public static GameObject[] RemoveByType(GameObject[] allBlocks, CrossyBlockType type)
    {
        List <GameObject> listGO = allBlocks.ToList();

        listGO.RemoveAll(go => go.GetComponent <CrossyBlock>().type == type);
        return(listGO.ToArray());
    }
    public void SpawnBlock(GameObject prefab)
    {
        GameObject spawned = GameObject.Instantiate(prefab, currentPosition, Quaternion.identity, this.transform);
        int        size    = spawned.GetComponent <CrossyBlock>().blockSize;

        //Actualizamos el lastType
        lastType = spawned.GetComponent <CrossyBlock>().type;

        currentPosition.z += blockSize * size;
        //agregar el tamaño del terreno al contador
        createdRowsCount += size;
    }
Пример #3
0
    private void DetectGround()
    {
        Vector3 rayDirection = new Vector3(0, -1f, 0f);

        RaycastHit hit;

        //Detectar un collider con ground layermask
        if (Physics.Raycast(groundRayOrigin.position, rayDirection, out hit, groundRayDistance, groundLayermask))
        {
            CrossyPlatform detectedPlatform = hit.collider.GetComponent <CrossyPlatform>();

            if (detectedPlatform != null)
            {
                currentGroundType = detectedPlatform.type;

                if (detectedPlatform.tag == "MovingPlatform")
                {
                    currentMovingPlatform = detectedPlatform.GetComponent <MovingObject>();
                }
                return;
            }

            CrossyBlock detectedBlock = hit.collider.GetComponentInParent <CrossyBlock>();

            if (detectedBlock != null)
            {
                currentGroundType = detectedBlock.type;

                if (currentGroundType == CrossyBlockType.Water)
                {
                    IsDead = true;

                    myAnimator.SetTrigger("Idle to DeathByDrowning");
                }
            }
        }
        else
        {
            Debug.Log("No existe suelo para detectar");
        }
    }