Hello,
I am using the latest version of unity 5 and mine is a 2d game. For the pause dialogue and other dialogues I got everything to work except for one code to fix the problem. And yes I am following a tutorial.
Thank you.
private bool isGrounded;
private float radius = 0.7f;
private float force = 325;
public Transform coinsParent;
public Transform groundPoint;
public LayerMask ground;
public AudioSource audioSource;
public AudioClip Jump;
public AudioClip Coin;
public AudioClip Win;
public Animator animator;
public int coins;
public Game gameComponent;//Game reference;
public TextMesh score;
bool shownDialogueType;
bool jumped;
float jumpTime = 0;
float jumpDelay = 0.5f;
void Start ()
{
animator = GetComponent ();
}
// Update is called once per frame
void Update()
{
isGrounded = Physics2D.OverlapCircle(groundPoint.position, radius, ground);
if (isGrounded)
{
if (Input.GetMouseButtonDown(0))
{
gameObject.GetComponent().AddForce(Vector2.up * force);
audioSource.clip = Jump;
audioSource.Play();
jumpTime=jumpDelay;
jumped=true;
animator.SetTrigger("jumped");
}
}
jumpTime -= Time.deltaTime;
if (jumpTime <=0 && isGrounded && jumped)
{
animator.SetTrigger("landed");
jumped=false;
}
}
void OnTriggerEnter2D(Collider2D collider2d)
{
if (collider2d.tag == "Coin") ;
{
coins++;
score.text = coins + "";
Destroy(collider2d.gameObject);
audioSource.clip = Coin;
audioSource.Play();
}
if (collider2d.tag == "DeadZone")
{
Game.shownDialogueType = Game.DialogType.LOSE;
gameComponent.OnGameLose(Game.LoseReason.WRONG_CHOICE);
//Application.LoadLevel("level1");
}
else if (collider2d.tag == "Finish")
{
audioSource.clip = Win;
audioSource.Play();
}
↧