Пример #1
0
    // Add score and reset targets if needed
    public void AlertHit()
    {
        // If this is a drop target holder
        if (bDrop)
        {
            // Increase the number of target dropped
            iTargetsDropped++;

            // If all the targets have been dropped
            if (iTargetsDropped == iTargets)
            {
                // If the targets are to be reset as soon as all target are dropped
                if (bSimpleReset)
                {
                    // Iterate through all drop targets and reset them to their original positions
                    for (int i = 0; i < transform.childCount; i++)
                    {
                        transform.GetChild(i).GetComponent <DropTarget> ().ResetTarget();
                    }

                    // Reset the number of targets dropped
                    iTargetsDropped = 0;

                    // Add score to the score system for hitting all the targets
                    sys.AddScore(iScoreForCompletion);
                }
            }
        }
    }
Пример #2
0
 void OnTriggerEnter(Collider target)
 {
     if (target.gameObject.tag == "BALL")
     {
         RepelObject(target.gameObject);
         ColObjects.Add(target.gameObject);
         sys.AddScore(iScoreForHit);
     }
 }
Пример #3
0
    public IEnumerator Spin(bool diff)
    {
        bSpinning            = true;
        force.relativeTorque = new Vector3(((diff) ? 5.0f : -5.0f), 0.0f, 0.0f);
        sys.AddScore(iScoreForHit);
        yield return(new WaitForSeconds(fSpinTime));

        force.relativeTorque = new Vector3(0.0f, 0.0f, 0.0f);
        bSpinning            = false;
        StartCoroutine(Stop());
    }
Пример #4
0
 void OnTriggerEnter(Collider col)
 {
     StartCoroutine(control.Flash(0.5f));
     sys.AddScore(iScoreForHit);
 }