IEnumerator IncreaseSpeedTemporarilyForPlayer2() { float s = player2.GetComponent <NavMeshAgent>().speed; player2.GetComponent <NavMeshAgent>().speed = player2.GetComponent <NavMeshAgent>().speed + 3; yield return(new WaitForSeconds(5)); player2.GetComponent <NavMeshAgent>().speed = s; }
// Update is called once per frame void Update() { //serve customer and see the reation if (Input.GetKeyDown(KeyCode.Tab) && canPlaceBowl) { player1.ServeCustomer(CustomerID); player1.canServe = false; canPlaceBowl = false; float n = (timePast / WaitingTime) * 100; if (customerOrderID == player1.saladCombinationID && n >= 30.0f) { remarkText.text = "Excellent!"; player1.player1Points++; manager.Player1ScoreText.text = "Player1 Score: " + player1.player1Points.ToString(); bonusEarned = true; SpawnRandomBonus(); serveButton.transform.GetChild(0).GetChild(0).GetComponent <Text>().text = "`"; serveButton.transform.GetChild(1).GetComponent <Text>().text = "Take Bonus"; serveButton.SetActive(true); } else if (customerOrderID == player1.saladCombinationID) { remarkText.text = "Good"; player1.player1Points++; manager.Player1ScoreText.text = "Player1 Score: " + player1.player1Points.ToString(); gameObject.SetActive(false); player1.CloseVegButtons(); player1.ResetVegetableButtons(); player1.Player1ActionButton.SetActive(false); } else { remarkText.text = "I am angry!!"; player1.player1Points--; manager.Player1ScoreText.text = "Player1 Score: " + player1.player1Points.ToString(); StopCoroutine(co); timeBar.color = Color.red; StartCoroutine(WaitingCountdown(timePast, 0.5f)); player1.CloseVegButtons(); player1.ResetVegetableButtons(); player1.Player1ActionButton.SetActive(false); //reduce time } } //on bonus earned else if (Input.GetKeyDown(KeyCode.BackQuote) && bonusEarned) { Vector3 target = new Vector3(bonusSpawnPos[randomArea].position.x, bonusSpawnPos[randomArea].position.y, bonusSpawnPos[randomArea].position.z); player1.GetComponent <NavMeshAgent>().SetDestination(target); bonusEarned = false; } //Player2 Actions else if (Input.GetKeyDown(KeyCode.Backslash) && canPlaceBowl) { player2.ServeCustomer(CustomerID); player2.canServe = false; canPlaceBowl = false; float n = (timePast / WaitingTime) * 100; if (customerOrderID == player2.saladCombinationID && n >= 30.0f) { remarkText.text = "Excellent!"; player2.player1Points++; manager.Player2ScoreText.text = player2.player1Points.ToString() + " :Player2 Score"; bonusEarned = true; SpawnRandomBonus(); serveButton.transform.GetChild(0).GetChild(0).GetComponent <Text>().text = "="; serveButton.transform.GetChild(1).GetComponent <Text>().text = "Take Bonus"; serveButton.SetActive(true); } else if (customerOrderID == player2.saladCombinationID) { remarkText.text = "Good"; player2.player1Points++; manager.Player2ScoreText.text = player2.player1Points.ToString() + " :Player2 Score"; gameObject.SetActive(false); player2.CloseVegButtons(); player2.ResetVegetableButtons(); player2.Player1ActionButton.SetActive(false); } else { remarkText.text = "I am angry!!"; player2.player1Points--; manager.Player2ScoreText.text = player2.player1Points.ToString() + " :Player2 Score"; StopCoroutine(co); timeBar.color = Color.red; StartCoroutine(WaitingCountdown(timePast, 0.5f)); player2.CloseVegButtons(); player2.ResetVegetableButtons(); player2.Player1ActionButton.SetActive(false); //reduce time } } else if (Input.GetKeyDown(KeyCode.Equals) && bonusEarned) { Vector3 target = new Vector3(bonusSpawnPos[randomArea].position.x, bonusSpawnPos[randomArea].position.y, bonusSpawnPos[randomArea].position.z); player2.GetComponent <NavMeshAgent>().SetDestination(target); bonusEarned = false; } }
void Update() { //Dinamite // if (this.properties.card_name == "Dinamite") // { // if (this.podeAtacar == true && this.player1 != null && player1.suaVez == true) // { // player2 = (Player2Controller)player2.GetComponent("9868"); // this.podeAtacar = false; // Debug.Log ("Sera q funciona"); // for (int i = 0; i < player2.campo.Count; i++) { // CardController cb = GetBehav (player2.campo [i]); // Debug.Log ("FUNCIONOUU!!!"); // cb.defesa -=2; // } // // player2 = null; // } // } //Retira seleçao quando turno eh do outro jogador if (this.player1 != null && player1.suaVez == false) { if (selected == true) { selected = false; player1.OrganizeCards(); Debug.Log("Retirar select"); } if (this.borda.enabled == true) { this.borda.enabled = false; } } if (this.player2 != null && player2.suaVez == false) { if (selected == true) { selected = false; player2.OrganizeCards(); Debug.Log("Retirar select"); } if (this.borda.enabled == true) { this.borda.enabled = false; } } //Detonando Dinamite // if (this.properties.card_name == "Dinamite" && this.podeAtacar == true) // { // EventManager.Instance.OnTargetSelectEventCall(gameObject); // } //Sempre que uma carta de apoio estiver no campo sem estar selecionada, destrui-la if ((this.cardPosition == POSITION.INPLAY && this.selected == false && this.properties.card_tipo.ToString() == "Tipo: Apoio" && this.properties.card_name == "Colete") || (this.cardPosition == POSITION.INPLAY && this.selected == false && this.properties.card_tipo.ToString() == "Tipo: Apoio" && this.properties.card_name == "Barricada")) { if (this.player1 != null && player1.suaVez == true) { GameObject carta = player1.campo[position]; player1.campo.RemoveAt(position); Destroy(carta); player1.OrganizeCards(); } if (this.player2 != null && player2.suaVez == true) { GameObject carta = player2.campo[position]; player2.campo.RemoveAt(position); Destroy(carta); player2.OrganizeCards(); } } //update da textura de ataque e defesa if (txtataque.text != ataque.ToString()) { txtataque.text = ataque.ToString(); } if (txtdefesa.text != defesa.ToString()) { txtdefesa.text = defesa.ToString(); } if (cardPosition == POSITION.INPLAY && this.podeAtacar == false && player1 != null && player1.suaVez == false) { this.podeAtacar = true; } if (cardPosition == POSITION.INPLAY && this.podeAtacar == false && player2 != null && player2.suaVez == false) { this.podeAtacar = true; } // Atribuindo o script variavel if (player1status == null && player1 != null && this.cardPosition == POSITION.HAND) { player1status = (Player1Status)player1.GetComponent("Player1Status"); } if (player2status == null && player2 != null && this.cardPosition == POSITION.HAND) { player2status = (Player2Status)player2.GetComponent("Player2Status"); } // ativando e desativando bordas em Campo de batalha if ((cardPosition == POSITION.INPLAY && this.borda.enabled == false && player1status != null && this.podeAtacar == true && player1.suaVez == true) || (cardPosition == POSITION.INPLAY && this.borda.enabled == false && player2status != null && this.podeAtacar == true && player2.suaVez == true)) { this.borda.enabled = true; this.borda.material.color = Color.white; } if ((cardPosition == POSITION.INPLAY && this.borda.enabled == true && player1status != null && this.podeAtacar == false && player1.suaVez == true) || (cardPosition == POSITION.INPLAY && this.borda.enabled == true && player2status != null && this.podeAtacar == false && player2.suaVez == true)) { this.borda.enabled = false; } // Ativando e desativando bordas if (cardPosition == POSITION.HAND && this.borda.enabled == false && player1status != null && this.properties.comando <= player1status.mana) { if (player1.suaVez == true) { Debug.Log("Ativando borda"); this.borda.enabled = true; this.borda.material.color = Color.green; } } if (cardPosition == POSITION.HAND && this.borda.enabled == false && player2status != null && this.properties.comando <= player2status.mana) { if (player2.suaVez == true) { Debug.Log("Ativando borda"); this.borda.enabled = true; this.borda.material.color = Color.green; } } //Desativando borda quando nao tiver mana suficiente if (cardPosition == POSITION.HAND && this.borda.enabled == true && player1status != null && this.properties.comando > player1status.mana) { Debug.Log("Desativando novamente a borda"); this.borda.enabled = false; } if (cardPosition == POSITION.HAND && this.borda.enabled == true && player2status != null && this.properties.comando > player2status.mana) { Debug.Log("Desativando novamente a borda"); this.borda.enabled = false; } //Desativando borda quando nao for sua vez if (cardPosition == POSITION.HAND && this.borda.enabled == true && player1status != null) { if (player1.suaVez == false) { Debug.Log("Desativando borda"); this.borda.enabled = false; } } if (cardPosition == POSITION.HAND && this.borda.enabled == true && player2status != null) { if (player2.suaVez == false) { Debug.Log("Desativando borda"); this.borda.enabled = false; } } //carta grande na mao sempre name frente if (scaledUp == true && transform.localPosition.z != -8.5f && cardPosition == POSITION.HAND) { SetLayer(-8.5f); } if (transform.localScale.x != 1f && transform.localScale.y != 1f && cardPosition == POSITION.INPLAY) { transform.localScale = new Vector3(1f, 1f, 1f); StartCoroutine(Wait()); } if (scaledUp == true && transform.localPosition.z != 2f && cardPosition == POSITION.INPLAY) { SetLayer(2f); scaledUp = false; } if (transform.localScale.x > 2f && transform.localScale.y > 2f && cardPosition == POSITION.HAND && scaledUp == true) { transform.localScale = new Vector3(2f, 2f, 2f); transform.Translate(new Vector3(0f, 0f, .2f)); } // retirar bug da carta continuar grande mesmo sem o mouse estar em cima if (y == default_y && scaledUp == true && player1.suaVez == true) { SetLayer((float)position); y = default_y; transform.localScale = new Vector3(transform.localScale.x / 2f, transform.localScale.y / 2f, transform.localScale.z / 2f); transform.Translate(new Vector3(0f, 0f, .2f)); scaledUp = false; } // retirar bug da carta continuar grande mesmo sem o mouse estar em cima if (y == default_y2 && scaledUp == true && player2.suaVez == true) { SetLayer((float)position); y = default_y2; transform.localScale = new Vector3(transform.localScale.x / 2f, transform.localScale.y / 2f, transform.localScale.z / 2f); transform.Translate(new Vector3(0f, 0f, .2f)); scaledUp = false; } //Retirar seleçao da carta no campo quando outra carta da mao for colocada no campo if (this.selected == true && this.y3 == -2f) { selected = false; } if (this.selected == true && this.y3 == 2f) { selected = false; } if (cardPosition == POSITION.HAND) { transform.position = Vector3.Lerp(transform.position, new Vector3(x, y, this.transform.position.z), 0.1f); } else if (cardPosition == POSITION.DECK) { transform.position = Vector3.Lerp(transform.position, new Vector3(x2, y2, this.transform.position.z), 0.1f); } else if (cardPosition == POSITION.INPLAY) { transform.position = Vector3.Lerp(transform.position, new Vector3(x3, y3, this.transform.position.z), 0.1f); } }