// Update is called once per frame void Update() { //timer -= Time.deltaTime; //UpdateText(); if (timer <= 0) { UIStoryScript.TimeOut(); //time runs out and the game ends self.SetActive(false); //turn myself off TimeOut = true; } }
void OnTriggerEnter(Collider other) { AudioSource Bark = gameObject.GetComponent <AudioSource>(); Bark.Play(); if (other.gameObject == FPPlayer) { //collect the dog GameManager.DogCaught = true; UIStoryScript.SuccessDogCatch(); Timer.SetActive(false); self.SetActive(false); //turn off myself } }
public void OnTriggerEnter(Collider other) { print("I have collided " + other.gameObject.name); if (other.gameObject == ExitMorning) { //Leaving the house in the beginning ExitMorning.SetActive(false); EnterHome.SetActive(true); } if (other.gameObject == EnterHome) { //Enterhome pathways if (GameManager.HarriTalked == true || GameManager.WhistleFound == true) { //you just went back to bed you coward UIStoryScript.AbandonedTheMission(); } if (GameManager.DogCaught == true) { if (UIStoryScript.IsOver == true) { UIStoryScript.SuccessDogReturn(); UIStoryScript.IsOver = true; } else { UIStoryScript.YouStole(); } } } if (other.gameObject == EnterHarrisHome) { if (GameManager.HarriTalked == false) { UIStoryScript.EnterHarri1(); Sadness.Play(); GameManager.HarriTalked = true; } if (GameManager.DogCaught == true) { //congrats you did it UIStoryScript.SuccessDogReturn(); Joy.Play(); GameManager.DogReturned = true; } } if (other.gameObject == EnterStore) { //Store pathways if (GameManager.HarriTalked == true) { //get dog whistle GameManager.WhistleFound = true; UIStoryScript.EnterStore(); } // if(GameManager.HarriTalked == false) // { // //fail state // } } if (other.gameObject == EnterOtherHome) { //other home pathways if (GameManager.HarriTalked == true) { if (GameManager.WhistleFound == true) { //why are you here? UIStoryScript.EnterWrongHouse(); } if (GameManager.WhistleFound == false) { //I'm not the store UIStoryScript.EnterWrongHouse(); } } if (GameManager.HarriTalked == false) { //fail UIStoryScript.EnterWrongHouse(); } if (GameManager.DogCaught == true) { UIStoryScript.WrongOwner(); } } }
// Update is called once per frame void Update() { if (Input.GetKey(KeyCode.Space)) { if (UIStoryScript.IsOver == true) { GameManager.GameComplete = true; GameManager.ResetEntireGame(); //end the game Sc.ChangeScene(); } } if (Input.GetKeyDown(KeyCode.E)) { if (GameManager.WhistleFound == true && DogTimerScript.TimeOut == false) //if you have the whistle and the timer isn't over { //blow whistle Whistle.Play(); //plauy the whistle sound UIStoryScript.WhistleUse(); //change the text Timer.SetActive(true); //start the timeer Dog.SetActive(true); //release the hound } } //CameraLook(); //Move the camera based on mouse - moved this to it's own script because I was getting confused #region WASD Controller Vector3 ForwardDirection = transform.forward; //the player's relative forward Vector3 RightDirection = transform.right; //the players relative right Vector3 CurrentVelocity = rb.velocity; //the current velocity if (Input.GetKey(ForwardButton)) { //rb.velocity = new Vector3 (0,0,MovementSpeed); //altering these because they don't account for rotation rb.velocity = ForwardDirection * MovementSpeed; //Move forward at the movement speed float } if (Input.GetKey(BackButton)) { // rb.velocity = new Vector3 (0,0,-MovementSpeed); rb.velocity = ForwardDirection * -MovementSpeed; } if (Input.GetKey(StrafeLeft)) { // rb.velocity = new Vector3 (MovementSpeed,0,0); rb.velocity = RightDirection * -MovementSpeed; } if (Input.GetKey(StrafeRight)) { // rb.velocity = new Vector3 (-MovementSpeed,0,0); rb.velocity = RightDirection * MovementSpeed; } else if (Input.GetKeyUp(StrafeLeft) || Input.GetKeyUp(ForwardButton) || Input.GetKeyUp(StrafeRight) || Input.GetKeyUp(BackButton)) { // if (Player.position.y <= 1){ rb.velocity = new Vector3(0, 0, 0); // if no input from controls please stop // } } #endregion // #region jump Removing the jump, it isn't used ever // if (Input.GetKeyDown(JumpButton)) // { // rb.AddForce (new Vector3 (0, jumpForce, 0)); // print("I am jumping"); // } // #endregion }