// Update is called once per frame void Update() { if (OT.Clicked(GameObject.Find("asteroid-1").GetComponent <OTAnimatingSprite>())) { GameObject.Find("asteroid-1").GetComponent <OTAnimatingSprite>().Reverse(); } }
// Update is called once per frame void Update() { if (refScriptStatus.isAndroid || refScriptStatus.isiOS) { if (Input.touchCount >= 1) { foreach (Touch touch in Input.touches) { if (touch.phase == TouchPhase.Began) { Ray ray = camera1.ScreenPointToRay(touch.position); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { switch (hit.collider.name) { case "ButtonLeft": { c.previousImg(); break; } case "ButtonRight": { if (!esq) { c.nextImg(); } break; } } } } } } } else//PC { if (OT.Clicked(this.gameObject, 0)) { // Verifica se colidiu com mouse if (!esq) { c.nextImg(); } else { c.previousImg(); } } } }
void Update() { if (OT.Over(buttonExit)) { MySprite.frameIndex = 1; } else { MySprite.frameIndex = 0; } if (OT.Clicked(buttonExit)) { MySprite.frameIndex = 2; Application.Quit(); } }
void Update() { if (OT.Over(buttonPlay)) { MySprite.frameIndex = 1; } else { MySprite.frameIndex = 0; } if (OT.Clicked(buttonPlay)) { MySprite.frameIndex = 2; Time.timeScale = 1; Application.LoadLevel("MainScene"); } }
// Update is called once per frame void Update() { if (isAndroid || isiOS) { if (Input.touchCount >= 1) { foreach (Touch touch in Input.touches) { if (touch.phase == TouchPhase.Began) { Ray ray = camera1.ScreenPointToRay(touch.position); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { switch (hit.collider.name) { case "Button_Ampli": { Application.OpenURL(@link); } break; case "Button_Atomic": { Application.OpenURL(@link); } break; } } } } } } else//PC { if (OT.Clicked(this.gameObject)) { Application.OpenURL(@link); } } }
// Update is called once per frame void Update() { /* * if(OT.Clicked(this.gameObject, 0) || OT.Touched(this.gameObject)) * { // Verifica se colidiu com mouse ou touch; * Application.LoadLevel("Tela_Creditos"); * } * */ if (refScriptStatus.isAndroid || refScriptStatus.isiOS) { if (Input.touchCount >= 1) { foreach (Touch touch in Input.touches) { if (touch.phase == TouchPhase.Began) { Ray ray = camera1.ScreenPointToRay(touch.position); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { switch (hit.collider.name) { case "ButtonCredits": Application.LoadLevel("Tela_Creditos"); break; } //hit.transform.SendMessage("Clicked"); } } } } } else//PC { if (OT.Clicked(this.gameObject, 0)) { // Verifica se colidiu com mouse ou touch; Application.LoadLevel("Tela_Creditos"); } } }
void Update() { if (OT.Over(buttonBack)) { MySprite.frameIndex = 1; } else { MySprite.frameIndex = 0; } if (OT.Clicked(buttonBack)) { MySprite.frameIndex = 2; Time.timeScale = 1; EnteringZone.isBack = true; Destroy(scene); } }
// Update is called once per frame void Update() { if (refScriptStatus.isAndroid || refScriptStatus.isiOS) { if (Input.touchCount >= 1) { foreach (Touch touch in Input.touches) { if (touch.phase == TouchPhase.Began) { Ray ray = camera1.ScreenPointToRay(touch.position); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { switch (hit.collider.name) { case "ButtonExit": { Application.Quit(); } break; } //hit.transform.SendMessage("Clicked"); } } } } } else //PC { if (OT.Clicked(this.gameObject)) { Application.Quit(); } } }
// Update is called once per frame void Update() { //teste //var myCamera : Camera; //var hit : RaycastHit; //var ray : Ray; // if(Input.touchCount == 1) // { // RaycastHit hit; // Touch touch = Input.touches[0]; // Ray raio = camera.ScreenPointToRay(Input.touches[0].position); // if(touch.phase == TouchPhase.Ended && Physics.Raycast(raio.origin, raio.direction, hit)){ // switch(hit.collider.name) // { // case "object01": // Debug.Log("Object01 tapped"); // //things // break; // case "object02": // Debug.Log("Object02 tapped"); // //things // break; // } //} //if (Input.touchCount == 1) //{ // // touch on screen // if (Input.GetTouch(0).phase == TouchPhase.Began) // { // Ray ray = camera.ScreenPointToRay(Input.GetTouch(0).position); // RaycastHit hit = new RaycastHit(); // if (Physics.Raycast(ray, out hit)) // { // switch (hit.collider.name) // { // case "ButtonPlay": // Application.LoadLevel("Tela_Tutorial"); // break; // } // } // // moving = Physics.Raycast (ray, out hit); // // if(moving) // //{ // // go = hit.transform.gameObject; // // Debug.Log("Touch Detected on : "+go.name); // //} // } //} if (refScriptStatus.isAndroid || refScriptStatus.isiOS) { if (Input.touchCount >= 1) { foreach (Touch touch in Input.touches) { if (touch.phase == TouchPhase.Began) { Ray ray = camera1.ScreenPointToRay(touch.position); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { switch (hit.collider.name) { case "ButtonPlay": { if (Application.loadedLevelName == "Tela_Fases") { //Status refScriptStatus = GameObject.FindGameObjectWithTag("Status").GetComponent<Status>(); if (refScriptStatus == null) { refScriptStatus = GameObject.FindGameObjectWithTag("Status").GetComponent <Status>(); } refScriptStatus.ultimoBotaoSelID = -1; refScriptStatus.refUltimoBotaoSel = null; } if (Application.loadedLevelName == "Tela_Principal") { Application.LoadLevel("Tela_Tutorial"); } } break; case "ButtonBack": { if (Application.loadedLevelName == "Tela_Fases") { //Status refScriptStatus = GameObject.FindGameObjectWithTag("Status").GetComponent<Status>(); if (refScriptStatus == null) { refScriptStatus = GameObject.FindGameObjectWithTag("Status").GetComponent <Status>(); } refScriptStatus.ultimoBotaoSelID = -1; refScriptStatus.refUltimoBotaoSel = null; } Application.LoadLevel("Tela_Tutorial"); } break; } //hit.transform.SendMessage("Clicked"); } } } } } else//pc? { if (OT.Clicked(this.gameObject, 0)) { if (Application.loadedLevelName == "Tela_Fases") { if (refScriptStatus == null) { refScriptStatus = GameObject.FindGameObjectWithTag("Status").GetComponent <Status>(); } refScriptStatus.ultimoBotaoSelID = -1; refScriptStatus.refUltimoBotaoSel = null; } Application.LoadLevel("Tela_Tutorial"); } } //if (OT.Clicked(this.gameObject, 0) || OT.Touched(this.gameObject)) //{ // Verifica se colidiu com mouse ou touch; // if (Application.loadedLevelName == "Tela_Fases") // { // Status refScriptStatus = GameObject.FindGameObjectWithTag("Status").GetComponent<Status>(); // refScriptStatus.ultimoBotaoSelID = -1; // refScriptStatus.refUltimoBotaoSel = null; // } // Application.LoadLevel("Tela_Tutorial"); //} // if(OT.Over(this.gameObject)){// Hover (pairando sobre); // Debug.Log("Sobre o botao!");//... // } else{ // Debug.Log("Fora do botao!"); // } }
// Update is called once per frame void Update() { if (refScriptStatus.isAndroid || refScriptStatus.isiOS) { if (this.renderer.enabled)//Se o botao estiver visivel, dai faz a checagem, caso contrario vai ficar tocando raycast quando o jogador tocar na tela para mover o carro { if (Input.touchCount >= 1) { foreach (Touch touch in Input.touches) { if (touch.phase == TouchPhase.Began) { Ray ray = camera1.ScreenPointToRay(touch.position); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { switch (hit.collider.name) { case "ButtonPReiniciar": { this.desenhaLoading = true; if (script) { if (script.pausedGame) { script.PauseResumeGame(true); } } // // Resumir sons: // AudioListener.pause = false; Application.LoadLevel(Application.loadedLevel); } break; } //hit.transform.SendMessage("Clicked"); } } } } } } else//PC { if (OT.Clicked(this.gameObject)) { this.desenhaLoading = true; if (script) { if (script.pausedGame) { script.PauseResumeGame(true); } } // // Resumir sons: // AudioListener.pause = false; Application.LoadLevel(Application.loadedLevel); } } }
// Update is called once per frame void Update() { if (refScriptStatus.isAndroid || refScriptStatus.isiOS) { if (this.renderer.enabled)//Se o botao estiver visivel, dai faz a checagem, caso contrario vai ficar tocando raycast quando o jogador tocar na tela para mover o carro { if (Input.touchCount >= 1) { foreach (Touch touch in Input.touches) { if (touch.phase == TouchPhase.Began) { Ray ray = camera1.ScreenPointToRay(touch.position); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { switch (hit.collider.name) { case "ButtonBack": { if (Application.loadedLevelName == "Jogo") //Testar se ta no jogo para... { GameObject.Destroy(GameObject.Find("Musica")); // ...parar a musica } if (script) { if (script.pausedGame) { script.PauseResumeGame(true); } } // // Resumir sons: // AudioListener.pause = false; Application.LoadLevel("Tela_Principal"); } break; case "ButtonPMenuPrincipal": { if (Application.loadedLevelName == "Jogo") //Testar se ta no jogo para... { GameObject.Destroy(GameObject.Find("Musica")); // ...parar a musica } if (script) { if (script.pausedGame) { script.PauseResumeGame(true); } } // // Resumir sons: // AudioListener.pause = false; Application.LoadLevel("Tela_Principal"); } break; } //hit.transform.SendMessage("Clicked"); } } } } } } //fim de android ou ios else //PC { if (OT.Clicked(this.gameObject, 0)) { // Verifica se colidiu com mouse ou touch; // Teste para quando despausar o jogo; if (Application.loadedLevelName == "Jogo") //Testar se ta no jogo para... { GameObject.Destroy(GameObject.Find("Musica")); // ...parar a musica } if (script) { if (script.pausedGame) { script.PauseResumeGame(true); } } // // Resumir sons: // AudioListener.pause = false; Application.LoadLevel("Tela_Principal"); } } }
// Update is called once per frame void Update() { if (refScriptStatus.isAndroid || refScriptStatus.isiOS) { if (Input.touchCount >= 1) { foreach (Touch touch in Input.touches) { if (touch.phase == TouchPhase.Began) { Ray ray = camera1.ScreenPointToRay(touch.position); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { switch (hit.collider.name) { case "ButtonPlay": { if (refScriptStatus == null) { refScriptStatus = GameObject.Find("Status").GetComponent <Status>(); } ////Debug.Log (s.IDFase); Debug.Break (); //GameObject obj2 = GameObject.Find(("ButtonLevel-" + scriptStatus.IDFase)); //Btn_Fase s2 = obj2.GetComponent<Btn_Fase>(); // if(s2.tempo > .0f) // s.tempoFase = s2.tempo; // else // s.tempoFase = -1f; // Indica que não exite este tempo, corrida nunca foi executada; //Quando aperta o botao de play if (refScriptStatus.IDFase >= 1 && refScriptStatus.IDFase <= 6) { refScriptStatus.ultimoBotaoSelID = -1; refScriptStatus.refUltimoBotaoSel = null; refScriptStatus.IDPersonagem = 0; //define o personagem como o 0 - dai nao buga entre recomeços de jogo Application.LoadLevel("Tela_Escolha"); } } break; } //hit.transform.SendMessage("Clicked"); } } } } } else//PC { if (OT.Clicked(this.gameObject, 0)) { // Verifica se colidiu com mouse ou touch; if (refScriptStatus == null) { refScriptStatus = GameObject.Find("Status").GetComponent <Status>(); } ////Debug.Log (s.IDFase); Debug.Break (); //GameObject obj2 = GameObject.Find(("ButtonLevel-" + scriptStatus.IDFase)); //Btn_Fase s2 = obj2.GetComponent<Btn_Fase>(); // if(s2.tempo > .0f) // s.tempoFase = s2.tempo; // else // s.tempoFase = -1f; // Indica que não exite este tempo, corrida nunca foi executada; //Quando aperta o botao de play if (refScriptStatus.IDFase >= 1 && refScriptStatus.IDFase <= 6) { refScriptStatus.ultimoBotaoSelID = -1; refScriptStatus.refUltimoBotaoSel = null; refScriptStatus.IDPersonagem = 0;//define o personagem como o 0 - dai nao buga entre recomeços de jogo Application.LoadLevel("Tela_Escolha"); } } } }
// Update is called once per frame void Update() { if (refScriptStatus.isAndroid || refScriptStatus.isiOS) { if (this.renderer.enabled)//Se o botao estiver visivel, dai faz a checagem, caso contrario vai ficar tocando raycast quando o jogador tocar na tela para mover o carro { if (Input.touchCount >= 1) { foreach (Touch touch in Input.touches) { if (touch.phase == TouchPhase.Began) { Ray ray = camera1.ScreenPointToRay(touch.position); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { switch (hit.collider.tag) { case "PRedBtnM": //Pressionou o Botao menu { if (Application.loadedLevelName == "Jogo") //Testar se ta no jogo para... { GameObject.Destroy(GameObject.Find("Musica")); // ...parar a musica do jogo } if (refScriptStatus == null) { refScriptStatus = GameObject.FindGameObjectWithTag("Status").GetComponent <Status>(); } refScriptStatus.SetSelecionarBotaoFase(); ScriptObjGerenciador refScriptGerente = GameObject.FindGameObjectWithTag("GameController").GetComponent <ScriptObjGerenciador>(); refScriptGerente.PauseResumeGame(true); Application.LoadLevel("Tela_Fases"); } break; case "PRedBtnR": //Reinicia a fase { ScriptObjGerenciador refScriptGerente = GameObject.FindGameObjectWithTag("GameController").GetComponent <ScriptObjGerenciador>(); refScriptGerente.PauseResumeGame(true); Application.LoadLevel(Application.loadedLevel); } break; } } } } } } } else //PC { if (OT.Clicked(this.gameObject, 0)) { if (this.tag == "PRedBtnM") //Pressionou o Botao menu { if (Application.loadedLevelName == "Jogo") //Testar se ta no jogo para... { GameObject.Destroy(GameObject.Find("Musica")); // ...parar a musica do jogo } if (refScriptStatus == null) { refScriptStatus = GameObject.FindGameObjectWithTag("Status").GetComponent <Status>(); } refScriptStatus.SetSelecionarBotaoFase(); ScriptObjGerenciador refScriptGerente = GameObject.FindGameObjectWithTag("GameController").GetComponent <ScriptObjGerenciador>(); refScriptGerente.PauseResumeGame(true); Application.LoadLevel("Tela_Fases"); } else if (this.tag == "PRedBtnR")//Reinicia a fase { ScriptObjGerenciador refScriptGerente = GameObject.FindGameObjectWithTag("GameController").GetComponent <ScriptObjGerenciador>(); refScriptGerente.PauseResumeGame(true); Application.LoadLevel(Application.loadedLevel); } } } }
// Update is called once per frame void Update() { if (refScriptStatus.isAndroid || refScriptStatus.isiOS) { if (this.renderer.enabled)//Se o botao estiver visivel, dai faz a checagem, caso contrario vai ficar tocando raycast quando o jogador tocar na tela para mover o carro { if (Input.touchCount >= 1) { foreach (Touch touch in Input.touches) { if (touch.phase == TouchPhase.Began) { Ray ray = camera1.ScreenPointToRay(touch.position); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { // Menu de pausa e pausar o jogo: GameObject[] objetos; switch (hit.collider.name) { case "ButtonPause": { if (this.scriptRef.pausedGame) //se o jogo tiver pausado -- quando aperta o voltar { new WaitForSeconds(1); // Subroutine; this.scriptRef.PauseResumeGame(true); //this.scriptRef.btnPausePressed = !this.scriptRef.btnPausePressed;// Pausar jogo; // Resumir sons: AudioListener.pause = false; GameObject.Find("FundoTelaPause").gameObject.GetComponent <MeshRenderer>().enabled = false; GameObject btnPause = GameObject.Find("ButtonPause").gameObject; btnPause.GetComponent <MeshRenderer>().enabled = true; btnPause.GetComponent <BoxCollider>().enabled = true; objetos = GameObject.FindGameObjectsWithTag("pauseMenu"); foreach (GameObject element in objetos) { element.gameObject.GetComponent <MeshRenderer>().enabled = false; //element.gameObject.SetActive(false); element.gameObject.GetComponent <BoxCollider>().enabled = false; } } else { this.scriptRef.PauseResumeGame(false); // Parar sons: AudioListener.pause = true; GameObject.Find("FundoTelaPause").gameObject.GetComponent <MeshRenderer>().enabled = true; //this.gameObject.SetActive(false); // Desativa este objeto; GameObject btnPause = GameObject.Find("ButtonPause").gameObject; btnPause.GetComponent <MeshRenderer>().enabled = false; btnPause.GetComponent <BoxCollider>().enabled = false; // Ativa os botoes e o fundo: //try{ objetos = GameObject.FindGameObjectsWithTag("pauseMenu"); foreach (GameObject element in objetos) { element.gameObject.GetComponent <MeshRenderer>().enabled = true; element.gameObject.GetComponent <BoxCollider>().enabled = true; } } break; } //fim do case case "ButtonPVoltar": { if (this.scriptRef.pausedGame) //se o jogo tiver pausado -- quando aperta o voltar { new WaitForSeconds(1); // Subroutine; this.scriptRef.PauseResumeGame(true); //this.scriptRef.btnPausePressed = !this.scriptRef.btnPausePressed;// Pausar jogo; // Resumir sons: AudioListener.pause = false; GameObject.Find("FundoTelaPause").gameObject.GetComponent <MeshRenderer>().enabled = false; GameObject btnPause = GameObject.Find("ButtonPause").gameObject; btnPause.GetComponent <MeshRenderer>().enabled = true; btnPause.GetComponent <BoxCollider>().enabled = true; objetos = GameObject.FindGameObjectsWithTag("pauseMenu"); foreach (GameObject element in objetos) { element.gameObject.GetComponent <MeshRenderer>().enabled = false; //element.gameObject.SetActive(false); element.gameObject.GetComponent <BoxCollider>().enabled = false; } } else { this.scriptRef.PauseResumeGame(false); // Parar sons: AudioListener.pause = true; GameObject.Find("FundoTelaPause").gameObject.GetComponent <MeshRenderer>().enabled = true; //this.gameObject.SetActive(false); // Desativa este objeto; GameObject btnPause = GameObject.Find("ButtonPause").gameObject; btnPause.GetComponent <MeshRenderer>().enabled = false; btnPause.GetComponent <BoxCollider>().enabled = false; // Ativa os botoes e o fundo: //try{ objetos = GameObject.FindGameObjectsWithTag("pauseMenu"); foreach (GameObject element in objetos) { element.gameObject.GetComponent <MeshRenderer>().enabled = true; element.gameObject.GetComponent <BoxCollider>().enabled = true; } } break; } } } } } } } } else//PC { if (OT.Clicked(this.gameObject)) { // Menu de pausa e pausar o jogo: GameObject[] objetos; if (this.scriptRef.pausedGame) { new WaitForSeconds(1); // Subroutine; this.scriptRef.PauseResumeGame(true); //this.scriptRef.btnPausePressed = !this.scriptRef.btnPausePressed;// Pausar jogo; // Resumir sons: AudioListener.pause = false; GameObject.Find("FundoTelaPause").gameObject.GetComponent <MeshRenderer>().enabled = false; //try{ //GameObject.Find("ButtonPause").gameObject.SetActive(true); //GameObject.FindGameObjectWithTag("botaoPausaInGame").gameObject.SetActive(true); //GameObject objPausa = GameObject.Find("ButtonPause"); //objPausa.gameObject.SetActive(true); //} catch{Debug.LogError("Nope");} GameObject.Find("ButtonPause").gameObject.GetComponent <MeshRenderer>().enabled = true; GameObject.Find("ButtonPause").gameObject.GetComponent <BoxCollider>().enabled = true; objetos = GameObject.FindGameObjectsWithTag("pauseMenu"); foreach (GameObject element in objetos) { element.gameObject.GetComponent <MeshRenderer>().enabled = false;//element.gameObject.SetActive(false); element.gameObject.GetComponent <BoxCollider>().enabled = false; } } else { this.scriptRef.PauseResumeGame(false); // Parar sons: AudioListener.pause = true; GameObject.Find("FundoTelaPause").gameObject.GetComponent <MeshRenderer>().enabled = true; //this.gameObject.SetActive(false); // Desativa este objeto; GameObject.Find("ButtonPause").gameObject.GetComponent <MeshRenderer>().enabled = false; GameObject.Find("ButtonPause").gameObject.GetComponent <BoxCollider>().enabled = false; // Ativa os botoes e o fundo: //try{ objetos = GameObject.FindGameObjectsWithTag("pauseMenu"); foreach (GameObject element in objetos) { element.gameObject.GetComponent <MeshRenderer>().enabled = true; element.gameObject.GetComponent <BoxCollider>().enabled = true; } // for(int i=0; i<objetos.Length; i++){ //// Debug.Log (i); //// Debug.Break(); // objetos[i].gameObject.SetActive(true); // } //} catch{Debug.LogError ("Falhou");} } } } }//fim update
// Update is called once per frame void Update() { //if (Input.touchCount >= 1) //{ // foreach (Touch touch in Input.touches) // { // if (touch.phase == TouchPhase.Began) // { // Ray ray = camera1.ScreenPointToRay(touch.position); // RaycastHit hit; // if (Physics.Raycast(ray, out hit)) // { // switch (hit.collider.tag) // { // case "Btn": // { // // Se nao estiver bloqueado: // if (!this.bloqueado) // { // //refScriptStatus.SetOldFase(refScriptStatus.IDFase); // //SelecionarBotao(); // if (refScriptStatus == null) // { // refScriptStatus = GameObject.Find("Status").GetComponent<Status>(); // } // refScriptStatus.IDFase = this.ID; // refScriptStatus.SelecionarBotaoFaseDentroStatus(); // //refScriptStatus.SetTempoJogobasedOnFase(); // ////atualiza os melhores tempos // //if (refMelhoresTempos == null) // //{ // // refMelhoresTempos = GameObject.Find("MelhoresTempos").GetComponent<MelhoresTempos>(); // //} // //refMelhoresTempos.TrocouFaseSelecionada(); // } // break; // } // } // } // } // } //} if (!refScriptStatus.isAndroid && !refScriptStatus.isiOS) //se nao for nenhum dos 2 { if (OT.Clicked(this.gameObject, 0)) { // Se nao estiver bloqueado: if (!this.bloqueado) { if (refScriptStatus == null) { refScriptStatus = GameObject.Find("Status").GetComponent <Status>(); } refScriptStatus.IDFase = this.ID; refScriptStatus.SelecionarBotaoFaseDentroStatus(); } } } // if(OT.Clicked(this.gameObject, 0) || OT.Touched(this.gameObject)) // { // Verifica se colidiu com mouse ou touch; // //Debug.Log("Clicou no botao para entrar em uma fase"); // //Application.LoadLevel("Tela_Jogo"); //// Aqui iria o codigo que confere qual e a fase e entra no jogo no ponto inicial especifico. //#if v2 // // Se nao estiver bloqueado: // if(!this.bloqueado) // { // //refScriptStatus.SetOldFase(refScriptStatus.IDFase); // //SelecionarBotao(); // if (refScriptStatus == null) // { // refScriptStatus = GameObject.Find("Status").GetComponent<Status>(); // } // refScriptStatus.IDFase = this.ID; // refScriptStatus.SelecionarBotaoFaseDentroStatus(); // //refScriptStatus.SetTempoJogobasedOnFase(); // ////atualiza os melhores tempos // //if (refMelhoresTempos == null) // //{ // // refMelhoresTempos = GameObject.Find("MelhoresTempos").GetComponent<MelhoresTempos>(); // //} // //refMelhoresTempos.TrocouFaseSelecionada(); // } //#endif // } }
// Update is called once per frame void Update() { if (refScriptStatus.isAndroid || refScriptStatus.isiOS) { if (Input.touchCount >= 1) { foreach (Touch touch in Input.touches) { if (touch.phase == TouchPhase.Began) { Ray ray = camera1.ScreenPointToRay(touch.position); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { switch (hit.collider.name) { case "ButtonPlay": { GameObject.Destroy(GameObject.Find("MusicaMenu")); // Para a musica do Menu GameObject obj = GameObject.Find("Fundo"); ControladorBackground s = obj.GetComponent <ControladorBackground>(); try { GameObject obj2 = GameObject.Find("Status"); Status s2 = obj2.GetComponent <Status>(); s2.IDPersonagem = s.ID; this.desenhaLoading = true; switch (s2.IDFase) //Carrega fase { case 1: Application.LoadLevel("Fase1"); break; case 2: Application.LoadLevel("Fase2"); break; case 3: Application.LoadLevel("Fase3"); break; case 4: Application.LoadLevel("Fase4"); break; case 5: Application.LoadLevel("Fase5"); break; case 6: Application.LoadLevel("Fase6"); break; } } catch { Debug.LogError("Status não criado!; Btn5.cs"); } //Application.LoadLevel("Jogo"); // CARREGAR A CENA DO JOGO! } break; } } } } } } else//PC { if (OT.Clicked(this.gameObject, 0)) { // Verifica se colidiu com mouse ou touch; //Application.LoadLevel("Jogo"); // CARREGAR A CENA DO JOGO! GameObject.Destroy(GameObject.Find("MusicaMenu")); // Para a musica do Menu GameObject obj = GameObject.Find("Fundo"); ControladorBackground s = obj.GetComponent <ControladorBackground>(); try { GameObject obj2 = GameObject.Find("Status"); Status s2 = obj2.GetComponent <Status>(); s2.IDPersonagem = s.ID; this.desenhaLoading = true; switch (s2.IDFase)//Carrega fase { case 1: Application.LoadLevel("Fase1"); break; case 2: Application.LoadLevel("Fase2"); break; case 3: Application.LoadLevel("Fase3"); break; case 4: Application.LoadLevel("Fase4"); break; case 5: Application.LoadLevel("Fase5"); break; case 6: Application.LoadLevel("Fase6"); break; } } catch { Debug.LogError("Status não criado!; Btn5.cs"); } //Application.LoadLevel("Jogo"); // CARREGAR A CENA DO JOGO! } } }
// Update is called once per frame void Update() { // only go on if Orthello is ready if (!OT.isValid) { return; } // Initialize application once if (!initialized) { Initialize(); } // if containers that were created are not ready yet, lets hold. if (!OT.ContainersReady()) { return; } switch (appMode) { case 1: star.visible = true; // we are in the star stage so increase star creation wait time starTime += Time.deltaTime; // check if we may create a new star if (starTime > starSpeed) { // Lets create one, reset the wait time starTime = 0; // Create a copy of out animating star OTAnimatingSprite newStar = OT.CreateSprite(star) as OTAnimatingSprite; // Put this star in our active stars list stars.Add(newStar); // Give it a random size newStar.size *= (0.3f + Random.value * 2.5f); // Give it a random position on the right border of the screen newStar.position = new Vector2((Screen.width / 2) + newStar.size.x / 2, ((Screen.height / 2) * -1) + newStar.size.y / 2 + Random.value * (Screen.height - newStar.size.y)); // Calculate the depth (smaller stars to the back, bigger to the front) newStar.depth = (int)((1 / newStar.size.x) * 100); // Set material to additive newStar.additive = true; newStar.frameIndex = 0; } // Lets loop all active stars // HINT : Because we will be adjusting (removing) items as they get out of view, // we better not use a for() loop. While() is the better way for this. int s = 0; while (s < stars.Count) { // get next active star OTAnimatingSprite dStar = stars[s]; // increase its position dStar.position += new Vector2(stars[s].size.x * 3 * Time.deltaTime * -1, 0); // If the star gets out of view we will remove and destroy it if (dStar.outOfView) { // remove from active stars list stars.Remove(dStar); // destroy this object OT.DestroyObject(dStar); // no need to increment iterator as we just removed the current element } else { s++; // increment iterator } } break; case 2: man.visible = true; // we are in the walking man stage so calculate a normalized vector from // our man to the mouse pointer Vector2 mouseVector = (OT.view.mouseWorldPosition - man.position).normalized; // The Atan2 will give you a -3.141 to 3.141 range depending of your vector x/y values float angle = Mathf.Atan2(mouseVector.x, mouseVector.y); // Play the right frameset dependent on the angle float part = 6.2f / 8; string anim = ""; if (angle > -1 * (part / 2) && angle <= (part / 2)) { anim = "up"; } else if (angle > -3 * (part / 2) && angle <= -1 * (part / 2)) { anim = "upLeft"; } else if (angle > -5 * (part / 2) && angle <= -3 * (part / 2)) { anim = "left"; } else if (angle > -7 * (part / 2) && angle <= -5 * (part / 2)) { anim = "downLeft"; } else if (angle > (part / 2) && angle <= 3 * (part / 2)) { anim = "upRight"; } else if (angle > 3 * (part / 2) && angle <= 5 * (part / 2)) { anim = "right"; } else if (angle > 5 * (part / 2) && angle <= 7 * (part / 2)) { anim = "downRight"; } else { anim = "down"; } man.PlayLoop(anim); // adjust background scroll speed related to our mouse vector back.scrollSpeed = mouseVector * 10; break; } // color menu red when we are hovering over an item if (OT.Over(stage1)) { stagemesh1.renderer.material.color = new Color(1, .3f, .3f); } else { stagemesh1.renderer.material.color = new Color(1, 1, 1); } if (OT.Over(stage2)) { stagemesh2.renderer.material.color = new Color(1, .3f, .3f); } else { stagemesh2.renderer.material.color = new Color(1, 1, 1); } //check if we want to change stage if (OT.Clicked(stage1)) { appMode = 1; CreateObjects(); } else if (OT.Clicked(stage2)) { appMode = 2; CreateObjects(); } }
// Update is called once per frame void Update() { if (!refScriptStatus.carregando()) { this.renderer.enabled = true; if (refScriptStatus.isAndroid || refScriptStatus.isiOS) { if (Input.touchCount >= 1) { foreach (Touch touch in Input.touches) { if (touch.phase == TouchPhase.Began) { Ray ray = camera1.ScreenPointToRay(touch.position); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { switch (hit.collider.name) { case "ButtonPlay": { //refScriptStatus = GameObject.FindGameObjectWithTag("Status").GetComponent<Status>(); refScriptStatus.SetSelecionarBotaoFase(); Application.LoadLevel("Tela_Fases"); } break; case "ButtonBack": { //refScriptStatus = GameObject.FindGameObjectWithTag("Status").GetComponent<Status>(); refScriptStatus.SetSelecionarBotaoFase(); Application.LoadLevel("Tela_Fases"); } break; } //hit.transform.SendMessage("Clicked"); } } } } } else//PC { if (OT.Clicked(this.gameObject, 0)) { // Verifica se colidiu com mouse ou touch; //botao proximo, que leva a seleção de fase, e tambem o botao que volta if (refScriptStatus == null) { refScriptStatus = GameObject.FindGameObjectWithTag("Status").GetComponent <Status>(); } refScriptStatus.SetSelecionarBotaoFase(); Application.LoadLevel("Tela_Fases"); } } } else { this.renderer.enabled = false; } }