void Update() { otherExit = otherScript.r; paused = GManager.paused; countDown = GManager.Counting; if (!countDown && !paused) { t += Time.deltaTime; } if (t >= 60 && !paused && !countDown && levelCount <= 3) { BonusBall.GetComponent <BonusReachExit>().MoveSpeed++; MoveSpeed += 2; levelCount++; //LevelCount.enabled = true; //LevelCount.text = "LEVEL " + levelCount; t = 0; } nav.speed = MoveSpeed; nav.SetDestination(exit [r].position); CheckPause(); CheckReach(); }
// Use this for initialization void Start () { brickManager = GameObject.FindObjectOfType<BrickManager> (); scoreBoardManager = GameObject.FindObjectOfType<ScoreBoardManager> (); GameObject[] popupObjects = GameObject.FindGameObjectsWithTag ("Popup"); foreach (GameObject popupObject in popupObjects) { if (popupObject.name == "GameOverPopup") { gameOverPopup = popupObject; gameOverPopup.SetActive (false); } else if (popupObject.name == "StartPopup") { startPopup = popupObject; } } bonusBallPrefab = Resources.Load("Prefab/BonusBall", typeof(BonusBall)) as BonusBall; }
void OnTriggerEnter(Collider Other) { temp = r; if (Other.tag == "PlayerWall") { while (temp == r || otherExit == r || BonusBall.GetComponent <BonusReachExit>().r == r) { r = Random.Range(0, 5); } } if (Other.tag == "Finish") { reached = true; GameController.SetActive(false); RunnerTwo.SetActive(false); BonusBall.SetActive(false); gameObject.SetActive(false); } }
public void AddBonusBalls(BonusBall bonusBall1, BonusBall bonusBall2) { }
public void AddBonusBalls(BonusBall bonusBall1, BonusBall bonusBall2) { _bonusBall = bonusBall1; _bonusBall2 = new BonusBall(0); }
public void AddBonusBalls(BonusBall bonusBall1, BonusBall bonusBall2) { _bonusBall = bonusBall1; _bonusBall2 = bonusBall2; }