Created scoreboard(Collide level 2), made the portal colour changable (need works waiting on response from partner)Josh_Dev_branch
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using UnityEngine; | |||||
using System.Collections; | |||||
public class AnimationScript : MonoBehaviour { | |||||
public bool isAnimated = false; | |||||
public bool isRotating = false; | |||||
public bool isFloating = false; | |||||
public bool isScaling = false; | |||||
public Vector3 rotationAngle; | |||||
public float rotationSpeed; | |||||
public float floatSpeed; | |||||
private bool goingUp = true; | |||||
public float floatRate; | |||||
private float floatTimer; | |||||
public Vector3 startScale; | |||||
public Vector3 endScale; | |||||
private bool scalingUp = true; | |||||
public float scaleSpeed; | |||||
public float scaleRate; | |||||
private float scaleTimer; | |||||
// Use this for initialization | |||||
void Start () { | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
if(isAnimated) | |||||
{ | |||||
if(isRotating) | |||||
{ | |||||
transform.Rotate(rotationAngle * rotationSpeed * Time.deltaTime); | |||||
} | |||||
if(isFloating) | |||||
{ | |||||
floatTimer += Time.deltaTime; | |||||
Vector3 moveDir = new Vector3(0.0f, 0.0f, floatSpeed); | |||||
transform.Translate(moveDir); | |||||
if (goingUp && floatTimer >= floatRate) | |||||
{ | |||||
goingUp = false; | |||||
floatTimer = 0; | |||||
floatSpeed = -floatSpeed; | |||||
} | |||||
else if(!goingUp && floatTimer >= floatRate) | |||||
{ | |||||
goingUp = true; | |||||
floatTimer = 0; | |||||
floatSpeed = +floatSpeed; | |||||
} | |||||
} | |||||
if(isScaling) | |||||
{ | |||||
scaleTimer += Time.deltaTime; | |||||
if (scalingUp) | |||||
{ | |||||
transform.localScale = Vector3.Lerp(transform.localScale, endScale, scaleSpeed * Time.deltaTime); | |||||
} | |||||
else if (!scalingUp) | |||||
{ | |||||
transform.localScale = Vector3.Lerp(transform.localScale, startScale, scaleSpeed * Time.deltaTime); | |||||
} | |||||
if(scaleTimer >= scaleRate) | |||||
{ | |||||
if (scalingUp) { scalingUp = false; } | |||||
else if (!scalingUp) { scalingUp = true; } | |||||
scaleTimer = 0; | |||||
} | |||||
} | |||||
} | |||||
} | |||||
} |
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