private void Update() { currentTime = Time.time; clickTime += Time.deltaTime; if (Input.GetMouseButtonDown(0) && !GameManager.isPlayerDead && #if UNITY_EDITOR !EventSystem.current.IsPointerOverGameObject()) #else !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)) #endif { //델리게이트 여쭤보기 if (currentTime > lastClickTime + jumpDealay) { sound.PlaySound(jumpClick); cliTime = currentTime; // Debug.Log("Speed : " + " Click calcu : " + (currentTime - landTime)); prevClick = cliTime; lastClickTime = currentTime; // rigbady의 혹시 모를 힘을 죽인다. rd.velocity = Vector3.zero; rd.angularVelocity = Vector3.zero; rd.Sleep(); rd.AddForce(Vector3.up * force); clickTime = 0f; } //isDown = true; //StartCoroutine(GuageProgressDown()); }
public void ColorDataCheck(string color) { if (colorData[colorCheckCnt] == color) { Debug.Log("Correct Color!!!"); characterSound.PlaySound(clickSound); mySelectColor[colorCheckCnt].sprite = GetComponent <ColorSetting>().panelImageList[colorCheckCnt].sprite; colorCheckCnt++; GetComponent <ColorGameUIManager>().CorrectEffectPlay(color); if (colorCheckCnt >= mySelectColor.Count) { int calculatedCnt = colorCheckCnt - wrongCnt - 1; GetComponent <ColorScoreManager>().CreateStar(calculatedCnt); GetComponent <ColorGameUIManager>().SetText(calculatedCnt); CorrectPerfect(); InitGame(); } } else { wrongCnt++; StartCoroutine(PointerEnterResetCoroutine()); } }
public void PlayerJump() { if (player == null) { player = CreatePlayer.player; } characterSound.PlaySound(jumpSound); StartCoroutine(PlayerJumpCoroutine()); }
public void PlayBoxSound() { characterSound.PlaySound(boxSound); }