GlobalGameJam-2021/Assets/Scripts/PowerCubeManager.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using UnityEngine.SceneManagement;
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public class PowerCubeManager : MonoBehaviour
{
public enum PowerType {Nothing, Bigger, Faster, Jumper, Artefact, DubleJump, PushPull, Dash};
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public PowerType powerType = PowerType.Nothing;
public float powerTime = 5f;
public float powerUnit = 10f;
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public string nextSceneName;
private MeshRenderer meshRenderer;
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void Start()
{
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if (powerType == PowerType.DubleJump)
{
GetComponentInChildren<MeshRenderer>().material.color = Color.cyan;
}
if (powerType == PowerType.PushPull)
{
GetComponentInChildren<MeshRenderer>().material.color = Color.yellow;
}
if (powerType == PowerType.Dash)
{
GetComponentInChildren<MeshRenderer>().material.color = Color.white;
}
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if (powerType == PowerType.Bigger) {
GetComponentInChildren<MeshRenderer>().material.color = Color.blue;
}
else if (powerType == PowerType.Faster)
{
GetComponentInChildren<MeshRenderer>().material.color = Color.red;
}
else if (powerType == PowerType.Jumper)
{
GetComponentInChildren<MeshRenderer>().material.color = Color.green;
}
else if (powerType == PowerType.Artefact || powerType == PowerType.DubleJump || powerType == PowerType.PushPull || powerType == PowerType.Dash)
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{
meshRenderer = GetComponentInChildren<MeshRenderer>();
meshRenderer.materials[1].SetFloat("_Outline", 0.0f);
meshRenderer.materials[1].SetColor("_OutlineColor", new Color(0.5276349f, 0.5566038f, 0.118147f));
}
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}
void Update()
{
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}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Player")
{
if (powerType == PowerType.Artefact)
{
meshRenderer.materials[1].SetFloat("_Outline", 0.4f);
}
else if (powerType == PowerType.DubleJump || powerType == PowerType.PushPull || powerType == PowerType.Dash)
{
meshRenderer.materials[1].SetFloat("_Outline", 0.01f);
}
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}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject.tag == "Player")
{
if (powerType == PowerType.Artefact || powerType == PowerType.DubleJump || powerType == PowerType.PushPull || powerType == PowerType.Dash)
{
meshRenderer.materials[1].SetFloat("_Outline", 0.0f);
}
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}
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}
}