示例#1
0
    private void FixedUpdate()
    {
        switch (fade.GetFadeState())
        {
        case Fade.FadeState.FADE_STATE_IN:
            fade.FadeIn();
            break;

        case Fade.FadeState.FADE_STATE_OUT:
            fade.FadeOut();
            break;

        case Fade.FadeState.FADE_STATE_NEXT_SCENE:
            SceneManager.LoadScene("Result");
            break;

        default:
            if (playerObjWithFlick.GetIfGameOver())
            {
                fade.SetFadeState(Fade.FadeState.FADE_STATE_OUT);
                audioManager.PlaySE(AudioManager.SE.SE_GAME_OVER, 1, 0.2f);
            }
            break;
        }
    }
示例#2
0
    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            unlimitedJump = !unlimitedJump;
        }

        if ((player.GetPlayerState() == ObjectWithFlick.PlayerState.PLAYER_STATE_IDLE ||
             player.GetPlayerState() == ObjectWithFlick.PlayerState.PLAYER_STATE_TAP ||
             unlimitedJump) && !player.GetIfGameOver())
        {
            if (Application.isEditor || Application.platform == RuntimePlatform.WindowsPlayer)
            {
                if (Input.GetMouseButtonDown(0))
                {
                    OnDragStart();
                }
                else if (Input.GetMouseButtonUp(0))
                {
                    OnDragEnd();
                }
                else
                {
                    OnDrag();
                }
            }
            else
            {
                if (Input.touchCount > 0)
                {
                    Touch touch = Input.GetTouch(0);

                    switch (touch.phase)
                    {
                    case TouchPhase.Began:
                        OnDragStart();
                        break;

                    case TouchPhase.Moved:
                        OnDrag();
                        break;

                    case TouchPhase.Ended:
                        OnDragEnd();
                        break;
                    }
                }
            }
        }
    }
示例#3
0
    // Update is called once per frame
    void Update()
    {
        if ((objWithFlick.playerState == ObjectWithFlick.PlayerState.PLAYER_STATE_IDLE ||
             objWithFlick.playerState == ObjectWithFlick.PlayerState.PLAYER_STATE_TAP ||
             continueJump) && !objWithFlick.GetIfGameOver())
        {
            if (Application.isEditor || Application.platform == RuntimePlatform.WindowsPlayer)
            {
                if (Input.GetMouseButtonDown(0))
                {
                    OnDragStart();
                }
                else if (Input.GetMouseButtonUp(0))
                {
                    OnDragEnd();
                }
                else
                {
                    OnDrag();
                }
            }
            else
            {
                if (Input.touchCount > 0)
                {
                    Touch touch = Input.GetTouch(0);

                    switch (touch.phase)
                    {
                    case TouchPhase.Began:
                        OnDragStart();
                        break;

                    case TouchPhase.Moved:
                        OnDrag();
                        break;

                    case TouchPhase.Ended:
                        OnDragEnd();
                        break;
                    }
                }
            }
        }
    }
示例#4
0
    public override void UpdateThisScene()
    {
        trajectory.UpdateDotsNumber(step, oldStep);

        player.UpdatePlayer();

        UpdateStep();

        for (int i = 0; i < bgBehaviours.Length; i++)
        {
            bgBehaviours[i].UpdateBg();
        }

        lineCreator.UpdateLine(cam.transform.position.y);

        cameraBehaviour.UpdateCamera(player.gameObject.transform.position.y);

        if (player.GetIfGameOver() && fade.GetFadeState() == Fade.FadeState.FADE_STATE_NONE)
        {
            SetGameOver();
        }
    }