// Start() is called after Awake(), this ensures that the matrix has alrady been built void Start() { /* Set the entry that corresonds to the obstacle's position as * '1' brick * '2' reinforcedBrick * 'X' steel */ if (name.Contains("Reinforced")) { ForbiddenTilesVores.RegisterSquare(transform.position, '2'); } else if (name.Contains("Brick")) { ForbiddenTilesVores.RegisterSquare(transform.position, '1'); } else if (name.Contains("Steel")) { ForbiddenTilesVores.RegisterSquare(transform.position, 'x'); } }
/** Kigger på hvad flammen rammer. */ void OnTriggerEnter(Collider other) { if (other.name.Contains("BrickBlock")) { //Spawn pickUp, 1 ud af 3 gange. if (Random.Range(0, 3) == 1) { GameObject pickup = other.GetComponent <Spawner> ().SpawnElement( other.transform.position, new Vector3(270, 0, 0), Random.Range(0, 3)); // Hvis det er en sygdom ændrer vi navnet så det kan bruges. if (pickup.name.Contains("Sickness")) { SicknessSpawn(pickup); } } //Updater Grid DestroyObject(other.gameObject); ForbiddenTilesVores.RegisterSquare(other.transform.position, '0'); } else if (other.name.Contains("Player")) { SaveData(other); // Stopper den ramte spiller, så denne ikke længere kan bevæge sig. MovePlayer mover = other.GetComponent <MovePlayer> (); mover.doMove = false; mover.allowMove = false; // Sætter den ramte spillers animation til at denne har tabt. Animator playerAni = other.GetComponent <Animator> (); playerAni.SetBool("Run", false); playerAni.SetBool("Win", false); playerAni.SetTrigger("GameEnd"); } }