void Update()
    {
        RaycastHit seen;
        Ray        raydirection = new Ray(transform.position, transform.forward);

        if (Physics.Raycast(raydirection, out seen, sightlength))
        {
            if (seen.collider.transform.name.Equals("MenuGame"))
            {
                survival.unload();

                if (back.load())
                {
                    gameManager.resetGame();
                    SceneManager.LoadScene("GameStart");
                }
            }
            else if (seen.collider.transform.name.Equals("QuitGame"))
            {
                back.unload();

                if (survival.load())
                {
                    Application.Quit();
                }
            }
            else
            {
                unloadEverything();
            }
        }
        else
        {
            unloadEverything();
        }
    }
예제 #2
0
    void Update()
    {
        RaycastHit seen;
        Ray        raydirection = new Ray(transform.position, transform.forward);

        if (Physics.Raycast(raydirection, out seen, sightlength))
        {
            if (seen.collider.transform.name.Equals("Survival"))
            {
                exitgame.unload();
                campaign.unload();
                tutorial.unload();
                highscores.unload();

                if (survival.load())
                {
                    SceneManager.LoadScene("Game");
                }
            }
            else if (seen.collider.transform.name.Equals("ExitGame"))
            {
                survival.unload();
                campaign.unload();
                tutorial.unload();
                highscores.unload();

                if (exitgame.load())
                {
                    Application.Quit();
                }
            }
            else if (seen.collider.transform.name.Equals("HighScores"))
            {
                survival.unload();
                exitgame.unload();
                campaign.unload();
                tutorial.unload();

                highscores = FindObjectOfType <HighScores>();
                if (highscores.load())
                {
                    MainMenuObj.SetActive(false);
                    HighScoreObj.SetActive(true);
                }
            }
            else if (seen.collider.transform.name.Equals("Campaign"))
            {
                survival.unload();
                exitgame.unload();
                tutorial.unload();
                highscores.unload();

                if (campaign.load())
                {
                    SceneManager.LoadScene("Game_Level1");
                }
            }
            else if (seen.collider.transform.name.Equals("Tutorial"))
            {
                survival.unload();
                exitgame.unload();
                campaign.unload();
                highscores.unload();

                if (tutorial.load())
                {
                    SceneManager.LoadScene("Tutorial");
                }
            }
            else if (seen.collider.transform.name.Equals("Back"))
            {
                survival.unload();
                exitgame.unload();
                campaign.unload();
                tutorial.unload();
                highscores.unload();

                back = FindObjectOfType <GameStart_Back>();
                if (back.load())
                {
                    back.unload();
                    MainMenuObj.SetActive(true);
                    HighScoreObj.SetActive(false);
                }
            }
            else
            {
                unloadEverything();
            }
        }
        else
        {
            unloadEverything();
        }
    }