// Update is called once per frame void Update() { isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask); if (isGrounded && velocity.y < 0) { velocity.y = -50f; } float x = Input.GetAxis("Horizontal"); float z = Input.GetAxis("Vertical"); Vector3 move = transform.right * x + transform.forward * z; controller.Move(move * speed * Time.deltaTime); if (Input.GetButtonDown("Jump") && isGrounded) { velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity); } velocity.y += gravity * Time.deltaTime; controller.Move(velocity * Time.deltaTime); if (Input.GetKeyDown(KeyCode.Y)) { PopUpSystem pop = GameObject.FindGameObjectWithTag("PopUp System").GetComponent <PopUpSystem>(); //品臻加的 pop.PopUp(popUp); //品臻加的 } }
// Update is called once per frame private void OnTriggerStay2D(Collider2D collision) { if (collision.name == "MainChar" && bridge1Built == false) { if (GameManager.stone >= 2 && GameManager.wood >= 3) { if (Input.GetKey("e")) { gameObject.GetComponent <BoxCollider2D>().enabled = false; print("You have collided and pressed 'e'"); bridge1Built = true; GameManager.wood -= 4; GameManager.stone -= 3; animator.SetBool("bridge1", true); } } else { if (Input.GetKey("e")) { PopUpSystem pop = GameObject.Find("GameManager").GetComponent <PopUpSystem>(); pop.PopUp(popUp); print("You need more resources"); } } } if (bridge1Built) { print("A bridge piece has been built"); } }
private void PickUp() { switch (gameObject.tag) { case "Speed Powerup": _playerController.increasePlayerSpeed(.2f); Destroy(gameObject); _popUpSystem.PopUp("Sports drink equipped - Increased movement speed by 20%"); break; case "Fastball Powerup": _playerController.increaseProjectileSpeed(10); Destroy(gameObject); _popUpSystem.PopUp("Fastball equipped - Increased projectile speed"); break; } }
public virtual void boundaryUI() { Thisreg = "Asia and Pacific_Boundary"; if (lastreg != Thisreg) { //Debug.Log("Asia and Pacific_Boundary"); PopUpSystem pop = GameObject.FindGameObjectWithTag("GameManager").GetComponent <PopUpSystem>(); pop.PopUp("<size=10>" + "Asia and Pacific" + "</size>"); lastreg = Thisreg; // StartCoroutine(PopUpSystem.DelayFuc(() => { pop.Close(); }, 3.0f)); } }
public virtual void boundaryUI() { Thisreg = "Middle East and North Africa"; if (lastreg != Thisreg) { //Debug.Log("Middle East and North Africa"); PopUpSystem pop = GameObject.FindGameObjectWithTag("GameManager").GetComponent <PopUpSystem>(); pop.PopUp("<size=10>" + "Middle East \n and North Africa" + "</size>"); lastreg = Thisreg; //StartCoroutine(PopUpSystem.DelayFuc(() => { pop.Close(); }, 3.0f)); } }
// Update is called once per frame void Update() { if (state == State.Idle) { image.sprite = idle[0]; if (Input.GetKeyDown(KeyCode.S)) { animTimer = 0; state = State.In; swingCounter++; } } if (state == State.In) { if (animTimer < frameCount - 1) { animTimer += Time.smoothDeltaTime * speed; image.sprite = inAnim[Mathf.FloorToInt(animTimer)]; } else if (Input.GetKeyDown(KeyCode.W)) { animTimer = 0; state = State.Out; } } if (state == State.Out) { if (animTimer < frameCount - 1) { animTimer += Time.smoothDeltaTime * speed; image.sprite = outAnim[Mathf.FloorToInt(animTimer)]; } else if (Input.GetKeyDown(KeyCode.S)) { animTimer = 0; state = State.In; swingCounter++; } } if (swingCounter >= 3 && frameCount - 1 < animTimer) { swingCounter = 0; PopUpSystem pop = GameObject.Find("GameManager").GetComponent <PopUpSystem>(); pop.PopUp(popUp); this.gameObject.SetActive(false); GameManager.stone++; playerMovement.freezePlayer = false; state = State.Idle; } }
// Start is called before the first frame update void Start() { PopUpSystem pop = GameObject.FindGameObjectWithTag("GameManager").GetComponent <PopUpSystem>(); pop.PopUp(popUp); }