void OnCollisionEnter(Collision col) { rb.velocity = rb.velocity * 0.90f; if (!firstCollision && launched && Time.time > timeOfShot + Time.deltaTime * 2) { firstCollision = true; } if (Time.time > timeOfShot + Time.deltaTime * 2) { if (col.gameObject.name == "Fairway") { lie = Lies.Fairway; rb.drag = 0.30f; } else if (col.gameObject.name == "Green") { lie = Lies.Green; rb.drag = 0.40f; } else if (col.gameObject.name == "Rough") { lie = Lies.Rough; rb.drag = 0.50f; } else if (col.gameObject.name == "Sand") { lie = Lies.Sand; rb.drag = 0.65f; } else { lie = Lies.Tee; rb.drag = 0.30f; } } if (col.gameObject.name == "Sign100") { addPoints(100); MakeAnnouncement("100 Points! x2", Time.time + 1.5f, Color.red); } else if (col.gameObject.name == "Sign150") { addPoints(150); MakeAnnouncement("150 Points! x2", Time.time + 1.5f, Color.white); } else if (col.gameObject.name == "Sign200") { addPoints(200); MakeAnnouncement("200 Points! x2", Time.time + 1.5f, Color.blue); } else if (col.gameObject.name == "Sign250") { addPoints(250); MakeAnnouncement("250 Points! x2", Time.time + 1.5f, Color.yellow); } }
public void SetWorldState(WorldState State) { if (Stand != null) { Stand.SetActive(State == WorldState.Stand); } if (Lies != null) { Lies.SetActive(State == WorldState.Lies); } CurrentState = State; }
//Determine next lie. Add drag once first collision happens void OnCollisionEnter(Collision col) { rb.velocity = rb.velocity * 0.90f; if (!firstCollision && launched && Time.time > timeOfShot + Time.deltaTime * 2) { firstCollision = true; } if (Time.time > timeOfShot + Time.deltaTime * 2) { if (col.gameObject.name == "Fairway") { lie = Lies.Fairway; rb.drag = 0.30f; } else if (col.gameObject.name == "Green") { lie = Lies.Green; rb.drag = 0.40f; } else if (col.gameObject.name == "Rough") { lie = Lies.Rough; rb.drag = 0.50f; } else if (col.gameObject.name == "Sand") { lie = Lies.Sand; rb.drag = 0.65f; } else { lie = Lies.Tee; rb.drag = 0.30f; } } }
// Use this for initialization void Start() { restPosition = transform.position; rb = gameObject.GetComponent <Rigidbody> (); follow = GameObject.Find("FollowCamerap1").GetComponent <Camera> (); high = GameObject.Find("HighCamerap1").GetComponent <Camera> (); cupheight = GameObject.Find("CupHeight"); offset = follow.transform.position - transform.position; degreeChange = 0.0f; oldFace = 0.0f; newFace = 0.0f; turnspeed = 0.2f; yardage = GameObject.Find("Yardage").GetComponent <Text> (); club = GameObject.Find("Club").GetComponent <Text> (); clubSelection = 0; power = 1.0f; powerbar = GameObject.Find("PowerBar").GetComponent <RectTransform> (); accuracybar = GameObject.Find("AccuracyBar").GetComponent <RectTransform> (); golfclub = GameObject.Find("GolfClub"); initialGolfClubRotation = golfclub.transform.eulerAngles; resetGolfClubRotation = golfclub.transform.localRotation; currentGolfClubWorldPosition = golfclub.transform.position; initialGolfClubLocalPosition = golfclub.transform.localPosition; ballTrail = gameObject.GetComponent <TrailRenderer> (); wood = GameObject.Find("wood").GetComponent <AudioSource>(); wedge = GameObject.Find("wedge").GetComponent <AudioSource>(); putt = GameObject.Find("putt").GetComponent <AudioSource>(); drawFade = 0; drawBar = GameObject.Find("DrawBar").GetComponent <RectTransform> (); fadeBar = GameObject.Find("FadeBar").GetComponent <RectTransform> (); lie = Lies.Tee; //Setup Draw and Fade UI GameObject.Find("D").GetComponent <Text> ().text = "D"; GameObject.Find("F").GetComponent <Text> ().text = "F"; //Lie UI lieText = GameObject.Find("LieText").GetComponent <Text> (); lie = Lies.Tee; liePowerModifier = 1.0f; //Tee tee = GameObject.Find("Tee"); //Wind wind = GameObject.Find("Wind").GetComponent <WindScript>().wind; pinPreview = GameObject.Find("PinPreview").GetComponent <Camera> (); //Stroke strokeText = GameObject.Find("StrokeCount").GetComponent <Text> (); //Power and Accuracy Text powerText = GameObject.Find("PowerDisplay").GetComponent <Text> (); accuracyText = GameObject.Find("AccuracyDisplay").GetComponent <Text> (); powerText.text = ""; accuracyText.text = ""; announcementText = GameObject.Find("Announcement").GetComponent <Text> (); sandBlastObj = GameObject.Find("SandBlast"); Display_Yardage(); }