public void OnClick() { List <GameObject> decayCards = new List <GameObject>(); List <GameObject> decayBaskets = new List <GameObject>(); // Separate the baskets in the decay from the non-baskets foreach (GameObject card in gameController.Decay) { if (card.name == "Basket") { decayBaskets.Add(card); } else { decayCards.Add(card); } } // Is the decay populated? if (gameController.Decay.Count == 0) { return; } // Check that the player's hand has space for the decay // Add to hand if possible if (decayCards.Count + gameController.Hand.Count <= gameController.handLimit + 2 * decayBaskets.Count) { gameController.handLimit += 2 * decayBaskets.Count; foreach (GameObject card in decayBaskets) { gameController.Decay.Remove(card); Destroy(card); } foreach (GameObject card in decayCards) { gameController.Decay.Remove(card); gameController.Hand.Add(card); } // Housekeeping sceneChangeScript.ChangeScene("Main"); gameController.Reposition(gameController.Hand, gameController.handSpacing, gameController.posHand); gameController.turnended = true; } }
// Update is called once per frame void Update() { if (Input.GetKey(KeyCode.Space)) { if (UIStoryScript.IsOver == true) { GameManager.GameComplete = true; GameManager.ResetEntireGame(); //end the game Sc.ChangeScene(); } } if (Input.GetKeyDown(KeyCode.E)) { if (GameManager.WhistleFound == true && DogTimerScript.TimeOut == false) //if you have the whistle and the timer isn't over { //blow whistle Whistle.Play(); //plauy the whistle sound UIStoryScript.WhistleUse(); //change the text Timer.SetActive(true); //start the timeer Dog.SetActive(true); //release the hound } } //CameraLook(); //Move the camera based on mouse - moved this to it's own script because I was getting confused #region WASD Controller Vector3 ForwardDirection = transform.forward; //the player's relative forward Vector3 RightDirection = transform.right; //the players relative right Vector3 CurrentVelocity = rb.velocity; //the current velocity if (Input.GetKey(ForwardButton)) { //rb.velocity = new Vector3 (0,0,MovementSpeed); //altering these because they don't account for rotation rb.velocity = ForwardDirection * MovementSpeed; //Move forward at the movement speed float } if (Input.GetKey(BackButton)) { // rb.velocity = new Vector3 (0,0,-MovementSpeed); rb.velocity = ForwardDirection * -MovementSpeed; } if (Input.GetKey(StrafeLeft)) { // rb.velocity = new Vector3 (MovementSpeed,0,0); rb.velocity = RightDirection * -MovementSpeed; } if (Input.GetKey(StrafeRight)) { // rb.velocity = new Vector3 (-MovementSpeed,0,0); rb.velocity = RightDirection * MovementSpeed; } else if (Input.GetKeyUp(StrafeLeft) || Input.GetKeyUp(ForwardButton) || Input.GetKeyUp(StrafeRight) || Input.GetKeyUp(BackButton)) { // if (Player.position.y <= 1){ rb.velocity = new Vector3(0, 0, 0); // if no input from controls please stop // } } #endregion // #region jump Removing the jump, it isn't used ever // if (Input.GetKeyDown(JumpButton)) // { // rb.AddForce (new Vector3 (0, jumpForce, 0)); // print("I am jumping"); // } // #endregion }