Пример #1
0
    void Update()
    {
        if (Active)
        {
            Energy += Vector3.Magnitude(_transform.position - _oldPos);
            Energy *= Decay;
            _oldPos = _transform.position;
        }
        if (Charged != 0)
        {
            Debug.Log(Charged + ":" + ChargeToPop);
            if (ChargeToPop <= 0)
            {
                Charged = 0;
                QwutscherBubbleBehaviour bubbles = GameObject.FindObjectOfType <QwutscherBubbleBehaviour>();

                if (Charged == -1)
                {
                    _qMeter.ChangeQwutschPoints(50);
                    _qMeter.ChangeQwutschEnergy(10);
                    bubbles.PlayerDislikes(UIQwutscherLikesDislikes.Nothing, Owner == PlayerEnum.Player1);
                }
                else
                {
                    bubbles.PlayerLikes(UIQwutscherLikesDislikes.Nothing, Owner == PlayerEnum.Player1);
                }
            }
            if (Charged == -1)
            {
                ChargeToPop -= Time.deltaTime;
            }
        }
    }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        if (_qwutscher != null)
        {
            AnimateFace();
        }
        _nextGood -= Time.deltaTime;
        _nextBad  -= Time.deltaTime;
        if (_nextGood <= 0)
        {
            UIQwutscherLikesDislikes like    = (UIQwutscherLikesDislikes)UnityEngine.Random.Range(0, Enum.GetValues(typeof(UIQwutscherLikesDislikes)).Length);
            QwutscherBubbleBehaviour bubbles = GameObject.FindObjectOfType <QwutscherBubbleBehaviour>();
            bubbles.PlayerLikes(like, _qwutscher.Player == PlayerEnum.Player1);
            switch (like)
            {
            case UIQwutscherLikesDislikes.Nose:
                Nose.MakeGoodPoint();
                break;

            case UIQwutscherLikesDislikes.Eye:
                Eye.MakeGoodPoint();
                break;

            case UIQwutscherLikesDislikes.Ear:
                Ear.MakeGoodPoint();
                break;

            default:
                break;
            }
            _nextGood = UnityEngine.Random.Range(5, 15);
        }
        if (_nextBad <= 0)
        {
            UIQwutscherLikesDislikes dislike = (UIQwutscherLikesDislikes)UnityEngine.Random.Range(0, Enum.GetValues(typeof(UIQwutscherLikesDislikes)).Length);
            QwutscherBubbleBehaviour bubbles = GameObject.FindObjectOfType <QwutscherBubbleBehaviour>();
            bubbles.PlayerDislikes(dislike, _qwutscher.Player == PlayerEnum.Player1);
            switch (dislike)
            {
            case UIQwutscherLikesDislikes.Nose:
                Nose.MakeBadPoint();
                break;

            case UIQwutscherLikesDislikes.Eye:
                Eye.MakeBadPoint();
                break;

            case UIQwutscherLikesDislikes.Ear:
                Ear.MakeBadPoint();
                break;

            default:
                break;
            }
            _nextBad = UnityEngine.Random.Range(10, 15);
        }
    }