示例#1
0
    // Update is called once per frame
    void Update()
    {
        DroppyBarController db = Camera.main.GetComponent <DroppyBarController>();

        if (state == "onSky")
        {
            onSky();
        }
        if (state == "onCitySky")
        {
            onCitySky();
        }
        else if (state == "skyToLand")
        {
            skyToLand();
        }
        else if (state == "firstRightTurn")
        {
            firstRightTurn();
        }
        else if (state == "secondRightTurn")
        {
            secondRightTurn();
        }
        else if (state == "thirdRightTurn")
        {
            thirdRightTurn();
        }
        else if (state == "lastLeftTurn")
        {
            lastLeftTurn();
        }
        else if (state == "cityEnd")
        {
            cityEnd();
        }
        else if (state == "Test")
        {
            Test();
        }
        //if player needs to release a drop (if there is one), press O
        //since it released one, it will be faster and size will decrease.
        //droppy bar will decrease.
        if (Input.GetKeyDown(KeyCode.O))
        {
            if (transform.localScale.x > minScale.x && transform.localScale.y > minScale.y && transform.localScale.z > minScale.z)
            {
                transform.localScale = sizeReducction(transform.localScale);
                db.ReduceBar();
            }
            else
            {
                print("I can't reduce the size anymore");
                return;
            }
            // IT IS FLYING SPEED THAT WILL HAVE DIFF STATES BASED ON THE LOCATION OF THE PLAYER
            reduceSpeed(flyingSpeed);
        }
    }
示例#2
0
    public void OnTriggerEnter(Collider other)
    {
        print("What did I colide? " + other.name);
        print("What is the tag? " + other.tag);
        DroppyBarController db = Camera.main.GetComponent <DroppyBarController>();

        //player collides with another droppy,(max size is 4)
        //it will get bigger and heavier
        //it will move slower
        //droppy bar will be increased
        if (other.tag == ("Droppy"))
        {
            Destroy(other.gameObject);
            //score++;

            if (transform.localScale.x < maxScale.x && transform.localScale.y < maxScale.y && transform.localScale.z < maxScale.z)
            {
                transform.localScale = sizeExpansion(transform.localScale);
                db.IncreaseBar();
            }
            else
            {
                print("I can't increase the size anymore");
                return;
            }
            // IT IS FLYING SPEED THAT WILL CHANGE AND UPDATE WILL TAKE CARE OF DIFFERENT STATES WITH DIFFERENT DIRECTIONS THA PLAYER IS MOVING
            increaseSpeed(flyingSpeed);
        }

        //else if (other.tag == "City_Done")
        //{
        //    print("I finished city level");
        //    SceneManager.LoadScene("SF_Info");

        //}
        else if (other.tag == "Sky_Done")
        {
            print("I finished Sky level");
            SceneManager.LoadScene("SkyToCity");
        }
        else if (other.tag == "Good_Car")
        {
            Music_Controller mc = Camera.main.GetComponent <Music_Controller>();
            print("What is my size:" + transform.localScale);
            if (transform.localScale.x >= fractionOfMaxScale.x && transform.localScale.y >= fractionOfMaxScale.y && transform.localScale.z >= fractionOfMaxScale.z)
            {
                mc.Accident();
                Destroy(other.gameObject);
            }
            else
            {
                mc.Sad();
                Invoke("reloadTheCityScene", 3);
            }
        }
        else if (other.tag == "Bad_Car")
        {
            Music_Controller mc = Camera.main.GetComponent <Music_Controller>();
            mc.Sad();
            Invoke("reloadTheCityScene", 3);
        }
    }