Пример #1
0
    // Update is called once per frame
    void Update()
    {
        //move to moveTarget
        transform.position = Vector3.MoveTowards(transform.position, moveTarget.position, moveSpeed * Time.deltaTime);

        //check sprites are on top of each other
        if ((transform.position.x == turtle.transform.position.x) && (transform.position.y == turtle.transform.position.y))
        {
            together = true;
            //turtle disappears(trigger
            GetComponent <SpriteRenderer>().enabled = false;
            MM.Combine(this.gameObject, turtle);
        }
        else
        {
            together = false;
        }

        if (Vector3.Distance(transform.position, moveTarget.position) <= 0.5f)
        {
            if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) == 1 && !moved)
            {
                moved = true;

                do //frog goes one direction until it collides
                {
                    //triggers game over if there is a hazard ahead
                    if (Physics2D.OverlapCircle(moveTarget.position + new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f), .2f, hazards))
                    {
                        MM.Defeat();
                    }

                    //detects contact with other characters
                    if (Physics2D.OverlapCircle(moveTarget.position + new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f), .2f, characters))
                    {
                        MM.CheckVictory();
                    }

                    //detects collions
                    if (!Physics2D.OverlapCircle(moveTarget.position + new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f), .2f, whatStopsMovement))
                    {
                        moveTarget.position += new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f);
                        //okami's rotate/flip sprite script
                        if (Mathf.Sign(Input.GetAxisRaw("Horizontal")) == 1)
                        {
                            transform.eulerAngles = new Vector3(0, 0, -90);
                        }
                        else
                        {
                            transform.eulerAngles = new Vector3(0, 0, 90);
                        }
                        //
                    }
                } while (!Physics2D.OverlapCircle(moveTarget.position + new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f), .2f, whatStopsMovement));
            }
            else if (Mathf.Abs(Input.GetAxisRaw("Vertical")) == 1 && !moved)
            {
                moved = true;

                do //frog goes one direction until it collides
                {
                    //triggers game over if there is a hazard ahead
                    if (Physics2D.OverlapCircle(moveTarget.position + new Vector3(Input.GetAxisRaw("Vertical"), 0f, 0f), .2f, hazards))
                    {
                        MM.Defeat();
                    }

                    if (!Physics2D.OverlapCircle(moveTarget.position + new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f), .2f, whatStopsMovement))
                    {
                        stopTurtle           = true;
                        moveTarget.position += new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f);
                        //okami's rotate/flip sprite script
                        if (Mathf.Sign(Input.GetAxisRaw("Vertical")) == 1)
                        {
                            transform.eulerAngles = new Vector3(0, 0, 0);
                        }
                        else
                        {
                            transform.eulerAngles = new Vector3(0, 0, 180);
                        }
                        //
                    }
                } while (!Physics2D.OverlapCircle(moveTarget.position + new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f), .2f, whatStopsMovement));

                //detects contact with other characters
                if (Physics2D.OverlapCircle(moveTarget.position + new Vector3(Input.GetAxisRaw("Vertical"), 0f, 0f), .2f, characters))
                {
                    MM.CheckVictory();
                }
            }

            else
            {
                moved = false;
            }
        }
    }