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public bool Spawn = true; public bool Fall = true; public bool Rotate = true; public bool Left = true; public bool Right = true; public int dropSet = 0; public GameObject puyo; public GameObject puyoSpawn; void Start() { } void Update() { if (Fall == true) { transform.position -= new UnityEngine.Vector3(0, 0.01f, 0); } if (Fall == false) { transform.position += new UnityEngine.Vector3(0, 0, 0); } if (Rotate == true) if (Input.GetKeyDown(KeyCode.X)) { transform.eulerAngles += new UnityEngine.Vector3(0, 0, 90); } else if (Input.GetKeyDown(KeyCode.Z)) { transform.eulerAngles -= new UnityEngine.Vector3(0, 0, 90); } if (Left == true) if (Input.GetKey(KeyCode.LeftArrow)) { transform.position -= new UnityEngine.Vector3(1, 0, 0); } if (Right == true) if (Input.GetKey(KeyCode.RightArrow)) { transform.position += new UnityEngine.Vector3(1, 0, 0); } } void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.layer == 2) { Spawn = true; Fall = false; Rotate = false; Left = false; Right = false; } if (other.gameObject.layer == 3) { Spawn = false; Fall = false; Rotate = true; Left = false; Right = false; } if (other.gameObject.layer == 5) { Spawn = false; Fall = false; Rotate = false; Left = false; Right = false; } if (Spawn == true) { transform.position += new UnityEngine.Vector3(0, 0, 0); Spawn = false; } if (other.gameObject.layer == 6) { Spawn = false; Fall = false; Rotate = false; Left = false; Right = false; if (Spawn == true) { transform.position += new UnityEngine.Vector3(0, 3, 0); Spawn = false; } } }
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