// Update is called once per frame void Update() { if (transform.parent == null && GlobalLogic.Overlaps(gameObject, "Water")) { Destroy(gameObject); Instantiate(potteryInWater, transform.position, Quaternion.identity); } }
void Update() { if (transform.parent == null && GlobalLogic.Overlaps(gameObject, "Water")) { GetComponent <SpriteRenderer>().sprite = droppedSprite; } else { GetComponent <SpriteRenderer>().sprite = filledSprite; } }
public void Jump() { if (GlobalLogic.Overlaps(gameObject, "Hero")) { Vector2 rockTarget = Random.insideUnitCircle * 4; while (Vector2.Distance(rockTarget, transform.position) < 2f) { rockTarget = Random.insideUnitCircle * 4; } GameObject rockInstance = Instantiate(rock, rockTarget + new Vector2(0, 15f), Quaternion.identity); rockInstance.GetComponent <DraggableItem>().Drop(rockTarget, true); } }
// Update is called once per frame void Update() { if (transform.parent != null) { return; } if (growth >= 1f && !GameObject.Find("Global").GetComponent <GlobalLogic>().IsRaining()) { Instantiate(flower, transform.position, Quaternion.identity); Destroy(gameObject); return; } transform.localScale = Vector2.one * Mathf.Lerp(0f, 0.15f, growth); if (!GlobalLogic.Overlaps(gameObject, "Ground")) { growth -= Time.deltaTime * GROWTH_SPEED; if (growth <= 0) { Destroy(gameObject); } return; } growth += Time.deltaTime * GROWTH_SPEED; if (GameObject.Find("Global").GetComponent <GlobalLogic>().IsRaining()) { growth += Time.deltaTime * GROWTH_SPEED; } growth = Mathf.Clamp(growth, -0.1f, 1f); }
// Update is called once per frame void Update() { if (transform.parent != null) { return; } transform.localScale = Vector2.one * Mathf.Lerp(0f, 0.15f, growth); if (GameObject.Find("Global").GetComponent <GlobalLogic>().IsRaining()) { generation = 0; growCount = GROW_COUNT; } if (!GlobalLogic.Overlaps(gameObject, "Ground")) { growth -= Time.deltaTime * GROWTH_SPEED; if (growth <= 0) { Destroy(gameObject); } return; } growth += Time.deltaTime * GROWTH_SPEED; if (GameObject.Find("Global").GetComponent <GlobalLogic>().IsRaining()) { growth += Time.deltaTime * GROWTH_SPEED; } growth = Mathf.Clamp(growth, -0.1f, 1f); if (growCount == 0 || generation >= MAX_GENERATION || growth < 1f) { return; } cooldown -= Time.deltaTime; if (cooldown < 0 && GlobalLogic.grassCount < 80f) { Vector2 pos = transform.position + (Vector3)(Random.insideUnitCircle * GROW_RANGE); GameObject prefab = Random.Range(0f, 100f) > 85f ? bud : grass; GameObject child = Instantiate(prefab, pos, Quaternion.identity); GlobalLogic.grassCount++; if (prefab == grass) { child.GetComponent <Grass>().generation = generation + 1; } cooldown = GROWING_TIME; growCount--; } }