Пример #1
0
    // Update is called once per frame
    void Update()
    {
        if (up)
        {
            this.transform.position += Vector3.up * Time.deltaTime * Speed;
        }

        if (down)
        {
            this.transform.position += Vector3.down * Time.deltaTime * Speed;
        }

        if (left)
        {
            this.transform.position += Vector3.left * Time.deltaTime * Speed;
        }

        if (right)
        {
            this.transform.position += Vector3.right * Time.deltaTime * Speed;
        }
    }
Пример #2
0
    void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("Enemy") && stopEnemy && collision.gameObject.GetComponent <SlugScript>().direction != 0)
        {
            Speed = 0.5f;
            collision.gameObject.GetComponent <Animator>().SetBool("Stop", true);
            int oldD = collision.gameObject.GetComponent <SlugScript>().direction;
            collision.gameObject.GetComponent <SlugScript>().direction = 0;
            StartCoroutine(StopCounter(collision, oldD));
        }

        if (collision.gameObject.CompareTag("PickupAnt") && help)
        {
            picked = true;
            if (this.transform.position.x >= -34f && this.transform.position.y < -10f)
            {
                tilemap.SetTile(new Vector3Int(position.x, position.y, position.z), null);
                position.NextTile();
                tilemap.SetTile(new Vector3Int(position.x, position.y, position.z), null);
                position.NextTile();
            }
        }

        if (collision.gameObject.CompareTag("AntRespawn"))
        {
            up    = false;
            down  = false;
            right = false;
            left  = false;

            this.transform.position = initialPosition;
        }

        if (collision.gameObject.CompareTag("AntUp"))
        {
            up = true;
        }
        else if (collision.gameObject.CompareTag("AntDown"))
        {
            down = true;
        }
        else if (collision.gameObject.CompareTag("AntRight"))
        {
            right = true;
        }
        else if (collision.gameObject.CompareTag("AntLeft"))
        {
            left = true;
        }
        else if (collision.gameObject.CompareTag("AntOff"))
        {
            collision.gameObject.SetActive(false);
            up    = false;
            down  = false;
            right = false;
            left  = false;
        }
        else if (collision.gameObject.CompareTag("AntDownOff"))
        {
            up    = false;
            down  = true;
            right = false;
            left  = false;
        }
        else if (collision.gameObject.CompareTag("AntRightOff"))
        {
            if (hasTurned)
            {
                this.transform.Rotate(new Vector3(0, 180, 0));
                hasTurned = false;
            }
            up    = false;
            down  = false;
            right = true;
            left  = false;
        }
        else if (collision.gameObject.CompareTag("AntUpOff"))
        {
            up    = true;
            down  = false;
            right = false;
            left  = false;
        }
        else if (collision.gameObject.CompareTag("AntLeftOff"))
        {
            if (!hasTurned)
            {
                this.transform.Rotate(new Vector3(0, 180, 0));
                hasTurned = true;
            }
            up    = false;
            down  = false;
            right = false;
            left  = true;
        }
    }