Пример #1
0
 void Update()
 {
     if (finished == false && PlayerScoreUGUI.playerDistance() > changeDistance)
     {
         if (runtimeLevel == BaseLevels[BaseLevel].LevelSequence.Count - 1)
         {
             finished = true;
         }
         else
         {
             runtimeLevel++;
             LevelMakerScript.SetLevel(BaseLevels[BaseLevel].LevelSequence[runtimeLevel].LevelId);
             changeDistance = BaseLevels[BaseLevel].LevelSequence[runtimeLevel].nextChangeDistance;
         }
     }
 }
 void Update()
 {
     //Add basic conditions here.
     if (PlayerScoreUGUI.playerDistance() > 500f)
     {
         achivementscript.CompleteAnAchivement(0);             //Calling the complete achivement function of Achivements script
     }
     if (PlayerScoreUGUI.playerDistance() > 3000f)
     {
         achivementscript.CompleteAnAchivement(1);
     }
     if (playerScore.playerCoin() > 200f)
     {
         achivementscript.CompleteAnAchivement(2);
     }
     if (playerScore.playerCoin() > 1000f)
     {
         achivementscript.CompleteAnAchivement(3);
     }
 }
    /// <summary>
    ///
    /// </summary>
    void Update()
    {
        for (int i = 0; i < Worlds.Count; i++)
        {
            if (Worlds[i].minAppearLimit > 0f && Worlds[i].maxAppearLimit != -1f)
            {
                if (Worlds[i].minAppearLimit > Worlds[i].maxAppearLimit)
                {
                    Debug.LogError("Appears after distance has greater value than Doesn't appear after distance which is not allowed.");
                    break;
                }
            }
            if (Worlds[i].minAppearLimit > 0)
            {
                if (PlayerScoreUGUI.playerDistance() < Worlds[i].minAppearLimit)
                {
                    Worlds[i].probability = 0f;
                }
                else
                {
                    Worlds[i].probability = Worlds[i].cacheProbability;
                }
            }
            if (Worlds[i].maxAppearLimit != -1f && PlayerScoreUGUI.playerDistance() > Worlds[i].minAppearLimit)
            {
                if (PlayerScoreUGUI.playerDistance() > Worlds[i].maxAppearLimit)
                {
                    Worlds[i].probability = 0f;
                }
                else
                {
                    Worlds[i].probability = Worlds[i].cacheProbability;
                }
            }
        }

        //Here goes the floating point fix Logic we move the Player along with the world to origin in such a way that no extra relative motion is noticiable
        transform.position = player.transform.position;
        if (Mathf.Abs(transform.position.x) > 9000f || Mathf.Abs(transform.position.y) > 9000f || Mathf.Abs(transform.position.z) > 9000f) //A value above which move back to origin
        {
            player.transform.parent = this.transform;
            for (int i = 0; i < Worlds.Count; ++i)
            {
                for (int j = 0; j < Worlds[i].tracks.Count; ++j)
                {
                    for (int k = 0; k < Worlds[i].tracks[j].pools.Count; ++k)
                    {
                        if (Worlds[i].tracks[j].pools[k].activeInHierarchy == true)
                        {
                            Worlds[i].tracks[j].pools[k].transform.parent = this.transform;                          //Parenting all active tracks to this transform
                        }
                    }
                }
            }
            transform.position      = Vector3.zero;     //Moving to origin
            player.transform.parent = null;
            for (int i = 0; i < Worlds.Count; ++i)
            {
                for (int j = 0; j < Worlds[i].tracks.Count; ++j)
                {
                    for (int k = 0; k < Worlds[i].tracks[j].pools.Count; ++k)
                    {
                        if (Worlds[i].tracks[j].pools[k].activeInHierarchy == true)
                        {
                            Worlds[i].tracks[j].pools[k].transform.parent = null;                          //Reseting all finally
                        }
                    }
                }
            }
        }
    }