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