Пример #1
0
    //Тест лужи мочи
    void TestPiiWater()
    {
        if (player != null)
        {
            //Если нужно поднимать
            if (player.gameplayParametrs.get_lvl_now() < 2)
            {
                //узнаем в процентах настоящий предел
                float percent_now = 0;
                if (player.ScoreALL > points_start)
                {
                    percent_now = ((player.ScoreALL - points_start) / points_max);
                }
                else
                {
                    percent_now = 0;
                }
                //узнали теперь считаем нужную высоту и применяем ее
                Vector3 position_now = gameObject.transform.position;
                position_now.y = start_pos_y + (plus_max * percent_now);
                position_now.y = gameObject.transform.position.y + (position_now.y - gameObject.transform.position.y) / 20;

                if (player.ScoreTime > points_max && Wall != null)
                {
                    Wall.DestroyWall();
                }
                gameObject.transform.position = position_now;

                if (material != null)
                {
                    Vector2 pos_tex = material.mainTextureOffset;
                    pos_tex.y += 0.05f * Time.deltaTime;
                    material.mainTextureOffset = pos_tex;
                }
            }
            //Иначе если нужен спуск
            else if (start_pos_y != gameObject.transform.position.y)
            {
                //Уменьшаем плавно
                Vector3 position_now = gameObject.transform.position;
                position_now.y -= 0.1f * Time.deltaTime;
                if (position_now.y < start_pos_y)
                {
                    position_now.y = start_pos_y;
                }
                gameObject.transform.position = position_now;

                if (material != null)
                {
                    Vector2 pos_tex = material.mainTextureOffset;
                    pos_tex.y += 0.5f * Time.deltaTime;
                    material.mainTextureOffset = pos_tex;
                }
            }
        }
    }
Пример #2
0
    public void DestroyWall()
    {
        if (!CrashWall_yn)
        {
            CrashWall_yn = true;
            //Ломаем
            for (int num_now = 0; num_now < targets.Length; num_now++)
            {
                //targets[num_now].gameObject.GetComponent<Rigidbody>().constraints = RigidbodyConstraints.None;
                if (targets[num_now].heath > 0)
                {
                    targets[num_now].heath = 0;
                    targets[num_now].gameObject.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.None;
                }
            }

            //Если игрок есть то говорим ему передвигаться на позицию
            if (player != null)
            {
                player.move_to_3();
            }
            if (gameObject.GetComponent <AudioSource>() != null && clipDestroy != null && seting != null)
            {
                AudioSource audioSource = gameObject.GetComponent <AudioSource>();

                audioSource.volume = seting.game.volume_all * seting.game.volume_sound;
                audioSource.PlayOneShot(clipDestroy);
            }

            if (wallTargetDestroy != null)
            {
                wallTargetDestroy.DestroyWall();
            }

            //if (lvl_Text != null && text_destroy != null) {
            //    lvl_Text.text_next = text_destroy;
            //}
            if (gameplayParametrs != null)
            {
                gameplayParametrs.start_lvl_2();
            }
        }
    }