private void FixedUpdate() { switch (fade.GetFadeState()) { case Fade.FadeState.FADE_STATE_IN: fade.FadeIn(); break; case Fade.FadeState.FADE_STATE_OUT: fade.FadeOut(); break; case Fade.FadeState.FADE_STATE_NEXT_SCENE: SceneManager.LoadScene("Result"); break; default: if (playerObjWithFlick.GetIfGameOver()) { fade.SetFadeState(Fade.FadeState.FADE_STATE_OUT); audioManager.PlaySE(AudioManager.SE.SE_GAME_OVER, 1, 0.2f); } break; } }
private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { unlimitedJump = !unlimitedJump; } if ((player.GetPlayerState() == ObjectWithFlick.PlayerState.PLAYER_STATE_IDLE || player.GetPlayerState() == ObjectWithFlick.PlayerState.PLAYER_STATE_TAP || unlimitedJump) && !player.GetIfGameOver()) { if (Application.isEditor || Application.platform == RuntimePlatform.WindowsPlayer) { if (Input.GetMouseButtonDown(0)) { OnDragStart(); } else if (Input.GetMouseButtonUp(0)) { OnDragEnd(); } else { OnDrag(); } } else { if (Input.touchCount > 0) { Touch touch = Input.GetTouch(0); switch (touch.phase) { case TouchPhase.Began: OnDragStart(); break; case TouchPhase.Moved: OnDrag(); break; case TouchPhase.Ended: OnDragEnd(); break; } } } } }
// Update is called once per frame void Update() { if ((objWithFlick.playerState == ObjectWithFlick.PlayerState.PLAYER_STATE_IDLE || objWithFlick.playerState == ObjectWithFlick.PlayerState.PLAYER_STATE_TAP || continueJump) && !objWithFlick.GetIfGameOver()) { if (Application.isEditor || Application.platform == RuntimePlatform.WindowsPlayer) { if (Input.GetMouseButtonDown(0)) { OnDragStart(); } else if (Input.GetMouseButtonUp(0)) { OnDragEnd(); } else { OnDrag(); } } else { if (Input.touchCount > 0) { Touch touch = Input.GetTouch(0); switch (touch.phase) { case TouchPhase.Began: OnDragStart(); break; case TouchPhase.Moved: OnDrag(); break; case TouchPhase.Ended: OnDragEnd(); break; } } } } }
public override void UpdateThisScene() { trajectory.UpdateDotsNumber(step, oldStep); player.UpdatePlayer(); UpdateStep(); for (int i = 0; i < bgBehaviours.Length; i++) { bgBehaviours[i].UpdateBg(); } lineCreator.UpdateLine(cam.transform.position.y); cameraBehaviour.UpdateCamera(player.gameObject.transform.position.y); if (player.GetIfGameOver() && fade.GetFadeState() == Fade.FadeState.FADE_STATE_NONE) { SetGameOver(); } }