示例#1
0
    // Update is called once per frame
    void Update()
    {
        if (isDead)
        {
            return;
        }
        //Si se llega a un punto, la posición de destino será el otro punto
        if (transform.position == pointA.position)
        {
            nextPos = pointB.position;
            FlipCharacterDirection();
        }
        if (transform.position == pointB.position)
        {
            nextPos = pointA.position;
            FlipCharacterDirection();
        }

        if (isRecovered && !isAttacking)
        {
            //Se mueve el personaje
            transform.position = Vector3.MoveTowards(transform.position, nextPos, speed * Time.deltaTime);

            //Animación de moverse
            anim.SetBool("isMoving", true);

            if (assetAudio.GetNameSound() != "Walking")
            {
                assetAudio.PlaySound("Walking");
            }
        }

        if (transform.position == pointB.position)
        {
            nextPos = pointA.position;
        }

        //Se pausan los sonidos en al estar en menús
        if (SceneController.inMenu)
        {
            assetAudio.aSource.Pause();
        }
        //Se reanudan los sonidos al dejar de estar en menús
        if (!SceneController.inMenu && !assetAudio.aSource.isPlaying)
        {
            assetAudio.aSource.UnPause();
        }

        if (player.isDead)
        {
            GetComponent <BoxCollider2D>().enabled = false;
            topEnemy.gameObject.GetComponent <BoxCollider2D>().enabled = false;
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        if (transform.position == pointA.position)
        {
            StartCoroutine(MoveDown());
            //Sonido
            if (assetAudio.GetNameSound() == "MoveUp")
            {
                assetAudio.StopSound("MoveUp");
            }
        }
        if (transform.position == pointB.position)
        {
            StartCoroutine(MoveUp());

            //Sonido
            if (assetAudio.GetNameSound() != "Impact")
            {
                assetAudio.PlaySound("Impact");
            }
        }

        //Sonido
        if (isMovingUp && assetAudio.GetNameSound() != "MoveUp")
        {
            assetAudio.PlaySound("MoveUp");
        }

        //Se pausan los sonidos en al estar en menús
        if (SceneController.inMenu)
        {
            assetAudio.aSource.Pause();
        }
        //Se reanudan los sonidos al dejar de estar en menús
        if (!SceneController.inMenu && !assetAudio.aSource.isPlaying)
        {
            assetAudio.aSource.UnPause();
        }

        transform.position = Vector3.MoveTowards(transform.position, nextPos, speed * Time.deltaTime);
    }
示例#3
0
    // Update is called once per frame
    void Update()
    {
        if (playerCollision)
        {
            StartCoroutine(FadeIn(timeToStartFade));
        }
        if (startFadeOut && !isFadingIn)
        {
            //Sonido
            if (assetAudio.GetNameSound() != "Appear")
            {
                assetAudio.PlaySound("Appear");
            }

            StartCoroutine(FadeOut(timeToStartFade));
        }

        //Sonido
        if (isFadingIn && (assetAudio.GetNameSound() != "Disappear"))
        {
            assetAudio.PlaySound("Disappear");
        }
    }