public void Move(float move, bool jump) { //only control the player if grounded or airControl is turned on float moveAbs = Mathf.Abs(move); if (IsGrounded || airControl) { // The Speed animator parameter is set to the absolute value of the horizontal input. anim.SetFloat("Speed", moveAbs); // Move the character GetComponent <Rigidbody2D>().velocity = new Vector2(move * maxSpeed, GetComponent <Rigidbody2D>().velocity.y); // If the input is moving the player right and the player is facing left... if (move > 0 && !facingRight) { // ... flip the player. Flip(); } // Otherwise if the input is moving the player left and the player is facing right... else if (move < 0 && facingRight) { // ... flip the player. Flip(); } } // If the player should jump... if (IsGrounded == true) { if (jump == true) { // Add a vertical force to the player. anim.SetBool("Ground", false); GetComponent <Rigidbody2D>().AddForce(new Vector2(0f, jumpForce)); // Play the jump sound jumpAudio.Play(); jumpParticles.Stop(); jumpParticles.Play(); // Stop the running audio runningAudio.Stop(); } else if ((moveAbs > 0.1f) && (runningAudio.Audio.isPlaying == false)) { runningAudio.Play(); } else if ((moveAbs < 0.1f) && (runningAudio.Audio.isPlaying == true)) { runningAudio.Stop(); } } else if (runningAudio.Audio.isPlaying == true) { // Stop the running audio runningAudio.Stop(); } }
void Finish(bool complete) { if (complete == true) { completeMenu.Show(); enemyNumbersLabel.text = "0"; targetReticle.SetActive(false); // Unlock the next level GameSettings settings = Singleton.Get <GameSettings>(); if ((Application.loadedLevel >= settings.NumLevelsUnlocked) && (Application.loadedLevel < settings.CreditsLevel.Ordinal)) { settings.NumLevelsUnlocked = Mathf.Clamp((Application.loadedLevel + 1), 1, settings.NumLevels); } // Play sound successSound.Play(); } else { deadMenu.Show(); // Play sound failSound.Play(); } pauseStartedRealTime = -1f; jetSound.Stop(); enabled = false; Time.timeScale = 0.1f; }
IEnumerator Die() { yield return(new WaitForSeconds(dieAfter)); soundCache.Stop(); foreach (ParticleSystem system in particlesCache) { system.Stop(); } gameObject.SetActive(false); }
// Update is called once per frame protected void Update() { if (beam.IsShooting == true) { // Check if we're done if ((Time.time - lastShot) > fireDuration) { beam.IsShooting = false; lastShot = Time.time; audio.Stop(); } } else if ((Time.time - lastShot) > shootEvery) { lastShot = Time.time; beam.IsShooting = true; audio.Play(); } lookRotation = Quaternion.LookRotation(ShipControl.TransformInfo.position - transform.position); body.rotation = Quaternion.Slerp(body.rotation, lookRotation, (Time.deltaTime * rotateLerp)); beam.Body.rotation = body.rotation; }