GlobalGameJam-2021/Assets/Scripts/PowerCubeManager.cs

79 lines
2.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PowerCubeManager : MonoBehaviour
{
public enum PowerType {Nothing, Bigger, Faster, Jumper, Artefact, DubleJump, PushPull, Dash};
public PowerType powerType = PowerType.Nothing;
public float powerTime = 5f;
public float powerUnit = 10f;
public string nextSceneName;
private MeshRenderer meshRenderer;
void Start()
{
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;
}
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)
{
meshRenderer = GetComponentInChildren<MeshRenderer>();
meshRenderer.materials[1].SetFloat("_Outline", 0.0f);
meshRenderer.materials[1].SetColor("_OutlineColor", new Color(0.5276349f, 0.5566038f, 0.118147f));
}
}
void Update()
{
}
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);
}
}
}
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);
}
}
}
}