示例#1
0
    void Update()
    {
        //make sure health isn't greater than numOfHearts
        if (health > numOfHearts)
        {
            health = numOfHearts;
        }

        if (health < 0)
        {
            health = 0;
        }

        if (health <= 0)
        {
            // DIE
            deathbool.isDead = true;
            //spikebool.isDead = true;
            foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("Spike"))
            {
                ObjectFound.GetComponent <EnemyPace>().isDead = true;
            }

            animator.SetTrigger("Isdead");
            PlayerPrefs.SetInt("SavedScene", SceneManager.GetActiveScene().buildIndex);
            PlayerPrefs.SetInt("Health", 3);
            StartCoroutine(Lose());
        }

        for (int i = 0; i < hearts.Length; i++)
        {
            //change sprites to empty or full
            if (i < health)
            {
                hearts[i].sprite = fullHeart;
            }
            else
            {
                hearts[i].sprite = emptyHeart;
            }

            if (i < numOfHearts)
            {
                hearts[i].enabled = true;
            }
            else
            {
                hearts[i].enabled = false;
            }
        }
    }
示例#2
0
    public void CreateMaterialArray()
    {
        foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("Candles"))
        {
            //Do something to ObjectFound, like this:
            MaterialsArray[i] = ObjectFound.GetComponent <Renderer>().material;
            i++;
            ObjectFound.GetComponent <Renderer>().material = highlightMaterial;
        }

        foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("HumanMat"))
        {
            //Do something to ObjectFound, like this:
            MaterialsArray[i] = ObjectFound.GetComponent <Renderer>().material;
            i++;
            ObjectFound.GetComponent <Renderer>().material = highlightMaterial;
        }

        foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("LightSource"))
        {
            //Do something to ObjectFound, like this:
            MaterialsArray[i] = ObjectFound.GetComponent <Renderer>().material;
            i++;
            ObjectFound.GetComponent <Renderer>().material = highlightMaterial;
        }

        foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("OtherL"))
        {
            //Do something to ObjectFound, like this:
            MaterialsArray[i] = ObjectFound.GetComponent <Renderer>().material;
            i++;
            ObjectFound.GetComponent <Renderer>().material = highlightMaterial;
        }

        foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("TV"))
        {
            //Do something to ObjectFound, like this:
            MaterialsArray[i] = ObjectFound.GetComponent <Renderer>().material;
            i++;
            ObjectFound.GetComponent <Renderer>().material = highlightMaterial;
        }

        i = 0;
    }
        /// Change visibility of AR planes and particles
        public void SetInvisible(bool value)
        {
            // Set render material color
            if (value)
            {
                m_ARPlaneManager.planePrefab.GetComponent <MeshRenderer> ().materials = meshMats;
                m_ARPlaneManager.planePrefab.GetComponent <LineRenderer> ().materials = lineMats;
            }
            else
            {
                m_ARPlaneManager.planePrefab.GetComponent <MeshRenderer> ().materials = new Material[] { };
                m_ARPlaneManager.planePrefab.GetComponent <LineRenderer> ().materials = new Material[] { };
            }

            // Update render materials for all Planes and Particles
            foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("ARPlane"))
            {
                if (!value)
                {
                    ObjectFound.GetComponent <MeshRenderer>().materials = new Material[] { };
                    ObjectFound.GetComponent <LineRenderer>().materials = new Material[] { };
                }
                else
                {
                    ObjectFound.GetComponent <MeshRenderer>().materials = meshMats;
                    ObjectFound.GetComponent <LineRenderer>().materials = lineMats;
                }
            }

            foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("ARParticle"))
            {
                if (!value)
                {
                    particleColor = ObjectFound.GetComponent <ParticleSystem>().startColor;
                    ObjectFound.GetComponent <ParticleSystem>().startColor = new Color(1f, 1f, 1f, 0f);
                }
                else
                {
                    ObjectFound.GetComponent <ParticleSystem>().startColor = particleColor;
                }
            }
        }
示例#4
0
    //public MusicManager mm;


    void Start()
    {
        //COMMENT OUT THIS LINE IF YOU AREN'T STARTING FROM MAIN MENU
        List <GameObject> spikes    = new List <GameObject>();
        List <GameObject> platforms = new List <GameObject>();

        health           = PlayerPrefs.GetInt("Health");
        vignette.enabled = false;

        GameObject g = GameObject.FindGameObjectWithTag("Player");

        deathbool        = g.GetComponent <PlayerMovement>();
        deathbool.isDead = false;

        foreach (GameObject ObjectFound in GameObject.FindGameObjectsWithTag("Spike"))
        {
            ObjectFound.GetComponent <EnemyPace>().isDead = false;
        }

        GameObject l = GameObject.FindGameObjectWithTag("canvas");

        deathMenu           = l.GetComponent <loseMenu>();
        deathMenu.loseMusic = loseMusic;
    }
示例#5
0
 // Use this for initialization
 void Start()
 {
     obf = objCounter.GetComponent <ObjectFound>();
 }