public void BallTouchedFinish() { if (ball.gameObject.transform.parent == null) // check if ball is wantedly touched while holding in hand { ///Debug.Log("**** Ball touched Finish, " + starsCollected + ":" + star.Length);///totalStars); if (isGameStarted) // check if ball is thrown from stage { if (starsCollected >= star.Length) // check if all stars are collected { Debug.Log("Level Finished"); ///levelFinished = true; L_mask.SetActive(true); R_mask.SetActive(true); L_maskRend.material.color = winMaskColor; R_maskRend.material.color = winMaskColor; Invoke("ResetMasks", 0.5f); ball.gameObject.SetActive(false); if (currentLevel == totalLevels) { player.nextLevelText_GO.SetActive(false); player.gameOverText_GO.SetActive(true); playerSpeaker.clip = gameOverAudio; L_haptics.VibrateTime(VibrationForce.Hard, 1.5f); R_haptics.VibrateTime(VibrationForce.Hard, 1.5f); } else { playerSpeaker.clip = goalAudio; L_haptics.Vibrate(VibrationForce.Hard); L_haptics.Vibrate(VibrationForce.Hard); L_haptics.Vibrate(VibrationForce.Hard); R_haptics.Vibrate(VibrationForce.Hard); R_haptics.Vibrate(VibrationForce.Hard); R_haptics.Vibrate(VibrationForce.Hard); } playerSpeaker.Play(); player.gameOverMenu_GO.SetActive(true); Invoke("ChangeLevel", 3.333f); } else { DisplayMessage("Only " + starsCollected + " of " + star.Length + " star(s) collected!"); BallTouchedGround(); } } else { DisplayMessage("Ball must be thrown from the stage"); BallTouchedGround(); } } }
private void OnTriggerEnter(Collider other) { var enemy = other.GetComponent <Enemy>(); if (enemy != null) { enemy.Die(); intensity = 0.5f; distortStregth = 0.5f; color = Color.red; RemoveHeart(); StartCoroutine(Lhaptics.VibrateTime(VibrationForce.Hard, 1)); StartCoroutine(Rhaptics.VibrateTime(VibrationForce.Hard, 1)); } }
private void SwitchControllers() { OVRInput.Controller temp_controller; temp_controller = L_controller; L_controller = R_controller; R_controller = temp_controller; GameObject temp_controller_GO; temp_controller_GO = L_controller_GO; L_controller_GO = R_controller_GO; R_controller_GO = temp_controller_GO; OculusHaptics temp_haptics; temp_haptics = L_haptics; L_haptics = R_haptics; R_haptics = temp_haptics; DisplayMessage("Actions on controllers have switched"); L_haptics.VibrateTime(VibrationForce.Medium, 1f); R_haptics.VibrateTime(VibrationForce.Medium, 1f); }