fixed maxDistanceFromCenterLine

This commit is contained in:
nexovec 2022-01-29 22:45:27 +01:00
parent 733ce0eafb
commit 015cefe9b7
2 changed files with 23 additions and 2 deletions

View File

@ -4,7 +4,7 @@ using UnityEngine;
public class PlayerController : MonoBehaviour public class PlayerController : MonoBehaviour
{ {
public float maxDistanceFromCenterLine; public float maxDistanceFromCenterLine = 30.0f;
[Header("Move")] [Header("Move")]
public float speed = 7.5f; public float speed = 7.5f;
public float maxSpeed = 15.0f; public float maxSpeed = 15.0f;
@ -167,7 +167,6 @@ public class PlayerController : MonoBehaviour
Debug.Log("Player fell out of map."); Debug.Log("Player fell out of map.");
rb.velocity = Vector3.zero; rb.velocity = Vector3.zero;
Physics.gravity = -Vector3.up * 9.81f; Physics.gravity = -Vector3.up * 9.81f;
UnityEngine.SceneManagement.SceneManager.LoadScene(0); UnityEngine.SceneManagement.SceneManager.LoadScene(0);
} }
} }

View File

@ -8,6 +8,7 @@ public class UiController : MonoBehaviour
public GameObject player = null; public GameObject player = null;
private float startPosition; private float startPosition;
public TextMeshProUGUI uiDistance; public TextMeshProUGUI uiDistance;
public int highScore;
public float distance = 0.0f; public float distance = 0.0f;
private float oldDistance = 0.0f; private float oldDistance = 0.0f;
@ -17,6 +18,27 @@ public class UiController : MonoBehaviour
startPosition = this.player.transform.position.z; startPosition = this.player.transform.position.z;
Cursor.lockState = CursorLockMode.None; Cursor.lockState = CursorLockMode.None;
Cursor.visible = true; Cursor.visible = true;
PlayerController.LoadSave();
}
static void SaveGame()
{
PlayerPrefs.SetInt(PlayerController.highScore);
PlayerPrefs.Save();
Debug.Log("Game data saved!");
}
void LoadGame()
{
if (PlayerPrefs.HasKey("HighestScore"))
{
this.highScore = PlayerPrefs.GetInt("SavedInteger");
Debug.Log("Game data loaded!");
}
else
{
this.highScore = 0;
}
} }
// Update is called once per frame // Update is called once per frame