private void Start() { activeColor = list.ReturnActiveColor(); rope.positionCount = 0; hookScale = hook.transform.localScale; ChangeWeaponColor(); }
void Start() { groundMask = LayerMask.GetMask("Floor"); playerRB = GetComponent <Rigidbody>(); gunColor = GetComponentInChildren <GunColor>(); vertical = Camera.main.transform.forward; vertical.y = 0.0f; vertical.Normalize(); horizontal = Quaternion.Euler(new Vector3(0, 90, 0)) * vertical; playerMaterial = GetComponent <Renderer>().material; }
// Update is called once per frame void Update() { if (!gameOver) { time += Time.deltaTime; timer.text = "Tiempo " + time.ToString("f2"); } if (activeColorGun != ggun.activeColor) { ChangeColor(); activeColorGun = ggun.activeColor; } }
public void InsertarUltimo(GunColor x) { Nodo nuevo = new Nodo(); nuevo.color = x; if (raiz == null) { nuevo.sig = nuevo; nuevo.ant = nuevo; raiz = nuevo; } else { Nodo ultimo = raiz.ant; nuevo.sig = raiz; nuevo.ant = ultimo; raiz.ant = nuevo; ultimo.sig = nuevo; } }
void ChangeWeaponColor() { switch (list.ReturnActiveColor()) { case GunColor.Yellow: rope.material = colorYellow; break; case GunColor.Red: rope.material = colorRed; break; case GunColor.Blue: rope.material = colorBlue; break; default: rope.material = colorTest; break; } activeColor = list.ReturnActiveColor(); list.DebugLogs(); }
Color AssignColor(GunColor color) { Color aux; switch (color) { case GunColor.Blue: aux = Color.blue; break; case GunColor.Red: aux = Color.red; break; case GunColor.Yellow: aux = Color.yellow; break; default: aux = Color.gray; break; } return(aux); }
void Start() { fireRate = 0.65f; timer = 0.65f; gunColorScript = GetComponent <GunColor>(); }
// Start is called before the first frame update void Start() { timer.text = "Tiempo: " + time.ToString("f2"); activeColorGun = ggun.activeColor; ChangeColor(); }