Пример #1
0
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.H))
        {
            if (paused == false)
            {
                Pause();
            }
            else
            {
                Resume();
            }
        }

        if (Input.GetKeyDown(KeyCode.Return))
        {
            Reset();
        }

        if (playerCollectibles.GetKeys() == maxKeys && !spawnFinalRoom)
        {
            spawnFinalRoom = true;
            manager.SpawnFinalRoom();
        }
    }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        if (indOn1 && indOn2)
        {
            if (openDoor == true)
            {
                float distCovered = (Time.time - startTime) * moveSpeed;
                float fracJourney = distCovered / journeyLength;
                door.transform.position = Vector3.Lerp(startPosition, endPosition, fracJourney);
                currentPosition         = door.transform.position;
            }
            else
            {
                float distCovered = (Time.time - startTime) * moveSpeed;
                float fracJourney = distCovered / journeyLength;
                door.transform.position = Vector3.Lerp(currentPosition, startPosition, fracJourney);
            }
        }

        // Check if player has collected keys
        if (indOn1 == false)
        {
            if (collectables.GetKeys() >= 1)
            {
                indicator1.GetComponent <Renderer> ().material = indicatorOn;
                indOn1 = true;
            }
        }

        if (indOn2 == false)
        {
            if (collectables.GetKeys() >= 2)
            {
                indicator2.GetComponent <Renderer> ().material = indicatorOn;
                indOn2 = true;
            }
        }
    }