// Update is called once per frame void Start() { lines = new List <GameObject>(); ControllerPopup.Initialize(); player = GameObject.FindGameObjectWithTag("Player"); StartLines(); // Instantiate (left); // Instantiate (up); GameObject instance = Instantiate(right, linesObjects.transform); lines.Add(instance); lastDirection.z = right.transform.eulerAngles.z; lastLinePosition = new Vector3(0, 0, 0); }
void CheckBonusPoints() { float distanceNextLine = Vector3.Distance(linesObjects.transform.GetChild(1).transform.position, transform.position); // set bonus if (player.bonus > PlayerPrefs.GetFloat("bonus")) { PlayerPrefs.SetFloat("bonus", player.bonus); } // save Positions player savePositions.SavePositionsPlayer(transform.position); if (distanceNextLine >= 0.5) { // Debug.Log ("Bad"+distanceNextLine); ControllerPopup.CreatingDamagePopupText("Bad!", transform); player.aumento = 0.5f; player.bonus = 0; bonusText.text = player.bonus.ToString() + "x"; } if (distanceNextLine < 0.5 && distanceNextLine >= 0.2f) { // Debug.Log ("Good"+distanceNextLine); ControllerPopup.CreatingDamagePopupText("Good!", transform); player.aumento += 0.5f; player.bonus += 1; bonusText.text = player.bonus.ToString() + "x"; } if (distanceNextLine < 0.2f && distanceNextLine >= 0) { // Debug.Log ("Perfect"+distanceNextLine); ControllerPopup.CreatingDamagePopupText("Perfect!", transform); player.aumento += 1f; player.bonus += 2; bonusText.text = player.bonus.ToString() + "x"; } }