private void Set_current_level() { if (number_of_level == 0) { ManagerKeeper.Set_current_level(0); } if (number_of_level == 1) { ManagerKeeper.Set_current_level(1); } if (number_of_level == 2) { ManagerKeeper.Set_current_level(2); } if (number_of_level == 3) { ManagerKeeper.Set_current_level(3); } if (number_of_level == 4) { ManagerKeeper.Set_current_level(4); } if (number_of_level == 5) { ManagerKeeper.Set_current_level(5); } //condition for the returning from other scenes when lose if (ManagerKeeper.Get_if_other_scene() == true && ManagerKeeper.Get_if_mini_game_completed() == false) { time_counter_script_inside = ManagerKeeper.Get_old_time_script_inside(); special_computer_mini_game.gameObject.GetComponent <BoxCollider>().enabled = false; player.gameObject.GetComponent <Transform>().position = ManagerKeeper.Get_old_players_position(); player.gameObject.GetComponent <CharController>().Set_lifes(ManagerKeeper.Get_old_number_of_lifes()); player.gameObject.GetComponent <CharController>().Keep_respawn_point(ManagerKeeper.Get_old_respawn_point()); } if (ManagerKeeper.Get_if_other_scene() == true && ManagerKeeper.Get_if_mini_game_completed() == true)//when winning { Debug.Log(ManagerKeeper.Get_respawn_point()); time_counter_script_inside = ManagerKeeper.Get_old_time_script_inside(); special_computer_mini_game.gameObject.GetComponent <BoxCollider>().enabled = false; player.gameObject.GetComponent <CharController>().Keep_respawn_point(ManagerKeeper.Get_old_respawn_point()); ManagerKeeper.Set_if_mini_game_was_completed(false); ManagerKeeper.Is_in_other_scene(false); came_from_mini_game = true; } //else else if (ManagerKeeper.Get_if_other_scene() == false && ManagerKeeper.Get_if_mini_game_completed() == false) { time_counter_script_inside = time_counter; } if (came_from_mini_game == true) { if (ManagerKeeper.Get_respawn_point() == 0) { player.gameObject.GetComponent <Transform>().position = respawn_point[0].gameObject.GetComponent <Transform>().position; } if (ManagerKeeper.Get_respawn_point() == 1) { player.gameObject.GetComponent <Transform>().position = respawn_point[1].gameObject.GetComponent <Transform>().position; } if (ManagerKeeper.Get_respawn_point() == 2) { player.gameObject.GetComponent <Transform>().position = respawn_point[2].gameObject.GetComponent <Transform>().position; } if (ManagerKeeper.Get_respawn_point() == 3) { player.gameObject.GetComponent <Transform>().position = respawn_point[3].gameObject.GetComponent <Transform>().position; } } }
void FixedUpdate() { if (enable_on_screen == true) { if (enemy_alive == true) { float distance = Vector3.Distance(transform.position, target.position); if (can_attack == true) { if (distance < max_distance && this_object.position.x < player.gameObject.GetComponent <Transform>().position.x) { if (distance > min_distance) { play_attack_anim = false; play_idle_anim = false; play_running_anim = true; Vector3 dirToTarget = transform.position - player.transform.position; Vector3 newPos = transform.position - dirToTarget; rotation_sprite = new Vector3(1, 1, 1); transform.localScale = Vector3.SmoothDamp(transform.localScale, rotation_sprite, ref velocity, smoothTime, 10); rb.MovePosition(Vector3.Lerp(transform.position, newPos, speed_when_spots_player * Time.fixedDeltaTime)); Light_slider(false); } if (distance < min_distance && player.gameObject.GetComponent <CharController>().Player_is_alive() == true) { play_attack_anim = true; play_idle_anim = false; play_running_anim = false; Light_slider(true); Increase_number_of_hits(); } else if (distance < min_distance && player.gameObject.GetComponent <CharController>().Player_is_alive() == false) { play_attack_anim = false; play_idle_anim = true; play_running_anim = false; Light_slider(false); } } else if (distance < max_distance && this_object.position.x > player.gameObject.GetComponent <Transform>().position.x) { if (distance > min_distance) { play_attack_anim = false; play_idle_anim = false; play_running_anim = true; Vector3 dirToTarget = transform.position - player.transform.position; Vector3 newPos = transform.position - dirToTarget; rotation_sprite = new Vector3(-1, 1, 1); transform.localScale = Vector3.SmoothDamp(transform.localScale, rotation_sprite, ref velocity, smoothTime, 10); rb.MovePosition(Vector3.Lerp(transform.position, newPos, speed_when_spots_player * Time.fixedDeltaTime)); Light_slider(false); } if (distance < min_distance && player.gameObject.GetComponent <CharController>().Player_is_alive() == true) { play_attack_anim = true; play_idle_anim = false; play_running_anim = false; Light_slider(true); Increase_number_of_hits(); } else if (distance < min_distance && player.gameObject.GetComponent <CharController>().Player_is_alive() == false) { play_attack_anim = false; play_idle_anim = true; play_running_anim = false; Light_slider(false); } } else { delay_to_random_patrol += Time.fixedDeltaTime; if (delay_to_random_patrol >= 3) { Generate_random_number(); } if (random_to_patrol == 1) { if (quad.gameObject.GetComponent <Animator>().enabled == true)//newly added condition { play_attack_anim = false; play_idle_anim = false; play_running_anim = true; } if (direction == true) { rb.MovePosition(transform.position + translation * speed * Time.fixedDeltaTime); rotation_sprite = new Vector3(1, 1, 1); transform.localScale = Vector3.SmoothDamp(transform.localScale, rotation_sprite, ref velocity, smoothTime, 10); } else { rb.MovePosition(transform.position + translation_to_left * speed * Time.fixedDeltaTime); rotation_sprite = new Vector3(-1, 1, 1); transform.localScale = Vector3.SmoothDamp(transform.localScale, rotation_sprite, ref velocity, smoothTime, 10); } } else { if (quad.gameObject.GetComponent <Animator>().enabled == true)//added condition { play_attack_anim = false; play_idle_anim = true; play_running_anim = false; } } } if (enemy_difficulty == 0) { if (numbers_of_hitted == 100 || numbers_of_hitted == 200 || numbers_of_hitted == 300 || numbers_of_hitted == 400 || numbers_of_hitted == 500) { player.gameObject.GetComponent <CharController>().Decrease_number_of_cells(); if (player.gameObject.GetComponent <CharController>().Return_number_of_cells() == 0) { Set_new_status(); Set_if_can_attack(false); } else { Set_if_can_attack(true); } } } if (enemy_difficulty == 1) { if (numbers_of_hitted == 5 || numbers_of_hitted == 10 || numbers_of_hitted == 15 || numbers_of_hitted == 20 || numbers_of_hitted == 25) { player.gameObject.GetComponent <CharController>().Decrease_number_of_cells(); if (player.gameObject.GetComponent <CharController>().Return_number_of_cells() == 0) { Set_new_status(); Set_if_can_attack(false); } else { Set_if_can_attack(true); } } } } if (ManagerKeeper.Get_if_other_scene() == true)//to avoid enemy hit played when entering the minigame level03 { can_attack = false; } if (ManagerKeeper.Get_if_mini_game_completed() == true || ManagerKeeper.Get_if_mini_game_completed() == false)//to avoid enemy hit played when entering the minigame level03 { can_attack = true; } if (ManagerKeeper.Return_if_is_ed102_enteroing_some_place() == true)//to avoid enemies hit the player when entering some place { can_attack = false; } if (ManagerKeeper.Return_if_is_ed102_enteroing_some_place() == false) { can_attack = true; } } if (enemy_alive == false) { delay_for_dead += Time.fixedDeltaTime; play_attack_anim = false; play_idle_anim = false; play_running_anim = false; play_die_anim = true; if (delay_for_dead >= 1.5f) { Destroy(gameObject); delay_for_dead = 0; } } } }