public IEnumerator UpdateWorld_CO(playerRot _side) { switch (_side) { case playerRot.Up: GetComponent <Rigidbody2D>().AddForce(new Vector2(0, 250), ForceMode2D.Impulse); yield return(new WaitForSeconds(0.15f)); body.gravityScale *= -1.5f; transform.localScale = new Vector3(transform.localScale.x, -transform.localScale.y, -transform.localScale.z); jumpForce.y = -500; // shadow[0].SetActive(false); // shadow[1].SetActive(true); break; case playerRot.Down: GetComponent <Rigidbody2D>().AddForce(new Vector2(0, -250), ForceMode2D.Impulse); yield return(new WaitForSeconds(0.15f)); body.gravityScale *= -1.5f; transform.localScale = new Vector3(transform.localScale.x, -transform.localScale.y, -transform.localScale.z); jumpForce.y = 500; // shadow[0].SetActive(true); // shadow[1].SetActive(false); break; } //distorsion.Play(); GameManager.manager.quest.AddProgressToAchievement("Worlds", 1); switchExplosion.Play(); StartCoroutine(UpdateGravity()); }
public void UpdateWorld(playerRot _side) { StartCoroutine(UpdateWorld_CO(_side)); if (PlatformManager.destructor.isTutorial) { PlatformManager.destructor.gravity++; } }
public void ChangeGravity() { if (worldSide == playerRot.Up) { worldSide = playerRot.Down; } else if (worldSide == playerRot.Down) { worldSide = playerRot.Up; } ChangeWorldGravity(); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space)) { if (worldSide == playerRot.Up) { worldSide = playerRot.Down; } else if (worldSide == playerRot.Down) { worldSide = playerRot.Up; } Camera.main.gameObject.GetComponent <Animator>().SetTrigger("Stroke"); soundMng.SetCurrentEffect(switchFX); ChangeWorldGravity(); } if (Time.time > nextFire && !gameOver && startGame) { nextFire = Time.time + fireRate; distance++; ui.UpdateDistance(distance); } if (distance > 150) { difficuly = Difficuly.Hard; } else if (distance > 50 && distance < 150) { difficuly = Difficuly.Medium; } // ele if(distance >50) difficuly = Difficuly.Easy; if (distance > nextVelocityChange) { platformVelicity.x -= 0.02f; nextVelocityChange += nextVelocityOffSet; } }