// Start is called before the first frame update void Start() { instantiateCoin.instantiateCoin(); instantiateCoin.setCanInstantiate(false); horizontalSlider.transform.position = new Vector3(horizontalPoints[0].position.x, horizontalPoints[0].position.y, horizontalSlider.transform.position.z); verticalSlider.transform.position = new Vector3(vertcalPoints[0].position.x, vertcalPoints[0].position.y, verticalSlider.transform.position.z); }
IEnumerator Wating() { yield return(new WaitForSeconds(2f)); rigidBody.isKinematic = true; transform.position = StartPos.position; transform.localScale = new Vector3(0.05f, 0.05f, 1); isgoal = false; instantiateCoin.setCanInstantiate(true); slider.setStage(false); main.setAttempts(); if (isSuccessed == false) { main.setLoseAttempts(); } isSuccessed = false; }
IEnumerator InviseCoin(float time, float waitTime) { yield return(new WaitForSeconds(time)); for (int i = 0; i < 3; i++) { objRenderer.color = new Color(objRenderer.color.r, objRenderer.color.g, objRenderer.color.b, 0f); yield return(new WaitForSeconds(waitTime)); objRenderer.color = new Color(objRenderer.color.r, objRenderer.color.g, objRenderer.color.b, 1f); yield return(new WaitForSeconds(waitTime)); } InstantiateCoin instantiate = gameObject.GetComponentInParent <InstantiateCoin>(); instantiate.setCanInstantiate(true); instantiate.GetComponentInParent <InstantiateCoin>().instantiateCoin(); instantiate.GetComponentInParent <InstantiateCoin>().addAttempts(); instantiate.setStage(); instantiate.destroyCoin(); }