예제 #1
0
    void CollectMushroomBoy()
    {
        // Play a sound.
        aud.PlayOneShot(clip);
        // Do something based on the Mushroom Boy's type.
        switch (type)
        {
        case 0:
            // 0 = blue = increase duck movement speed by 1%
            pm.movementForce *= 1.01f;
            ft.Print("+1% movement speed increase!", Color.blue);
            break;

        case 1:
            // 1 = yellow = increase Sun's battery life by 1%
            dnc.timeForNight = (int)(dnc.timeForNight * 1.01f);
            ft.Print("+1% Sun battery life increase!", Color.yellow);
            break;

        case 2:
            // 2 = red = increase duck HP by 1
            pm.TakeHeal(1);
            ft.Print("+1 HP increase!", Color.red);
            break;
        }
    }
예제 #2
0
 // Change night back to day.
 public void BecomeDay()
 {
     // If it's already daytime, exit this function immediately.
     if (isNight == false)
     {
         return;
     }
     if (nightNumber == FINAL_NIGHT)
     {
         // You beat the game!
         SceneManager.LoadScene("Credits");
         return;
     }
     // It's morning now.
     isNight = false;
     // Stop the music.
     // It will automatically be replaced by the correct type of music by the MusicPlayer.
     mp.audioo.Stop();
     // Play the power on sound.
     aud.PlayOneShot(poweron);
     // Print a message.
     ft.Print("The Sun has successfully rebooted.", Color.green);
     // Reset the timer.
     time = timeForNight;
     // Bring back the sunlight.
     lt.intensity = 1.25f;
     // Make the skybox normal again.
     RenderSettings.skybox.SetColor("_Tint", Color.white);
     // Give the ambient light somewhat natural-looking settings.
     //RenderSettings.ambientLight = Color.blue;
     //RenderSettings.ambientIntensity = 1.0f;
     // Destroy all existing power cubes.
     PurgeObjectsWithTag("PowerCube");
     PurgeObjectsWithTag("Spikes");
     PurgeObjectsWithTag("Laser");
     PurgeObjectsWithTag("Missile");
     PurgeObjectsWithTag("Searcher");
     // Set the number of power cubes we have back to 0 for the next night.
     powerCubesHave = 0;
     // Increase the number of power cubes needed needed.
     // This will make the next night more difficult.
     //powerCubesNeeded = (int)(powerCubesNeeded * 1.2f);
     //powerCubesNeeded += 5;
     //powerCubesNeeded *= 2;
     // Destroy the duck light object.
     Destroy(duckLight);
     // Destroy Alan Turing.
     Destroy(turing);
 }
 public void TakeDamage(int damage)
 {
     if (damageCooldown <= 0)
     {
         damageCooldown = timeForDamageCooldown;
         hp            -= damage;
         ft2.Print("Ouch! Lost " + damage + " HP.", Color.red);
         // Update the HP HUD text.
         UpdateHPText();
         // Play damage sound effect.
         aud.PlayOneShot(ouch);
         // If we're out of HP...
         if (hp <= 0)
         {
             // Game over!
             SceneManager.LoadScene("Death Screen");
             return;
         }
     }
 }