상속: NetworkBehaviour
예제 #1
0
    void FixedUpdate()
    {
        //check if we're grounded, if no we are falling
        fire = CrossPlatformInputManager.GetButton("Fire");
        jump = CrossPlatformInputManager.GetButton("Jump");

        grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
        myAnim.SetBool("isGrounded", grounded);

        myAnim.SetFloat("verticalSpeed", myRB.velocity.y);

        //move = CrossPlatformInputManager.GetAxis("Horizontal");
        move = 7 * Mathf.Sin(AccelerometerInput.GetAxis());
        if (Mathf.Abs(move) < 0.8)
        {
            move = 0;
        }
        myAnim.SetFloat("speed", Mathf.Abs(move));
        movement.Set(move * maxSpeed, 0);

        if (grounded && move != 0)
        {
            myRB.AddForce(movement);
        }

        if (move > 0 && facingRight == false)
        {
            flip();
        }
        else if (move < 0 && facingRight == true)
        {
            flip();
        }
    }
예제 #2
0
 private void Update()
 {
     if (AccelerometerInput.isAccelerometerActive() && dataButton.interactable)
     {
         dataButton.interactable = false;
     }
     else if (!AccelerometerInput.isAccelerometerActive() && !dataButton.interactable)
     {
         dataButton.interactable = true;
     }
 }
예제 #3
0
    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else if (instance != this)
        {
            Destroy(gameObject);
        }


        DontDestroyOnLoad(gameObject);
    }
예제 #4
0
    void OnTriggerEnter(Collider other)
    {
        if ((other.gameObject.name == "player" || other.gameObject.name == "SuperMan") && xa.goal1 == 1)
        {
            xa.gameFinish = true;

            switch (xa.levelNumber)
            {
            case 1:
                Player.end();
                AccelerometerInput.end();
                break;

            case 2:
                Player.end();
                Freeze.end();
                break;

            case 3:
                Player.end();
                Super.end();
                break;
            }

            Destroy(gameObject);

            if (xa.levelStatus != "y")
            {
                xa.levelStatus = "y";
            }

            int lc = Player.lifeCount;

            if (lc == 2)
            {
                if (xa.coinCount == Player.coinCount)
                {
                    stars = 3;
                }
                else
                {
                    stars = 2;
                }
            }
            else if (lc == 1 || lc == 0)
            {
                if (xa.coinCount == Player.coinCount)
                {
                    stars = 2;
                }
                else
                {
                    stars = 1;
                }
            }

            if (xa.levelStars < stars)
            {
                xa.levelStars = stars;
            }

            level.updateConfig(xa.levelNumber, xa.levelStatus, xa.levelStars);
            if (gamefinish == null)
            {
                gamefinish = getCanvas();
            }
            image              = gamefinish.gameObject.GetComponentInChildren <Image>();
            image.sprite       = starImages [stars - 1];
            gamefinish.enabled = true;
            Time.timeScale     = 0;
            xa.levelNumber     = 0;
        }
    }
예제 #5
0
 // Use this for initialization
 void Start()
 {
     acc = AccelerometerInput.instance;
 }