Пример #1
0
    // Update is called once per frame
    void Update()
    {
        arrowSpeed = gen.arrowSpeed;
        Vector3 tempPos = transform.position;

        tempPos.y         -= arrowSpeed;
        transform.position = tempPos;

        if (Input.GetKeyDown(KeyCode.D) && dir == direction.a)
        {
            CheckLocation();
        }

        if (Input.GetKeyDown(KeyCode.F) && dir == direction.b)
        {
            CheckLocation();
        }

        if (Input.GetKeyDown(KeyCode.Space) && dir == direction.spc)
        {
            CheckLocation();
        }

        if (Input.GetKeyDown(KeyCode.J) && dir == direction.c)
        {
            CheckLocation();
        }
        if (Input.GetKeyDown(KeyCode.K) && dir == direction.d)
        {
            CheckLocation();
        }

        //Missed
        if (transform.position.y < arrowBack.transform.position.y - strumOffset)
        {
            GetComponent <Renderer>().material.SetColor("_Color", new Color(0.5f, 0.0f, 0.0f));
            StartCoroutine(DespawnArrow());
            if (!scoreApplied)
            {
                scoreApplied = true;
                scoreHandler.SendMessage("LoseScore");
                scoreHandler.SendMessage("LoseCombo");
                heartbeatController.SendMessage("loseLife");
            }
        }
    }
Пример #2
0
 /// <summary>
 /// checks if the falling arrow was hit at the right place
 /// </summary>
 void CheckLocation()
 {
     if (transform.position.y >= arrowBack.transform.position.y - strumOffset && transform.position.y <= arrowBack.transform.position.y + strumOffset)
     {
         arrowBack.GetComponent <Animator>().SetBool("isLit", true); // color arrow
         scoreHandler.SendMessage("AddScore");                       // update score
         Destroy(this.gameObject);                                   // destroy arrow
     }
 }
    // Update is called once per frame
    void Update()
    {
        Debug.Log("Arrow_Movement.Update()");
        arrowSpeed = gen.arrowSpeed;
        Vector3 tempPos = transform.position;

        tempPos.y         -= arrowSpeed;
        transform.position = tempPos;

        if (Input.GetKeyDown(KeyCode.LeftArrow) && dir == direction.left)
        {
            CheckLocation();
        }

        if (Input.GetKeyDown(KeyCode.DownArrow) && dir == direction.down)
        {
            CheckLocation();
        }

        if (Input.GetKeyDown(KeyCode.UpArrow) && dir == direction.up)
        {
            CheckLocation();
        }

        if (Input.GetKeyDown(KeyCode.RightArrow) && dir == direction.right)
        {
            CheckLocation();
        }

        //Missed
        if (transform.position.y < arrowBack.transform.position.y - strumOffset)
        {
            GetComponent <Renderer>().material.SetColor("_Color", new Color(0.5f, 0.0f, 0.0f));
            StartCoroutine(DespawnArrow());
            if (!scoreApplied)
            {
                scoreApplied = true;
                scoreHandler.SendMessage("LoseScore");
            }
        }
    }