private void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("Car")) { SFXEvents.SFXCarFallEvent(); } }
private void HandleHornInput() { if (Input.GetKeyDown(KeyCode.H)) { SFXEvents.SFXHornEvent(this.gameObject); } }
public IEnumerator Boost() { Rigidbody rb = this.GetComponent <Rigidbody>(); rb.AddForce(rb.transform.forward * boostForce); SFXEvents.SFXBoostEvent(this.gameObject); //Play boost sfx yield return(new WaitForSeconds(1.3f)); }
public void OnKickOffClick() { // save car index in PlayerPrefs PlayerPrefs.SetInt("CarIndex", this.carIndex); // load main scene: SceneManager.LoadScene("SampleScene"); // play game start sfx SFXEvents.SFXGameStartEvent(); }
private void OnCollisionEnter(Collision collision) { // simulate the bouciness effect: if (!collision.gameObject.CompareTag("Ground") && !collision.gameObject.name.Equals("Out Zone")) { float impactForce = collision.impulse.magnitude; Vector3 normal = collision.contacts[0].normal; Debug.DrawRay(this.transform.position, normal, Color.red, 100); //rb.AddForce(normal * impactForce * this.bouncinessForce, ForceMode.VelocityChange); rb.AddForce(normal * this.bouncinessForce, ForceMode.VelocityChange); SFXEvents.SFXBounceEvent(collision.gameObject); //play bounce sfx } }
public IEnumerator Shield() { Rigidbody rb = this.GetComponent <Rigidbody>(); rb.mass = 100000; if (this.name.Equals("CarPlayer")) { this.GetComponent <CarControl>().speed = 374997; } SFXEvents.SFXShieldEvent(this.gameObject); //Play shield sfx this.GetComponent <MeshRenderer>().enabled = true; //Display Shield //Shield for X seconds yield return(new WaitForSeconds(this.shieldDuration)); rb.mass = 400; if (this.name.Equals("CarPlayer")) { this.GetComponent <CarControl>().speed = 1500; } this.GetComponent <MeshRenderer>().enabled = false; //Hide Shield }
private void HandleGameLoseEvent() { // hide game UI menu: this.gameUiMenu.gameObject.SetActive(false); // update best score: BestScoreManager.SaveBestScore(score); // display game over menu: this.gameOverMenu.gameObject.SetActive(true); // update title: this.gameOverTitle.text = "Game Over - You Lost!"; // update score and best score texts: this.scoreTxt.text = score.ToString(); this.bestScoreTxt.text = BestScoreManager.GetBestScore().ToString(); // color objects accordingly: this.ColorGameOverMenuItems(this.loseColor); // play game lose sfx SFXEvents.SFXGameLoseEvent(); }