Пример #1
0
    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.tag == "Blue" && GameSystem.data.goalSet == 1)
        {
            GameSystem.data.bluePlayer.SetActive(false);
            GameSystem.data.redPlayer.SetActive(false);
            GameSystem.data.time.gameObject.SetActive(false);
            GameSystem.data.blueWin.gameObject.SetActive(true);

            GameSystem.CancelInvokes();
        }
        if (collision.gameObject.tag == "Red" && GameSystem.data.goalSet == 2)
        {
            GameSystem.data.bluePlayer.SetActive(false);
            GameSystem.data.redPlayer.SetActive(false);
            GameSystem.data.time.gameObject.SetActive(false);
            GameSystem.data.redWin.gameObject.SetActive(true);

            GameSystem.CancelInvokes();
        }
        if (collision.gameObject.tag == "Blue" && GameSystem.data.goalSet == 3)
        {
            GameSystem.data.bluePlayer.SetActive(false);
            GameSystem.data.redPlayer.SetActive(false);
            GameSystem.data.time.gameObject.SetActive(false);
            GameSystem.data.blueWin.gameObject.SetActive(true);

            GameSystem.CancelInvokes();
        }
        if (collision.gameObject.tag == "Red" && GameSystem.data.goalSet == 3)
        {
            GameSystem.data.bluePlayer.SetActive(false);
            GameSystem.data.redPlayer.SetActive(false);
            GameSystem.data.time.gameObject.SetActive(false);
            GameSystem.data.redWin.gameObject.SetActive(true);

            GameSystem.CancelInvokes();
        }
    }
Пример #2
0
    void Timer()
    {
        time--;
        text.text = "Time: " + time;

        mazeChangeTime--;
        mazeChangeText.text = "" + mazeChangeTime;

        if (mazeChangeTime == 0)
        {
            mazeChangeTime = GameSystem.data.changeMazeSec;
        }
        if (time == 0)
        {
            GameSystem.data.bluePlayer.SetActive(false);
            GameSystem.data.redPlayer.SetActive(false);
            GameSystem.data.time.gameObject.SetActive(false);
            GameSystem.data.gameOver.gameObject.SetActive(true);

            GameSystem.CancelInvokes();
        }
    }