예제 #1
0
 // Use this for initialization
 void Start()
 {
     CharacterEntity = GameObject.Find("Character");
     EnvironEntity   = GameObject.FindWithTag("Environment_");
     HGAudioLoader.Init();
     Invoke("Environ_Init", 0f);
 }
예제 #2
0
 void OnTriggerEnter(Collider col)
 {
     GetComponent <AudioSource>().enabled = true;
     GetComponent <AudioSource>().clip    = HGAudioLoader.Load("get_coin");
     GetComponent <AudioSource>().Play();
     //transform.parent.gameObject.SetActive(false);
     transform.gameObject.GetComponent <Renderer>().enabled = false;
     GameObject.FindWithTag("Character_").GetComponent <HGCharacter>().UpdateScore();
 }
예제 #3
0
    }    //待完善

    void OnCollisionEnter(Collision collision)
    {
        //if (collision.gameObject.name==)
        Charc.UpdateMode(HGBlockType.Mode_End);
        if (collision.gameObject.name == "Ground")
        {
            GetComponent <AudioSource>().clip = HGAudioLoader.Load("fall");
        }
        else
        {
            GetComponent <AudioSource>().clip = HGAudioLoader.Load("hit");
        }
        GetComponent <AudioSource>().Play();
        StopCoroutine("AutoAddSpeed");
        GetComponent <Rigidbody>().velocity  = new Vector3(0f, 0f);
        GetComponent <ConstantForce>().force = new Vector3(0f, DropForce);
    }
예제 #4
0
 void HGc_mode_flypee()
 {
     transform.Rotate(Vector3.back * MoveSpeedInitialize / 2f, Space.World);
     if (Input.GetButtonDown("Jump"))
     {
         GetComponent <AudioSource>().clip = HGAudioLoader.Load("jump");
         GetComponent <AudioSource>().Play();
         Vector3 VecTemp = new Vector3(0f, (GetComponent <Rigidbody>().velocity.y < JumpSpeedLimit ? JumpForce : 0f), 0f);
         GetComponent <Rigidbody>().AddForce(VecTemp);
     }
     if (Input.GetButtonDown("Pause"))
     {
         print("Paused\n");
         GetComponent <ConstantForce>().force = new Vector3(0f, 0f, 0f);
         GetComponent <Rigidbody>().velocity  = new Vector3(0f, 0f, 0f);
         Charc.UpdateMode(HGBlockType.Mode_Pause);
     }
 }