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isSlide = true;

gameObject. GetComponent<Transform> ().GetComponent<BoxCollider2D> ().isTrigger = true;

}

if (Input. GetKeyUp (KeyCode. LeftShift)) {

gameObject. GetComponent<Transform> ().GetComponent<BoxCollider2D> ().isTrigger = false;

isSlide = false;

}

if (isThrow && isGrounded)

move = 0f;

else if(!isThrow && isGrounded) move = 1f;

}

//Реализация триггеров

void OnTriggerEnter2D(Collider2D col){

//При соприкосновении с коллайдером "смерти" (невидимый объект, при столкновении с которым, персонаж зараняется)

if ((col. gameObject. name == "dieCollider"))

{

if (!inAche) {

if (!isSlide) {

inAche = true;

if (!anim. GetBool ("jump") && !anim. GetBool ("fall") && !anim. GetBool ("ache")) {

rigid2d. velocity = new Vector2 (0, 0);

rigid2d. AddForce (new Vector2 (0, 700f));

} else if (!isSlide) {

rigid2d. velocity = new Vector2 (0, 0);

rigid2d. AddForce (new Vector2 (0, 700f));

}

}

}

}

if (col. gameObject. name == "endLevel") {

Application. LoadLevel ("win");

}

if (col. gameObject. name == "throwCollider") {

inAche = true;

isThrow = true;

rigid2d. velocity = new Vector2 (0, 0);

rigid2d. AddForce (new Vector2 (0, 500f));

move = -1f;

}

if (col. gameObject. name == "clock") {

clockBonus = true;

Destroy (col. gameObject);

}

if (col. gameObject. name == "balloon") {

anim. SetBool ("boom", true);

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}

}

}

Класс balloon

using UnityEngine;

using System. Collections;

public class balloon : MonoBehaviour {

public Animator anim;

public float r;

// Use this for initialization

void Start ()

{

anim = GetComponent<Animator> ();

r = (float)Random. Range(-3f, 3f);

}

// Update is called once per frame

void Update ()

{

transform. Translate(r/30, 0, r*Time. deltaTime);

}

void OnTriggerEnter2D(Collider2D col){

if (col. gameObject. name == "Ivan") {

anim. SetBool ("boom", true);

}

}

}

Класс door

using UnityEngine;

using System. Collections;

public class door : MonoBehaviour {

public int kick = 0;

// Use this for initialization

void Start () {

kick = 0;

}

// Update is called once per frame

void Update () {

}

void OnTriggerEnter2D(Collider2D col){

if (col. gameObject. name == "Ivan") {

kick = 1;

}

}

}

Класс doorKick

using UnityEngine;

using System. Collections;

public class doorKick : door

{

public Transform target;

public Transform target2;

// Update is called once per frame

void Update ()

{

if (kick == 1)

{

GetComponent<Rigidbody2D> ().AddForce (new Vector2 (800, 800));

GetComponent<BoxCollider2D> ().enabled = false;

kick = 2;

}

if(kick == 2) GetComponent<Rigidbody2D> ().MoveRotation (20);

}

}

Класс healthBar

using UnityEngine;

using System. Collections;

public class healthBar : MonoBehaviour {

public int health;

public Texture2D cutlet;

public Texture2D clock;

bool inAche = false;

bool clockBonus = false;

public float timer;

// Use this for initialization

void Start () {

health = 2;

timer = 0.4f;

}

// Update is called once per frame

void Update () {

inAche = GameObject. Find ("Ivan").GetComponent<characterController> ().inAche;

clockBonus = GameObject. Find ("Ivan").GetComponent<characterController> ().clockBonus;

if (health == 0) {

Time. timeScale = 0.1f;

if (timer > 0)

timer -= Time. deltaTime;

else

Application. LoadLevel ("death");

}

}

private void OnGUI(){

// Create one Group to contain both images

// Adjust the first 2 coordinates to place it somewhere else on-screen

GUI. BeginGroup (new Rect (0,0,200,32));

GUI. Box (new Rect (0,0,64,32), cutlet);

GUI. Box (new Rect (64,0,64,32), "x" + health);

GUI. EndGroup ();

GUI. BeginGroup (new Rect (0,32,64,32));

if(clockBonus)

GUI. Box (new Rect (0,0,64,32), clock);

else GUI. Box (new Rect (0,0,64,32), "");

GUI. EndGroup ();

}

private void OnTriggerEnter2D(Collider2D col){

//При соприкосновении с коллайдером "смерти" (невидимый объект, при столкновении с которым, персонаж зараняется)

if ((col. gameObject. name == "dieCollider") && !inAche) {

health--;

Destroy (col. gameObject);

}

if ((col. gameObject. name == "cutlet")) {

if (health < 3) {

health++;

}

Destroy (col. gameObject);

}

}

}

Класс lvlIndex

using UnityEngine;

using System. Collections;

public class lvlIndex : MonoBehaviour {

public string lvl;

// Use this for initialization

// Update is called once per frame

void Update () {

lvl = Application. loadedLevelName;

DontDestroyOnLoad (gameObject);

}

}

Класс Music

using UnityEngine;

using System. Collections;

public class Music : MonoBehaviour

{

public AudioClip a1, a2, a3, a4, a5;

public AudioSource audio;

// Use this for initialization

void Start () {

int r = (int)Random. Range(0, 4);

switch (r) {

case 0:

audio. PlayOneShot (a1);

break;

case 1:

audio. PlayOneShot (a2);

break;

case 2:

audio. PlayOneShot (a3);

break;

case 3:

audio. PlayOneShot (a4);

break;

case 4:

audio. PlayOneShot (a5);

break;

}

}

Класс newcam

using UnityEngine;

using System. Collections;

public class newcam : MonoBehaviour {

public float dampTime = 0.15f;

private Vector3 velocity = Vector3.zero;

public Transform target;

// Update is called once per frame

void Update ()

{

if (target)

{

Vector3 point = Camera. main. WorldToViewportPoint(new Vector3(target. position. x, target. position. y+0.75f, target. position. z));

Vector3 delta = new Vector3(target. position. x+10, target. position. y+3f, target. position. z) - Camera. main. ViewportToWorldPoint(new Vector3(0.5f, 0.5f, point. z)); //(new Vector3(0.5, 0.5, point. z));

Vector3 destination = transform. position + delta;

transform. position = Vector3.SmoothDamp(transform. position, destination, ref velocity, dampTime);

}

}

}

Класс timer

using UnityEngine;

using System. Collections;

using System;

using System. IO;

public class timer : MonoBehaviour {

public int t;

private int startTime = 0;

//public string level;

void Start()

{

if(Application. loadedLevelName == "SSI")

File. WriteAllText ("E:\\Supersonic Ivan\\score. txt", Convert. ToString(0));

}

// Use this for initialization

void OnEnable()

{

startTime = (int)Time. time;

}

public int globalTimer()

{

t = (int)Time. time - startTime;

return 60 - t;

}

// Update is called once per frame

void Update () {

if (globalTimer () == 0)

Application. LoadLevel ("death");

}

void OnGUI(){

GUI. Box (new Rect (250, 0, 100, 32), "Время " + globalTimer());

}

void OnDestroy() {

int score = Convert. ToInt32(File. ReadAllText ("E:\\Supersonic Ivan\\score. txt"));

score += globalTimer ();

File. WriteAllText ("E:\\Supersonic Ivan\\score. txt", Convert. ToString(score));

}

}

Класс next

using UnityEngine;

using System. Collections;

using System. IO;

using System;

public class next : MonoBehaviour {

int score;

string lvl;

// Use this for initialization

void Start () {

score = Convert. ToInt32(File. ReadAllLines ("E:\\Supersonic Ivan\\score. txt")[0]);

lvl = GameObject. Find ("lvlIndex").GetComponent<lvlIndex> ().lvl;

}

// Update is called once per frame

void Update () {

if (Input. GetKey (KeyCode. Escape)) {

Application. Quit();

}

if (Input. GetKey (KeyCode. E)) {

switch(lvl){

case "SSI":

Application. LoadLevel ("SSI2");

break;

case "SSI2":

Application. LoadLevel ("SSI3");

break;

case "SSI3":

Application. LoadLevel ("SSI4");

break;

case "SSI4":

Application. LoadLevel ("SSI5");

break;

}

}

}

void OnGUI(){

GUI. Box (new Rect (250, 0, 100, 32), "Очки " + score);

}

}

Класс again

using UnityEngine;

using System. Collections;

public class again : timer {

public string lvl;

// Use this for initialization

void Start () {

lvl = GameObject. Find ("lvlIndex").GetComponent<lvlIndex> ().lvl;

}

// Update is called once per frame

void Update () {

lvl = GameObject. Find ("lvlIndex").GetComponent<lvlIndex> ().lvl;

if (Input. GetKey (KeyCode. E)) {

Application. LoadLevel (lvl);

}

}

}

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