void Awake() { /* GameObject objs = GameObject.FindObjectOfType(typeof(masterClass)) as GameObject; * * if (objs != null) * { * Destroy(this.gameObject); * } * * DontDestroyOnLoad(this.gameObject);*/ player = GameObject.FindObjectOfType(typeof(PlayerControllerRefactored)) as PlayerControllerRefactored; //camera = GameObject.FindObjectOfType(typeof(Camera)) as Camera; if (text == null) { text = GameObject.Find("timeText").GetComponent(typeof(Text)) as Text; } startTimer(); maxDistance = Vector3.Distance(player.transform.position, transform.position); //TODO: get record!!! record = GameStateManager.getHighscore(SceneManager.GetActiveScene().buildIndex); if (konfetti == null) { Debug.LogError("Konfetti of " + gameObject.name + " was null"); } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); PlayerControllerRefactored myTarget = (PlayerControllerRefactored)target; if (GUILayout.Button("Load Player Data")) { myTarget.StartCoroutine(myTarget.loadPlayerData()); } if (GUILayout.Button("Load Input Data")) { myTarget.StartCoroutine(myTarget.loadInputData()); } }
//maybe add min entry velocity or set speed instead of add force private void OnTriggerEnter(Collider other) { Rigidbody rigid = other.GetComponent <Rigidbody>(); if (rigid != null) { Vector3 direction = Vector3.Project(rigid.velocity, transform.forward).normalized;//go forwars or backwards? if (direction.magnitude == 0) { direction = transform.forward; } rigid.AddForce(direction * force + Vector3.up * additionalVerticalForce); PlayerControllerRefactored player = other.GetComponent <PlayerControllerRefactored>(); if (player != null) { CameraEffectsMaster.fovPunch((force + additionalVerticalForce) / 2000 * fovForceMultiplier, (force + additionalVerticalForce) / 20000 * fovTimeMultiplier); } } }