticAberration>().chromaticAberration = 0; } GameObject.Find("GameManager").GetComponent <GameManager>().m_gamesPlayedTxt.gameObject.SetActive(false); GameObject.Find("GameManager").GetComponent <GameManager>().m_localHighScoreTxt.gameObject.SetActive(false); for (int i = 0; i < GameObject.Find("GameManager").GetComponent <GameManager>().menuObjs.Length; i++) { GameObject.Find("GameManager").GetComponent <GameManager>().menuObjs[i].SetActive(false); } if (Input.GetMouseButtonDown(0) && m_toRotAround != null) { m_toRotAround = null; } else if (Input.GetMouseButtonDown(0) && m_toRotAround == null) { } #elif UNITY_IOS || UNITY_ANDROID || UNITY_WP8 || UNITY_IPHONE //Check if Input has registered more than zero touches if (Input.touchCount > 0) { //Store the first touch detected. Touch myTouch = Input.touches[0]; //Check if the phase of that touch equals Began if (myTouch.phase == TouchPhase.Ended) { m_toRotAround = null; } } #endif // if your 'chain' is greater than one, hence if you are actually in a chain if (m_chainCount > 1) { GameObject.Find("GameManager").GetComponent <GameManager>().m_chainTxt.gameObject.SetActive(true); GameObject.Find("GameManager").GetComponent <GameManager>().m_chainTxt.text = "Chain x" + m_chainCount + "!"; } else { GameObject.Find("GameManager").GetComponent <GameManager>().m_chainTxt.gameObject.SetActive(false); } // Checks for any chain achievements CheckForChainAchievement(); // If you are currently orbitting an atom or have just go into orbit of an atom if (m_toRotAround != null) { // set the timeInAir to equal nothing m_timeInAir = 0.0f; // ---------------------------------------------------------------------------------------------------------------- transform.RotateAround(m_center.position, m_axis, m_rotationSpeed * Time.deltaTime); //- This chunk of code put simply m_desiredPosition = (transform.position - m_center.position).normalized * m_radius + m_center.position; //- rotates you around an object transform.position = Vector3.MoveTowards(transform.position, m_desiredPosition, Time.deltaTime * m_radiusSpeed); //- // ---------------------------------------------------------------------------------------------------------------- // forces you to always be looking at the object you are orbitting transform.LookAt(m_center); // resets your rotation if you enter the orbit on a weird orientation, it will correct itself transform.rotation = new Quaternion(0, 0, transform.rotation.z, 1); // Sets the 'state' of your player, depending on the side of the orbit zone you are on. if (transform.position.x < m_center.position.x) { state = curState.LEFT; } else if (transform.position.x > m_center.position.x) { state = curState.RIGHT; } } // else if, you are not rotating around an object, hence, in space else if (m_toRotAround == null) { // increase your time in air value. m_timeInAir += Time.deltaTime; // Checks your state, and moves you accordingly if (state == curState.LEFT) { transform.Translate(-Vector3.up * Time.deltaTime * (m_rotationSpeed / 30), Space.Self); } else if (state == curState.RIGHT) { transform.Translate(Vector3.up * Time.deltaTime * (m_rotationSpeed / 30), Space.Self); } } } }
public void Awake() { cS = curState._Null; }
//Sets the charater's current state to "In shop". This is the only thing that sets cS to Shop. public void CharInShop() { cS = curState._Shop; }