PlayerControl

using UnityEngine;
using System.Collections;

public class PlayerControl : MonoBehaviour
{
  public float setupSpinSpeed = 50.0f;
  public float speed = 16.0f;
  public float rotationSpeed = 0.60f;
  public float hoverPower = 3.5f;
  public Rigidbody projectile;
  
  public Color red = Color.red;
  public Color blue = Color.blue;
  public Color green = Color.green;
  public Color yellow = Color.yellow;
  public Color white = Color.white;
  
  private GameData gameDataRef;

  void Start ()
  {
    gameDataRef =                      GameObject.Find("GameManager").GetComponent<GameData>();
  }

  void FixedUpdate()
  {
    float foreAndAft = Input.GetAxis ("Vertical") * speed;
    float rotation = 
      Input.GetAxis ("Horizontal") * rotationSpeed;
    rigidbody.AddRelativeForce (0, 0, foreAndAft);
    rigidbody.AddTorque (0, rotation, 0);
  }
  
  void OnTriggerStay(Collider other)
  {
    rigidbody.AddForce(Vector3.up * hoverPower);
  }
  
  void OnTriggerEnter(Collider other)
  {
    if(other.gameObject.tag == "GoodOrb")
    {
      gameDataRef.score += 1;
      Destroy(other.gameObject);
    }
  }
  
  void OnCollisionEnter(Collision collidedWith)
  {
    if(collidedWith.gameObject.tag == "BadOrb")
    {
      gameDataRef.playerLives -= 1;
      Destroy(collidedWith.gameObject);
    }
  }
  
  public void FireEnergyPulse()
  {
    Rigidbody clone;
    clone = Instantiate(projectile, transform.position,           transform.rotation) as Rigidbody;
    clone.transform.Translate(0, .5f, 2.1f);
    clone.velocity =                     transform.TransformDirection(Vector3.forward * 50);
  }
    
  public void PickedColor (Color playerColor)
  {
    renderer.material.color = playerColor;
  }
}
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