public static GetActiveCheckPointPosition ( ) : Vector3 | ||
리턴 | Vector3 |
void OnTriggerEnter2D(Collider2D other) { if (count == 3) { SceneManager.LoadScene("GameOver"); } else if (other.gameObject.CompareTag("Player")) { count++; other.transform.position = CheckPoint.GetActiveCheckPointPosition(); // Application.LoadLevel(Application.loadedLevel); } else if (other.gameObject.CompareTag("Sleepwalker")) { SceneManager.LoadScene("GameOver"); SceneManager.LoadScene("Menu"); } else { Destroy(other.gameObject); } }
void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "Enemy") { thisRigidbody.transform.position = CheckPoint.GetActiveCheckPointPosition().result; } }
//In the update function it starts off with the Jump and goes into the players health. void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { //Not a hard reset, but a reset none the less. body2D.transform.position = CheckPoint.GetActiveCheckPointPosition(); curHealth = maxHealth; maxSpeed = baseSpeed; jumpForce = baseJump; } if (Input.GetButtonDown("Fire2")) { maxSpeed = 4; baseJump = 550; jumpForce = 550; } //Currently Jump is just the space button for testing purposes, we will change this! if (grounded && Input.GetButtonDown("Jump")) { anim.SetBool("Ground", true); anim.SetBool("Jumping", true); body2D.AddForce(new Vector2(0, jumpForce)); //Jump Audio jumpSource.clip = jumpsound; jumpSource.Play(); } else { anim.SetBool("Ground", false); } if (!grounded) { anim.SetBool("Ground", true); anim.SetBool("Jumping", true); } else { anim.SetBool("Ground", false); } //Checks whether you have Health. if (curHealth > maxHealth) { curHealth = maxHealth; } if (curHealth <= 0) { Die(); } }
IEnumerator WaitFor() { maxSpeed = 0f; jumpForce = 0f; //play death animation //anim.SetBool("Death", true); yield return(new WaitForSeconds(2f)); body2D.transform.position = CheckPoint.GetActiveCheckPointPosition(); curHealth = maxHealth; maxSpeed = baseSpeed; jumpForce = baseForce; }
void Update() { //resets position to last checkpoint position(BUG: certain checkpoint not registering especially checkpoint3) if (Input.GetKeyDown(KeyCode.R)) { Quaternion temp = transform.rotation; temp.z = 0; temp.x = 0; r_Body.transform.position = CheckPoint.GetActiveCheckPointPosition(); transform.rotation = temp; } //when mouse button is held after certain speed lets you boost but at cost of handling increases max speed and torque also plays the boost particles if (Input.GetMouseButton(0)) { if (currentSpeed > maxSpeed - 15) { maxSpeed = 65; torque = 3000; boost1.Play(); boost2.Play(); } } //when mouse button is released resets speed to old values and gets rid of boost particle effect if (Input.GetMouseButtonUp(0)) { torque = oldTorque; maxSpeed = oldSpeed; boost1.Stop(); boost2.Stop(); } //if accelerating lets you brake, plays the audio for brakes if (Input.GetKey(KeyCode.Space)) { for (int i = 0; i < 4; i++) { wheelcolliders [i].brakeTorque = 0; wheelcolliders [i].motorTorque = 0; wheelcolliders [i].brakeTorque += accelerate * 2000; } skid.PlayOneShot(audios[2]); } //when space is let go resets brake torque to else { for (int i = 0; i < 4; i++) { wheelcolliders[i].brakeTorque = 0; } } SpeedControl(); }
/// <summary> /// React to player death /// </summary> /// <param name="propType"></param> public void onDeathMessage(GameObject propType) { Debug.Log("PlayerDead"); Debug.Log("Current State = " + curState); //Player position takes active checkpoint position GameObject.FindGameObjectWithTag("Player").transform.position = CheckPoint.GetActiveCheckPointPosition(); //Freeze player rotation GameObject.FindGameObjectWithTag("Player").GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezeRotation; //On player input, unfreeze rotations if (Input.anyKey) { GameObject.FindGameObjectWithTag("Player").GetComponent <Rigidbody>().constraints = RigidbodyConstraints.None; } }
IEnumerator Death() { //Death Audio deathSource.clip = deathsound; deathSource.Play(); maxSpeed = 0f; jumpForce = 0f; //anim.SetBool("Dead", true); yield return(new WaitForSeconds(0f)); //2f //This needs to be updated in case they run out of lives? body2D.transform.position = CheckPoint.GetActiveCheckPointPosition(); curHealth = maxHealth; maxSpeed = baseSpeed; jumpForce = baseJump; }
private void FixedUpdate() { m_Grounded = false; Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround); for (int i = 0; i < colliders.Length; i++) { if (colliders[i].isTrigger) { if (colliders[i].tag == "Gravity Normal") { m_Rigidbody2D.gravityScale = 3; if (!m_FacingUp) { FlipVertical(); } } else if (colliders[i].tag == "Gravity Reverse") { m_Rigidbody2D.gravityScale = -3; if (m_FacingUp) { FlipVertical(); } } } if (colliders[i].CompareTag("Ground") || (colliders[i].CompareTag("Player") && colliders[i].name != gameObject.name)) { m_Grounded = true; } if (colliders[i].CompareTag("Danger")) { m_Rigidbody2D.transform.position = new Vector3(CheckPoint.GetActiveCheckPointPosition().x, m_Rigidbody2D.transform.position.y, m_Rigidbody2D.transform.position.z); } } m_Anim.SetBool("Ground", m_Grounded); // Set the vertical animation m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y); }