Пример #1
0
 private void Update()
 {
     if (spawnTimer >= nextSpawnTime && !dazzaController.IsDazzaBeingRevived())
     {
         Debug.Log("Ready to spawn something");
         if (gameController.spawnList.Count > 0)
         {
             Debug.Log("they is a prefab in the game list");
             if (gameController.totalLevelObjectsInPlay < gameController.totalSpawnsAllowed)
             {
                 Debug.Log("there's room to spare");
                 if (levelObjectList.Count > 0)
                 {
                     Debug.Log("we have a prefab in our list");
                     if (gameController.spawnList[0].Equals(levelObjectList[0]))
                     {
                         Debug.Log("The prefab matches");
                         SpawnLevelPrefab(levelObjectList[0]);
                         spawnTimer = 0f;
                     }
                     else
                     {
                         Debug.Log("prefab doesnt match");
                     }
                 }
                 else
                 {
                     Debug.Log("no objects queued by this generator");
                 }
             }
             else
             {
                 Debug.Log("too many objects in the scene");
             }
         }
         else
         {
             if (levelObjectList.Count < 5)
             {
                 Debug.Log("Queue new prefab");
                 QueueLevelPrefab();
             }
         }
     }
     else
     {
         spawnTimer += Time.deltaTime;
     }
 }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        if (dazzaController.IsDazzaDead() == false)
        {
            if (powerUpController.GetSpeedBoostActive())
            {
                if (powerUpController.GetHeadStartActive())
                {
                    currentDazzaAnimation = currentDazzaSkinHeadStart;

                    if (previousDazzaAnimation != currentDazzaAnimation)
                    {
                        ApplyCorrectAnimation();
                    }

                    previousDazzaAnimation = currentDazzaAnimation;
                }
                else
                {
                    currentDazzaAnimation = currentDazzaSkinSpeedBoost;

                    if (previousDazzaAnimation != currentDazzaAnimation)
                    {
                        ApplyCorrectAnimation();
                    }

                    previousDazzaAnimation = currentDazzaAnimation;
                }
            }
            else
            {
                if (dazzaController.IsGrounded() == false)
                {
                    if (dazzaController.GetJumping())
                    {
                        currentDazzaAnimation = currentDazzaSkinJump;
                    }
                    else
                    {
                        currentDazzaAnimation = currentDazzaSkinFall;
                    }
                }
                else
                {
                    currentDazzaAnimation = currentDazzaSkinAnimation;
                }


                if (previousDazzaAnimation != currentDazzaAnimation)
                {
                    ApplyCorrectAnimation();
                }
                previousDazzaAnimation = currentDazzaAnimation;
            }
        }
        else
        {
            if (dazzaController.IsDazzaBeingRevived())
            {
                Debug.Log("Play revive animation");
                currentDazzaAnimation = currentDazzaSkinRevive;

                if (previousDazzaAnimation != currentDazzaAnimation)
                {
                    ApplyCorrectAnimation();
                }
                previousDazzaAnimation = currentDazzaAnimation;
            }
            else
            {
                currentDazzaAnimation = currentDazzaSkinDeath;

                if (previousDazzaAnimation != currentDazzaAnimation)
                {
                    ApplyCorrectAnimation();
                }

                previousDazzaAnimation = currentDazzaAnimation;
            }
        }
    }