Пример #1
0
    void Awake() // PlayerPrefs are loaded in Awake, so the Start order doesn't matter
    {
        points     = PlayerPrefs.GetInt("Points", 0);
        multiplier = PlayerPrefs.GetInt("Multiplier", 1);
        switch (PlayerPrefs.GetInt("FrictionLevel", 0))
        {
        case 0:
            frictionLevel = FrictionState.Low;
            break;

        case 1:
            frictionLevel = FrictionState.Medium;
            break;

        case 2:
            frictionLevel = FrictionState.High;
            break;

        case 3:
            frictionLevel = FrictionState.ExtraHigh;
            break;
        }
    }
Пример #2
0
        public override void Move(float move, bool crouch, bool jump)
        {
            if (move == 0 && grounded)
            {
                if (fState != FrictionState.infinite)
                {
                    fState          = FrictionState.infinite;
                    phyMat.friction = infinity;
                    GetComponent <Collider2D>().enabled = false;
                    GetComponent <Collider2D>().enabled = true;
                }
            }
            else if (GetComponent <Rigidbody2D>().velocity.y == 0 && !grounded)
            {
                if (fState != FrictionState.air)
                {
                    fState          = FrictionState.air;
                    phyMat.friction = airFriction;
                    GetComponent <Collider2D>().enabled = false;
                    GetComponent <Collider2D>().enabled = true;
                }
            }
            else
            {
                if (fState != FrictionState.ground)
                {
                    fState          = FrictionState.ground;
                    phyMat.friction = groundFriction;
                    GetComponent <Collider2D>().enabled = false;
                    GetComponent <Collider2D>().enabled = true;
                }
            }


            base.Move(move, crouch, jump);
        }