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Flame colours, countdown timer

master
unknown 9 years ago
parent
commit
28fa06a3b3
11 changed files with 427 additions and 13 deletions
  1. BIN
      playable/Assets/Materials/No Name.mat
  2. +65
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      playable/Assets/Objects/Countdown_1.fbx.meta
  3. +65
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      playable/Assets/Objects/Countdown_2.fbx.meta
  4. +65
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      playable/Assets/Objects/Countdown_3.fbx.meta
  5. +65
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      playable/Assets/Objects/Countdown_4.fbx.meta
  6. +65
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      playable/Assets/Objects/Countdown_5.fbx.meta
  7. BIN
      playable/Assets/Scenes/Level2.unity
  8. +42
    -12
      playable/Assets/Scripts/CDscript.cs
  9. +1
    -1
      playable/Assets/Scripts/playerController.cs
  10. +51
    -0
      playable/Assets/flameColor.cs
  11. +8
    -0
      playable/Assets/flameColor.cs.meta

BIN
playable/Assets/Materials/No Name.mat View File


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playable/Assets/Scenes/Level2.unity View File


+ 42
- 12
playable/Assets/Scripts/CDscript.cs View File

@ -5,7 +5,11 @@ public class CDscript : MonoBehaviour {
public bool pause = true; public bool pause = true;
public float startCount = 5.0f; public float startCount = 5.0f;
public GameObject num1;
public GameObject num2;
public GameObject num3;
public GameObject num4;
public GameObject num5;
// Use this for initialization // Use this for initialization
void Start () { void Start () {
pause = true; pause = true;
@ -18,22 +22,48 @@ public class CDscript : MonoBehaviour {
Time.timeScale = 0; Time.timeScale = 0;
Debug.Log ("cd"); Debug.Log ("cd");
} }
/*if (startCount >=4.0f && <4.9f){
if (startCount >=4.0f && startCount <= 4.9f){
num5.SetActive(true);
num4.SetActive(false);
num3.SetActive(false);
num2.SetActive(false);
num1.SetActive(false);
} }
if (startCount >=3.0f && <3.9f){
if (startCount >=3.0f && startCount <= 3.9f){
num5.SetActive(false);
num4.SetActive(true);
num3.SetActive(false);
num2.SetActive(false);
num1.SetActive(false);
} }
if (startCount >=2.0f && <2.9f){
if (startCount >=2.0f && startCount <= 2.9f){
num5.SetActive(false);
num4.SetActive(false);
num3.SetActive(true);
num2.SetActive(false);
num1.SetActive(false);
} }
if (startCount >=1.0f && <1.9f){
if (startCount >=1.0f && startCount <= 1.9f){
num5.SetActive(false);
num4.SetActive(false);
num3.SetActive(false);
num2.SetActive(true);
num1.SetActive(false);
} }
if (startCount >=0.0f && <0.9f){
}*/
if (startCount >=0.0f && startCount <= 0.9f){
num5.SetActive(false);
num4.SetActive(false);
num3.SetActive(false);
num2.SetActive(false);
num1.SetActive(true);
}
if (startCount <=0){ if (startCount <=0){
num5.SetActive(false);
num4.SetActive(false);
num3.SetActive(false);
num2.SetActive(false);
num1.SetActive(false);
pause = false; pause = false;
Time.timeScale = 1; Time.timeScale = 1;
startCount = startCount + 5.0f; startCount = startCount + 5.0f;

+ 1
- 1
playable/Assets/Scripts/playerController.cs View File

@ -49,7 +49,7 @@ public class playerController : MonoBehaviour {
private bool isSpinning = false; //checks if player is spin attacking private bool isSpinning = false; //checks if player is spin attacking
private float lastHit; private float lastHit;
private float lastAttack; private float lastAttack;
private int score;
public int score;
private bool isDashing =false; private bool isDashing =false;
private bool canDash = true; private bool canDash = true;
private float lastDash = 0.0f; private float lastDash = 0.0f;

+ 51
- 0
playable/Assets/flameColor.cs View File

@ -0,0 +1,51 @@
using UnityEngine;
using System.Collections;
public class flameColor : MonoBehaviour {
public playerController player1;
public playerController player2;
public playerController player3;
public playerController player4;
private int playerLeader;
private int topscore;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
playerLeader = 1;
topscore = player1.score;
if (player2.score > topscore) {
playerLeader = 2;
topscore = player2.score;
}
if (player3.score > topscore) {
playerLeader = 3;
topscore = player3.score;
}
if (player4.score > topscore) {
playerLeader = 4;
topscore = player4.score;
}
if (playerLeader == 1){
gameObject.GetComponent<ParticleSystem>().startColor = new Color(0, 255, 255);
}
if (playerLeader == 2){
gameObject.GetComponent<ParticleSystem>().startColor = new Color(255, 255, 0);
}
if (playerLeader == 3){
gameObject.GetComponent<ParticleSystem>().startColor = new Color(255, 0, 255);
}
if (playerLeader == 4){
gameObject.GetComponent<ParticleSystem>().startColor = new Color(0, 255, 0);
}
}
}

+ 8
- 0
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