Пример #1
0
    public IEnumerator UpdateWorld_CO(playerRot _side)
    {
        switch (_side)
        {
        case playerRot.Up:
            GetComponent <Rigidbody2D>().AddForce(new Vector2(0, 250), ForceMode2D.Impulse);
            yield return(new WaitForSeconds(0.15f));

            body.gravityScale   *= -1.5f;
            transform.localScale = new Vector3(transform.localScale.x, -transform.localScale.y, -transform.localScale.z);
            jumpForce.y          = -500;
            // shadow[0].SetActive(false);
            // shadow[1].SetActive(true);
            break;

        case playerRot.Down:
            GetComponent <Rigidbody2D>().AddForce(new Vector2(0, -250), ForceMode2D.Impulse);
            yield return(new WaitForSeconds(0.15f));

            body.gravityScale   *= -1.5f;
            transform.localScale = new Vector3(transform.localScale.x, -transform.localScale.y, -transform.localScale.z);
            jumpForce.y          = 500;
            // shadow[0].SetActive(true);
            // shadow[1].SetActive(false);
            break;
        }
        //distorsion.Play();
        GameManager.manager.quest.AddProgressToAchievement("Worlds", 1);
        switchExplosion.Play();
        StartCoroutine(UpdateGravity());
    }
Пример #2
0
 public void UpdateWorld(playerRot _side)
 {
     StartCoroutine(UpdateWorld_CO(_side));
     if (PlatformManager.destructor.isTutorial)
     {
         PlatformManager.destructor.gravity++;
     }
 }
Пример #3
0
    public void ChangeGravity()
    {
        if (worldSide == playerRot.Up)
        {
            worldSide = playerRot.Down;
        }
        else if (worldSide == playerRot.Down)
        {
            worldSide = playerRot.Up;
        }

        ChangeWorldGravity();
    }
Пример #4
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            if (worldSide == playerRot.Up)
            {
                worldSide = playerRot.Down;
            }
            else if (worldSide == playerRot.Down)
            {
                worldSide = playerRot.Up;
            }
            Camera.main.gameObject.GetComponent <Animator>().SetTrigger("Stroke");
            soundMng.SetCurrentEffect(switchFX);
            ChangeWorldGravity();
        }

        if (Time.time > nextFire && !gameOver && startGame)
        {
            nextFire = Time.time + fireRate;
            distance++;
            ui.UpdateDistance(distance);
        }

        if (distance > 150)
        {
            difficuly = Difficuly.Hard;
        }
        else if (distance > 50 && distance < 150)
        {
            difficuly = Difficuly.Medium;
        }
        // ele if(distance >50) difficuly = Difficuly.Easy;

        if (distance > nextVelocityChange)
        {
            platformVelicity.x -= 0.02f;
            nextVelocityChange += nextVelocityOffSet;
        }
    }