Update SurvivalIsland

This commit is contained in:
xixu-me committed 2025-03-20 08:35:10 +08:00
1 parent 83adad7d01
commit c404a1c315
46 files changed
+210 -42

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@@ -0,0 +1,42 @@
using UnityEngine;
using System.Collections;
public class Inventory : MonoBehaviour
{
public static int charge = 0;
public AudioClip collectSound;
public Texture2D[] hudCharge;
public GUITexture chargeHudGUI;
public Texture2D[] meterCharge;
public Renderer meter;
// Use this for initialization
void Start()
{
charge = 0;
}
// Update is called once per frame
void Update()
{
}
void CellPickup()
{
HUDon();
AudioSource.PlayClipAtPoint(collectSound, transform.position);
charge++;
chargeHudGUI.texture = hudCharge[charge];
meter.material.mainTexture = meterCharge [charge];
}
void HUDon()
{
if (!chargeHudGUI.enabled)
{
chargeHudGUI.enabled = true;
}
}
}
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using UnityEngine;
using System.Collections;
public class PowerCell : MonoBehaviour {
public float rotationSpeed = 100.0f;
// Update is called once per frame
void Update () {
transform.Rotate (new Vector3 (0, rotationSpeed * Time.deltaTime, 0));
}
void OnTriggerEnter(Collider col) {
if (col.gameObject.tag == "Player") {
col.gameObject.SendMessage ("CellPickup");
Destroy(gameObject);
}
}
}
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@@ -0,0 +1,30 @@
using UnityEngine;
using System.Collections;
public class TextHints : MonoBehaviour
{
float timer = 0.0f;
// Update is called once per frame
void Update()
{
if (guiText.enabled)
{
timer += Time.deltaTime;
if (timer >= 4)
{
guiText.enabled = false;
timer = 0.0f;
}
}
}
void ShowHint(string message)
{
guiText.text = message;
if (!guiText.enabled)
{
guiText.enabled = true;
}
}
}
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+33 -1
View File
@@ -3,11 +3,43 @@ using System.Collections;
public class TriggerZone : MonoBehaviour
{
public AudioClip lockedSound;
public Light doorLight;
public GUIText textHints;
void OnTriggerEnter(Collider col)
{
if (col.gameObject.tag == "Player")
{
transform.FindChild("door").SendMessage("DoorCheck");
if (Inventory.charge == 4)
{
transform.FindChild("door").
SendMessage("DoorCheck");
if (GameObject.Find("PowerGUI"))
{
Destroy(GameObject.Find("PowerGUI"));
doorLight.color = Color.green;
}
}
else if (Inventory.charge > 0 && Inventory.charge < 4)
{
textHints.SendMessage("ShowHint",
"This door won't budge.. " +
"guess it needs fully charging - " +
"maybe more power cells will help...");
transform.FindChild("door").audio.
PlayOneShot(lockedSound);
}
else
{
transform.FindChild("door").audio.
PlayOneShot(lockedSound);
col.gameObject.SendMessage("HUDon");
textHints.SendMessage("ShowHint",
"This door seems locked.. maybe that " +
"generator needs power...");
}
}
}
}