void OnCollisionEnter(Collision collision) { if (collision.collider.CompareTag("Shot") && !done) { switch (currColorGlow) { case ColorGlow.Frog: balGlo.Green(); break; case ColorGlow.Owl: balGlo.Brown(); break; case ColorGlow.Dragonfly: balGlo.Purple(); break; case ColorGlow.Hippo: balGlo.Aqua(); break; } StartCoroutine(DoorDust()); for (int i = 0; i < doors.Length; i++) { doorAudS[i].PlayOneShot(audC); doorAnim[i].SetBool("Aberto", true); } done = true; Instantiate(activated, new Vector3(transform.position.x, transform.position.y + 2, transform.position.z), activated.transform.rotation); } }
public IEnumerator StartCountdown(float countdownValue = 10) { switch (currColorGlow) { case ColorGlow.Frog: balGlo.Green(); break; case ColorGlow.Owl: balGlo.Brown(); break; case ColorGlow.Dragonfly: balGlo.Purple(); break; case ColorGlow.Hippo: balGlo.Aqua(); break; } glowA.SetTrigger("Glow"); sparkAS.PlayOneShot(sparkAC); currCountdownValue = countdownValue; On(); while (currCountdownValue > 0) { Debug.Log("Countdown: " + currCountdownValue); yield return(new WaitForSeconds(1.0f)); currCountdownValue--; } if (currCountdownValue <= 0) { Off(); Debug.Log("enum"); } }
public IEnumerator StartCountdown(float countdownValue = 10)//inicia temporizador pra manter a(s) porta(s) fechada, troca a cor do Ra (ballgod), toca som { switch (currColorGlow) { case ColorGlow.Frog: balGlo.Green(); break; case ColorGlow.Owl: balGlo.Brown(); break; case ColorGlow.Dragonfly: balGlo.Purple(); break; case ColorGlow.Hippo: balGlo.Aqua(); break; } glowA.SetTrigger("Glow"); sparkAS.PlayOneShot(sparkAC); currCountdownValue = countdownValue; On(); while (currCountdownValue > 0) { Debug.Log("Countdown: " + currCountdownValue); yield return(new WaitForSeconds(1.0f)); currCountdownValue--; } if (currCountdownValue <= 0) { Off(); Debug.Log("enum"); } }
public IEnumerator StartCountdown(float countdownValue = 10)//inicia temporizador pra manter a(s) porta(s) aberta(s), troca a cor do Ra (ballgod), toca som { switch (currColorGlow) { case ColorGlow.Frog: balGlo.Green(); break; case ColorGlow.Owl: balGlo.Brown(); break; case ColorGlow.Dragonfly: balGlo.Purple(); break; case ColorGlow.Hippo: balGlo.Aqua(); break; } StartCoroutine(DoorDust()); currCountdownValue = countdownValue; Off(); while (currCountdownValue > 0) { Debug.Log("Countdown: " + currCountdownValue); yield return(new WaitForSeconds(1.05f)); currCountdownValue--; } if (currCountdownValue <= 0) { On(); Debug.Log("enum"); } }
public IEnumerator OkCheck()//ativa as particulas, troca a cor do Ra (ballgod), toca som e espera pra desativar as particulas { ok = false; for (int i = 0; i < doors.Length; i++) { dustParticles[i].SetActive(true); } switch (currColorGlow) { case ColorGlow.Frog: balGlo.Green(); break; case ColorGlow.Owl: balGlo.Brown(); break; case ColorGlow.Dragonfly: balGlo.Purple(); break; case ColorGlow.Hippo: balGlo.Aqua(); break; } glowA.SetTrigger("Glow"); sparkAS.PlayOneShot(sparkAC); yield return(new WaitForSeconds(2f)); for (int i = 0; i < doors.Length; i++) { dustParticles[i].SetActive(false); } ok = true; }