示例#1
0
    // routine per il calcolo del tempo

    public IEnumerator ritardoTempo(float myDelay)
    {
        duration = myDelay;

        min              = Mathf.FloorToInt(duration / 60);
        sec              = Mathf.FloorToInt(duration % 60);
        countDown.text   = min.ToString("00") + ":" + sec.ToString("00");
        countDownUI.text = countDown.text;

        while (duration > 0)
        {
            while (isPaused)
            {
                yield return(null);
            }

            yield return(new WaitForSeconds(1));

            duration--;

            min              = Mathf.FloorToInt(duration / 60);
            sec              = Mathf.FloorToInt(duration % 60);
            countDown.text   = min.ToString("00") + ":" + sec.ToString("00");
            countDownUI.text = countDown.text;

            while (isPaused)
            {
                yield return(null);
            }
        }
        //
        if (SceneChanger.scene == 4)
        {
            message.text = " Tempo Scaduto." + "<br><br>Hai guadagnato " + buttonArrayCredit.credit + " punti";
        }
        else
        {
            message.text = "Tempo Scaduto";
        }

        fade.enableAuto();
        //SceneManager.LoadScene(SceneManager.GetActiveScene().name);
    }
示例#2
0
    void OnParticleCollision(GameObject other)
    {
        int numCollisionEvents = part.GetCollisionEvents(other, collisionEvents);

        //Rigidbody rb = other.GetComponent<Rigidbody>();
        int i = 0;

        while (i < numCollisionEvents)
        {
            //Debug.Log(i);
            if (other == player)
            {
                //SceneManager.LoadScene(SceneManager.GetActiveScene().name);
                fade.enableAuto();
                Debug.Log("COLLISION!!!");
            }
            else if (other == sword)
            {
                Debug.Log("KILL PARTICLE!!!!!");
                particleDeath.Play();
            }
            i++;
        }
    }