void Update() { if (hInGameScriptCS.isGamePaused() == true) { return; } if (hInGameScriptCS.isEnergyZero()) { if (DeathScene()) { return; } } if (hInGameScriptCS.isCustomMenuEnabled()) { getClicks(); //get taps/clicks for pause menu etc. } if (mecanimEnabled) //reset parameters for next frame { aPlayerMecAnim.SetBool("StrafeLeftAnim", false); aPlayerMecAnim.SetBool("StrafeRightAnim", false); } if (bControlsEnabled) { SwipeMovementControl(); } } //end of update()
void FixedUpdate() { //pause the powerup's time if the game is paused if (hInGameScriptCS.isGamePaused() == true) { for (int j = 0; j < iPowerupCount; j++) { if (bPowerupStatus[j] == true) { fPowerupStartTime[j] += Time.deltaTime; } } return; } //count down timer for the active powerup for (int i = 0; i < iPowerupCount; i++) { if (bPowerupStatus[i] == true) { //reduce the meter bar PowerupHUDVisual((Time.time - fPowerupStartTime[i]), fPowerupTotalDuration[i]); if (Time.time - fPowerupStartTime[i] >= fPowerupTotalDuration[i]) //deactivate the PU when time runs out { deactivatePowerup(i); } } //end of if PU Active == true } //end of for i }
void FixedUpdate() { StartCoroutine(toggleFootStepsSound()); if (hInGameScriptCS.isGamePaused() == true) { stopSound(CharacterSounds.Footsteps); } if (bPlayFootsteps == true) { //adjust footsteps pitch according to movement speed asCharacterSounds [(int)CharacterSounds.Footsteps].pitch = hControllerScriptCS.getCurrentForwardSpeed() / 3.0f; if (bFootstepsPlaying == false) { if (bSoundEnabled) { asCharacterSounds [(int)CharacterSounds.Footsteps].Play(); } bFootstepsPlaying = true; } } else { if (bFootstepsPlaying == true) { if (bSoundEnabled) { asCharacterSounds [(int)CharacterSounds.Footsteps].Stop(); } bFootstepsPlaying = false; } } }
void Update() { if (hInGameScriptCS.isGamePaused() == true) { return; } if (hInGameScriptCS.isEnergyZero()) //switch to death camera state on depletion of energy { iCameraState = 2; } }
void Update() { if (hInGameScriptCS.isGamePaused() == true) { return; } if (bPitFallingStart) { hInGameScriptCS.decrementEnergy((hInGameScriptCS.getCurrentEnergy() / 10) + (int)Time.deltaTime * 100); } }
void Update() { if (hInGameScriptCS.isGamePaused() == true) { return; } //destroy the patch if the Player has crossed it if (tPlayer.position.x > (iCurrentPNum * fPatchDistance) + 100.0f) { Destroy(goPreviousPatch); iCurrentPNum++; } } //end of update
} //end of Start void FixedUpdate() { if (hInGameScriptCS.isGamePaused() == true) { return; } UpdateHUDStats(); //show distance notification after covering 500 meters if (iDistanceNotifState == 0 && (Mathf.Round(fCurrentDistance) % fDistanceNotification) == 0 && fCurrentDistance != 0) { StartCoroutine("displayDistanceNotificaiton"); } } //end of Fixed Update
void Update() { if (hInGameScriptCS.isGamePaused() == true) { return; } //destroy the patch if the Player has crossed it //if(tPlayer.position.x>(iCurrentPNum*fPatchDistance)+100.0f) if (isCross) { dElapseTime += Time.deltaTime; if (dElapseTime > 1) { isCross = false; Destroy(goPreviousPatch); iCurrentPNum++; } } } //end of update
void FixedUpdate() { if (hInGameScriptCS.isGamePaused() == true) { return; } if (PUState == 1) //hide the powerup { if (hPowerupsMainControllerCS.isPowerupActive(PowerupsMainControllerCS.PowerUps.Magnetism) == true) //magnetism powerup is active { //adjust the currency's height v3CurrencyLerpPosition = tPlayer.position; v3CurrencyLerpPosition.x += 2; v3CurrencyLerpPosition.y += 5; //pull the currency towards the player transform.position = Vector3.Lerp(transform.position, v3CurrencyLerpPosition, (Time.time - StartTime) / 0.8f); transform.localScale = Vector3.Lerp(transform.localScale, new Vector3(0.1f, 0.1f, 0.1f), (Time.time - StartTime) / 0.8f); } else //regular cases { //pull the currency towards the player transform.position = Vector3.Lerp(transform.position, tPlayer.position, (Time.time - StartTime) / 0.2f); transform.localScale = Vector3.Lerp(transform.localScale, new Vector3(0.01f, 0.01f, 0.01f), (Time.time - StartTime) / 0.002f); } if ((Time.time - StartTime) > 0.2f) { //disable currency if magnetism is activated if (powerupType == PowerupsMainControllerCS.PowerUps.Currency || hPowerupsMainControllerCS.isPowerupActive(PowerupsMainControllerCS.PowerUps.Magnetism) == true) { toggleMeshRenderer(false); //make currency invisible } else { this.gameObject.SetActive(false); //deactivate object } } return; } v3DistanceVector = transform.position - tPlayer.position; //destroy not collect currency/ powerup if (v3DistanceVector.sqrMagnitude < 40000.0f) { bDestroyWhenFarFlag = true; } //destroy currency or powerup if not collected if (bDestroyWhenFarFlag == true) { if (v3DistanceVector.sqrMagnitude > 90000.0f) { if (powerupType == PowerupsMainControllerCS.PowerUps.Currency) { toggleMeshRenderer(false); } else { this.gameObject.SetActive(false); } } } if (powerupType == PowerupsMainControllerCS.PowerUps.Currency) //currency pull radius { fCatchRadius = hPowerupsMainControllerCS.getMagnetismRadius(); } if (v3DistanceVector.sqrMagnitude < fCatchRadius) //catch the orb { PUState = 1; //hide the orb StartTime = Time.time; hPowerupsMainControllerCS.collectedPowerup((int)powerupType); //tell power-up main script what has been collected } //make the power-up spin on if its not currency if (powerupType != PowerupsMainControllerCS.PowerUps.Currency) { this.transform.Rotate(0, Time.deltaTime * 160, 0); } }
void FixedUpdate() { if (hInGameScriptCS.isGamePaused() == true) { return; } //set the position of guard in current frame tEnemy.position = new Vector3(Mathf.Lerp(tEnemy.position.x, (tPlayer.position.x - fEnemyPosition), Time.deltaTime * 10), tEnemy.position.y, tEnemy.position.z); if (!hControllerScriptCS.isInAir()) //follow the player in y-axis if he's not jumping (cars cant jump) { tEnemy.position = new Vector3(tEnemy.position.x, Mathf.Lerp(tEnemy.position.y, tPlayer.position.y + fEnemyPositionY, Time.deltaTime * 8), tEnemy.position.z); } //ignore y-axis rotation and horizontal movement in idle and death state if (iEnemyState < 4) { tEnemy.position = new Vector3(tEnemy.position.x, tEnemy.position.y, Mathf.Lerp(tEnemy.position.z, tPlayer.position.z, Time.deltaTime * 10)); tEnemy.localEulerAngles = new Vector3(tEnemy.localEulerAngles.x, -hControllerScriptCS.getCurrentPlayerRotation(), tEnemy.localEulerAngles.z); } if (iEnemyState == 1) //hide the chasing character { fCosLerp += (Time.deltaTime / 10); fEnemyPosition = Mathf.Lerp(fEnemyPosition, fEnemyPositionX + 45, Mathf.Cos(fCosLerp) / 1000); if (fCosLerp >= 0.7f) { fCosLerp = 0.0f; iEnemyState = 0; hSoundManagerCS.stopSound(SoundManagerCS.EnemySounds.Siren); } } else if (iEnemyState == 2) //show the chasing character { hSoundManagerCS.playSound(SoundManagerCS.EnemySounds.Siren); fCosLerp += (Time.deltaTime / 4); fEnemyPosition = Mathf.Lerp(fEnemyPosition, fEnemyPositionX, Mathf.Cos(fCosLerp)); if (fCosLerp >= 1.5f) { fCosLerp = 0.0f; iEnemyState = 3; } } else if (iEnemyState == 3) //wait for 'fChaseTime' after showing character { if ((Time.time - fStumbleStartTime) % 60 >= fChaseTime) { iEnemyState = 1; } } //DEATH SEQUENCE else if (iEnemyState == 4) //on death { //to ensure correct rotation animation tEnemy.localEulerAngles = new Vector3(tEnemy.localEulerAngles.x, 350, tEnemy.localEulerAngles.z); hSoundManagerCS.playSound(SoundManagerCS.EnemySounds.TiresSqueal); iEnemyState = 5; } else if (iEnemyState == 5) //pin behind the player { fEnemyPosition = Mathf.Lerp(fEnemyPosition, fEnemyPositionX + 20, Time.fixedDeltaTime * 50); //vertical position after skid tEnemy.position = new Vector3(tEnemy.position.x, tEnemy.position.y, Mathf.Lerp(tEnemy.position.z, tPlayer.position.z + 20, Time.deltaTime * 10)); //horizontal position after skid tEnemy.localEulerAngles = Vector3.Lerp(tEnemy.localEulerAngles, new Vector3(0, 260, 0), Time.deltaTime * 10); //90 degree rotation if (tEnemy.localEulerAngles.y <= 261) { iEnemyState = 6; } } else if (iEnemyState == 6) { hSoundManagerCS.stopSound(SoundManagerCS.EnemySounds.Siren); } } //end of Update
void FixedUpdate() { if (hInGameScriptCS.isGamePaused() == true) { return; } //set the position of guard in current frame /* * tEnemy.position = new Vector3(Mathf.Lerp(tEnemy.position.x, (tPlayer.position.x - fEnemyPosition), Time.deltaTime*10), * tEnemy.position.y, tEnemy.position.z); */ Matrix4x4 mat = new Matrix4x4(); mat.SetTRS(new Vector3(0, 0, 0), Quaternion.Euler(new Vector3(0, -hControllerScriptCS.getCurrentPlayerRotation(), 0)), new Vector3(1, 1, 1)); Vector3 pos = mat.MultiplyVector(new Vector3(-fEnemyPosition, 0, 0)); tEnemy.position = new Vector3(Mathf.Lerp(tEnemy.position.x, (tPlayer.position.x + pos.x), Time.deltaTime * 10), tEnemy.position.y, // Mathf.Lerp(tEnemy.position.y, (tPlayer.position.y - pos.y), Time.deltaTime*10), Mathf.Lerp(tEnemy.position.z, (tPlayer.position.z + pos.z), Time.deltaTime * 10)); if (!hControllerScriptCS.isInAir()) //follow the player in y-axis if he's not jumping (cars cant jump) { tEnemy.position = new Vector3(tEnemy.position.x, Mathf.Lerp(tEnemy.position.y, tPlayer.position.y + fEnemyPositionY, Time.deltaTime * 8), tEnemy.position.z); } else { RaycastHit hitInfo; if (Physics.Linecast(tEnemy.position + new Vector3(0, 20, 0), tEnemy.position + new Vector3(0, -100, 0), out hitInfo, (1 << LayerMask.NameToLayer("Terrain_lyr")))) { tEnemy.position = new Vector3(tEnemy.position.x, Mathf.Lerp(tEnemy.position.y, hitInfo.point.y + fEnemyPositionY, Time.deltaTime * 8), tEnemy.position.z); } } //ignore y-axis rotation and horizontal movement in idle and death state if (iEnemyState < 4) { // Vector3 pos = mat.MultiplyVector(new Vector3( 0, 0, 0)); //tEnemy.position = new Vector3(tEnemy.position.x, tEnemy.position.y, Mathf.Lerp(tEnemy.position.z, tPlayer.position.z, Time.deltaTime*10)); tEnemy.localEulerAngles = new Vector3(tEnemy.localEulerAngles.x, -hControllerScriptCS.getCurrentPlayerRotation(), tEnemy.localEulerAngles.z); } if (iEnemyState == 1) //hide the chasing character { fCosLerp += (Time.deltaTime / 10); fEnemyPosition = Mathf.Lerp(fEnemyPosition, fEnemyPositionX + 45, Mathf.Cos(fCosLerp) / 1000); if (fCosLerp >= 0.7f) { fCosLerp = 0.0f; iEnemyState = 0; hSoundManagerCS.stopSound(SoundManagerCS.EnemySounds.Siren); } } else if (iEnemyState == 2) //show the chasing character { hSoundManagerCS.playSound(SoundManagerCS.EnemySounds.Siren); fCosLerp += (Time.deltaTime / 4); fEnemyPosition = Mathf.Lerp(fEnemyPosition, fEnemyPositionX, Mathf.Cos(fCosLerp)); if (fCosLerp >= 1.5f) { fCosLerp = 0.0f; iEnemyState = 3; } } else if (iEnemyState == 3) //wait for 'fChaseTime' after showing character { if ((Time.time - fStumbleStartTime) % 60 >= fChaseTime) { iEnemyState = 1; } } //DEATH SEQUENCE else if (iEnemyState == 4) //on death { //to ensure correct rotation animation tEnemy.localEulerAngles = new Vector3(tEnemy.localEulerAngles.x, 350 - hControllerScriptCS.getCurrentPlayerRotation(), tEnemy.localEulerAngles.z); hSoundManagerCS.playSound(SoundManagerCS.EnemySounds.TiresSqueal); iEnemyState = 5; } else if (iEnemyState == 5) //pin behind the player { fEnemyPosition = Mathf.Lerp(fEnemyPosition, fEnemyPositionX + 20, Time.fixedDeltaTime * 50); //vertical position after skid // tEnemy.position = new Vector3(tEnemy.position.x, tEnemy.position.y, // Mathf.Lerp(tEnemy.position.z, tPlayer.position.z + 20, Time.deltaTime*10));//horizontal position after skid tEnemy.localEulerAngles = Vector3.Lerp(tEnemy.localEulerAngles, new Vector3(0, 260 - hControllerScriptCS.getCurrentPlayerRotation(), 0), Time.deltaTime * 10); //90 degree rotation if (tEnemy.localEulerAngles.y <= 261) { iEnemyState = 6; } } else if (iEnemyState == 6) { hSoundManagerCS.stopSound(SoundManagerCS.EnemySounds.Siren); } } //end of Update