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  1. if (gameIsPlaying == false) {
  2.         return;
  3.     }
  4.  
  5.     if (isDead == true) {
  6.         return;
  7.     }
  8.     if (isJumpingUp) {
  9.         if (this.transform.position.x > JumpTargetLocation.x) {
  10.             this.transform.position = new Vector3 (this.transform.position.x - (movingSpeed * Time.deltaTime), this.transform.position.y, this.transform.position.z);
  11.             if (this.transform.position.x > midWayPointX) {
  12.                 this.transform.position = new Vector3 (this.transform.position.x, this.transform.position.y + jumpHeightIncrement * Time.deltaTime, this.transform.position.z);
  13.  
  14.             } else {
  15.                 this.transform.position = new Vector3 (this.transform.position.x, this.transform.position.y - jumpHeightIncrement * Time.deltaTime, this.transform.position.z);
  16.             }
  17.  
  18.         } else {
  19.             isJumpingUp = false;
  20.             this.transform.position = new Vector3 (transform.position.x, initialPositionY, transform.position.z);
  21.         }
  22.  
  23.     } else if (isJumpingDown) {
  24.         if (this.transform.position.x < JumpTargetLocation.x) {
  25.             this.transform.position = new Vector3 (this.transform.position.x + (movingSpeed * Time.deltaTime), this.transform.position.y, this.transform.position.z);
  26.             if (this.transform.position.x < midWayPointX) {
  27.                 this.transform.position = new Vector3 (this.transform.position.x, this.transform.position.y + jumpHeightIncrement * Time.deltaTime, this.transform.position.z);
  28.  
  29.             } else {
  30.                 this.transform.position = new Vector3 (this.transform.position.x, this.transform.position.y - jumpHeightIncrement * Time.deltaTime, this.transform.position.z);
  31.             }
  32.  
  33.         } else {
  34.             isJumpingDown = false;
  35.             this.transform.position = new Vector3 (transform.position.x, initialPositionY, transform.position.z);
  36.         }
  37.  
  38.     } else if (isJumpingLeft) {
  39.         if (this.transform.position.z > JumpTargetLocation.z) {
  40.             this.transform.position = new Vector3 (this.transform.position.x, this.transform.position.y, this.transform.position.z - (movingSpeed * Time.deltaTime));
  41.             if (this.transform.position.z > midWayPointX) {
  42.                 this.transform.position = new Vector3 (this.transform.position.x, this.transform.position.y + jumpHeightIncrement * Time.deltaTime, this.transform.position.z);
  43.             } else {
  44.                 this.transform.position = new Vector3 (this.transform.position.x, this.transform.position.y - jumpHeightIncrement * Time.deltaTime, this.transform.position.z);
  45.             }
  46.  
  47.         } else {
  48.             isJumpingLeft = false;
  49.             this.transform.position = new Vector3 (transform.position.x, initialPositionY, transform.position.z);
  50.         }
  51.  
  52.     } else if (isJumpingRight) {
  53.         if (this.transform.position.z < JumpTargetLocation.z) {
  54.             this.transform.position = new Vector3 (this.transform.position.x, this.transform.position.y, this.transform.position.z + (movingSpeed * Time.deltaTime));
  55.             if (this.transform.position.z < midWayPointX) {
  56.                 this.transform.position = new Vector3 (this.transform.position.x, this.transform.position.y + jumpHeightIncrement * Time.deltaTime, this.transform.position.z);
  57.             } else {
  58.                 this.transform.position = new Vector3 (this.transform.position.x, this.transform.position.y - jumpHeightIncrement * Time.deltaTime, this.transform.position.z);
  59.             }
  60.  
  61.         } else {
  62.             isJumpingRight = false;
  63.             this.transform.position = new Vector3 (transform.position.x, initialPositionY, transform.position.z);
  64.         }
  65.     }
  66.  
  67.     if (isPlayingDeathAnimation == true) {
  68.         UpdateDeathAnimation();
  69.     }
  70.  
  71.  
  72. }
  73.  
  74.  
  75. void SpawnNewStrip() {
  76.  
  77.     int stripsPrefabCount = poolOfStripsPrefabs.Length;
  78.     int randomNumber = Random.Range (0, stripsPrefabCount);
  79.  
  80.     GameObject item = poolOfStripsPrefabs [randomNumber] as GameObject;
  81.  
  82.     Transform itemChildTransform = item.transform.GetChild(0) as Transform;
  83.     Transform itemChildOfChildTranform = itemChildTransform.GetChild (0) as Transform;
  84.  
  85.     float itemWidth = itemChildOfChildTranform.gameObject.GetComponent<Renderer> ().bounds.size.x;
  86.  
  87.     GameObject lastStrip = strips [strips.Count - 1] as GameObject;
  88.  
  89.     GameObject newStrip = Instantiate (item, lastStrip.transform.position, lastStrip.transform.rotation) as GameObject;
  90.     newStrip.transform.position = new Vector3 (newStrip.transform.position.x -  itemWidth, newStrip.transform.position.y, newStrip.transform.position.z);
  91.     strips.Add (newStrip);
  92. }
  93.  
  94. void OnTriggerEnter(Collider other){
  95.  
  96.     if (other.gameObject.tag == "Mail") {
  97.         Debug.Log ("player take Mail");
  98.         Score += 25;
  99.         scoreText.text = "score; " + Score.ToString ();
  100.  
  101.         Destroy (other.gameObject);
  102.  
  103.         this.GetComponent<AudioSource> ().PlayOneShot (mailClip);
  104.     }
  105.  
  106.     if (other.gameObject.tag == "Enemy") {
  107.         Debug.Log ("player are dead");
  108.         DeathAnimation();
  109.     }
  110.  
  111.     if (other.gameObject.tag == "obstacle") {
  112.         Debug.Log ("player hit obstacle");
  113.  
  114.  
  115.         float offsetUpDown = 0;
  116.         float offsetLeftRight = 0;
  117.  
  118.         if(isJumpingUp){
  119.             offsetUpDown = 2.5f;
  120.         }
  121.  
  122.         else if(isJumpingDown){
  123.             offsetUpDown = -2.5f;
  124.         }
  125.  
  126.         else if(isJumpingLeft){
  127.             offsetLeftRight = 2.5f;
  128.         }
  129.  
  130.         else if(isJumpingRight){
  131.             offsetLeftRight = -2.5f;
  132.         }
  133.  
  134.  
  135.         transform.position = new Vector3(transform.position.x + offsetUpDown, initialPositionY, transform.position.z + offsetLeftRight);
  136.         isJumpingUp = isJumpingRight = isJumpingLeft = isJumpingDown = false;
  137.     }
  138. }
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