void ChangeTurnToCylinder() { foreach (GameObject simple_Plane2 in plane) { MatricalTerrain scr = simple_Plane2.GetComponent <MatricalTerrain>(); Renderer rend = scr.GetComponent <Renderer>(); Vector3 s = new Vector3(simple_Plane2.transform.position.x, simple_Plane2.transform.position.y + 13.4f, simple_Plane2.transform.position.z); Vector3 s_Min = new Vector3(simple_Plane2.transform.position.x, simple_Plane2.transform.position.y + 13.4f, simple_Plane2.transform.position.z + 50f); if (rend.material.color == new Color(0, 255, 0, 10)) { if (movement_Cylinder == 2) { if (Input.GetMouseButtonDown(0)) { if ((s != transform.position) && (s != cylinder.transform.position) && (s != sphere.transform.position) && (s != minotaur.transform.position)) { if ((Mathf.Abs((Mathf.Abs(cylinder.transform.position.x) - (Mathf.Abs(simple_Plane2.transform.position.x)))) < movement_Cylinder * 50) && (Mathf.Abs((Mathf.Abs(cylinder.transform.position.z) - (Mathf.Abs(simple_Plane2.transform.position.z)))) < movement_Cylinder * 50)) { do { cylinder.transform.position = Vector3.MoveTowards(cylinder.transform.position, s, speed * Time.deltaTime); }while(cylinder.transform.position != s); } //ChangeTurnToMinotaur(); movement_Cylinder = 0; movement_Minotaur = 4; } else if (minotaur.transform.position == s) { if ((Mathf.Abs((Mathf.Abs(cylinder.transform.position.x) - (Mathf.Abs(simple_Plane2.transform.position.x)))) < movement_Cylinder * 50) && (Mathf.Abs((Mathf.Abs(cylinder.transform.position.z) - (Mathf.Abs(simple_Plane2.transform.position.z)))) < movement_Cylinder * 50)) { if (Input.GetMouseButtonDown(0)) { foreach (GameObject simple_Plane_Cylinder in plane) { Vector3 s_Min1 = new Vector3(simple_Plane_Cylinder.transform.position.x, simple_Plane_Cylinder.transform.position.y + 13.4f, simple_Plane_Cylinder.transform.position.z); Vector3 distance = s_Min - s; if (Mathf.Abs(distance.magnitude) <= 72f) { MatricalTerrain scr2 = simple_Plane_Cylinder.GetComponent <MatricalTerrain>(); Renderer rend2 = scr2.GetComponent <Renderer>(); rend2.material.color = Color.yellow; if (Input.GetMouseButtonDown(0)) { if (Mathf.Abs((minotaur.transform.position - cylinder.transform.position).magnitude) <= 72f) { do { cylinder.transform.position = Vector3.MoveTowards(cylinder.transform.position, s_Min1, speed * Time.deltaTime); }while(cylinder.transform.position != s_Min1); movement_Cylinder = 0; movement_Minotaur = 4; } } if (hp_cylinder <= 0) { Destroy(cylinder); ChangeTurnToMinotaur(); } } } hp_cylinder = hp_cylinder - 8; hp_minotaur = hp_minotaur - 20; Debug.Log("Cylinder: -8hp; Minotaur: -20hp"); if (hp_minotaur <= 0) { SceneManager.LoadScene("Win"); } } } } } } } } }
// Update is called once per frame void ChangeTurnToCube() { foreach (GameObject simple_Plane in plane) { MatricalTerrain scr = simple_Plane.GetComponent <MatricalTerrain>(); Renderer rend = scr.GetComponent <Renderer>(); Vector3 s = new Vector3(simple_Plane.transform.position.x, simple_Plane.transform.position.y + 13.4f, simple_Plane.transform.position.z); if (rend.material.color == new Color(0, 255, 0, 10)) { if (movement_Cube == 3) { if (Input.GetMouseButtonDown(0)) { if ((s != sphere.transform.position) && (s != cylinder.transform.position) && (s != transform.position) && (s != minotaur.transform.position)) { if ((Mathf.Abs((Mathf.Abs(gameObject.transform.position.x) - (Mathf.Abs(simple_Plane.transform.position.x)))) < movement_Cube * 50) && (Mathf.Abs((Mathf.Abs(gameObject.transform.position.z) - (Mathf.Abs(simple_Plane.transform.position.z)))) < movement_Cube * 50)) { do { transform.position = Vector3.MoveTowards(transform.position, s, speed * Time.deltaTime); }while(transform.position != s); } movement_Cube = 0; movement_Sphere = 5; } else if (minotaur.transform.position == s) { if ((Mathf.Abs((Mathf.Abs(gameObject.transform.position.x) - (Mathf.Abs(simple_Plane.transform.position.x)))) < movement_Cube * 50) && (Mathf.Abs((Mathf.Abs(gameObject.transform.position.z) - (Mathf.Abs(simple_Plane.transform.position.z)))) < movement_Cube * 50)) { //if(Input.GetMouseButtonDown(0)) // { foreach (GameObject simple_Plane_Cube in plane) { Vector3 s_Min = new Vector3(simple_Plane_Cube.transform.position.x, simple_Plane_Cube.transform.position.y + 13.4f, simple_Plane_Cube.transform.position.z); Vector3 distance = s_Min - s; Vector3 ss = new Vector3(minotaur.transform.position.x, minotaur.transform.position.y, minotaur.transform.position.z + 50f); if (Mathf.Abs(distance.magnitude) <= 72f) { MatricalTerrain scr1 = simple_Plane_Cube.GetComponent <MatricalTerrain>(); Renderer rend1 = scr1.GetComponent <Renderer>(); rend1.material.color = Color.yellow; if (Input.GetMouseButtonDown(0)) { if (Mathf.Abs((minotaur.transform.position - transform.position).magnitude) == 50f) { if (Input.GetMouseButtonDown(0)) { do { transform.position = Vector3.MoveTowards(transform.position, ss, speed * Time.deltaTime); }while(transform.position != ss); movement_Cube = 0; movement_Sphere = 5; } } } if (hp_cube <= 0) { Destroy(gameObject); ChangeTurnToSphere(); } } } hp_cube = hp_cube - 8; hp_minotaur = hp_minotaur - 30; Debug.Log("Cube: -8hp; Minotaur: - 30hp"); if (hp_minotaur <= 0) { SceneManager.LoadScene("Win"); } // } } } } } } } }
void ChangeTurnToSphere() { foreach (GameObject simple_Plane1 in plane) { MatricalTerrain scr1 = simple_Plane1.GetComponent <MatricalTerrain>(); Renderer rend = scr1.GetComponent <Renderer>(); Vector3 s1 = new Vector3(simple_Plane1.transform.position.x, simple_Plane1.transform.position.y + 13.4f, simple_Plane1.transform.position.z); if (rend.material.color == new Color(0, 255, 0, 10)) { if (movement_Sphere == 5) { if (Input.GetMouseButtonDown(0)) { if ((s1 != transform.position) && (s1 != cylinder.transform.position) && (s1 != sphere.transform.position) && (s1 != minotaur.transform.position)) { if ((Mathf.Abs(((Mathf.Abs(sphere.transform.position.x)) - (Mathf.Abs(simple_Plane1.transform.position.x)))) < movement_Sphere * 50) && (Mathf.Abs(((Mathf.Abs(sphere.transform.position.z)) - (Mathf.Abs(simple_Plane1.transform.position.z)))) < movement_Sphere * 50)) { do { sphere.transform.position = Vector3.MoveTowards(sphere.transform.position, s1, speed * Time.deltaTime); }while(sphere.transform.position != s1); } //ChangeTurnToCylinder(); movement_Cylinder = 2; movement_Sphere = 0; } else if (minotaur.transform.position == s1) { if ((Mathf.Abs((Mathf.Abs(sphere.transform.position.x) - (Mathf.Abs(simple_Plane1.transform.position.x)))) < movement_Sphere * 50) && (Mathf.Abs((Mathf.Abs(sphere.transform.position.z) - (Mathf.Abs(simple_Plane1.transform.position.z)))) < movement_Sphere * 50)) { if (Input.GetMouseButtonDown(0)) { foreach (GameObject simple_Plane_Sphere in plane) { Vector3 s_Min = new Vector3(simple_Plane_Sphere.transform.position.x, simple_Plane_Sphere.transform.position.y + 13.4f, simple_Plane_Sphere.transform.position.z); Vector3 distance = s_Min - s1; if (Mathf.Abs(distance.magnitude) <= 72f) { MatricalTerrain scr2 = simple_Plane_Sphere.GetComponent <MatricalTerrain>(); Renderer rend2 = scr2.GetComponent <Renderer>(); rend2.material.color = Color.yellow; if (Input.GetMouseButtonDown(0)) { if (Mathf.Abs((minotaur.transform.position - sphere.transform.position).magnitude) <= 72f) { do { sphere.transform.position = Vector3.MoveTowards(sphere.transform.position, s_Min, speed * Time.deltaTime); }while(sphere.transform.position != s_Min); movement_Sphere = 0; movement_Cylinder = 2; } } if (hp_sphere <= 0) { Destroy(sphere); ChangeTurnToCylinder(); } } } hp_sphere = hp_sphere - 8; hp_minotaur = hp_minotaur - 25; Debug.Log("Sphere: -8hp; Minotaur: -25hp"); if (hp_minotaur <= 0) { SceneManager.LoadScene("Win"); } } } } } } } //ChangeTurnToCylinder(); } }