CSharp · Script
using System;
using System.Collections;
using System.Collections.Generic;
using System.Numerics;
using UnityEngine;
using UnityEngine.UI;
using Vector3 = UnityEngine.Vector3;
using UnityEngine.SceneManagement;
public class PacmanHareket : MonoBehaviour
{
public ZeminCogaltma zemincoklamascripti;
Vector3 yon;
public float hiz;
public static bool dustu_mu;
public float artan_hiz;
public bool oyun_baslat = false;
public GameObject Baslat;
public GameObject Restart;
void Start()
{
Restart = GameObject.Find("Restart");
Restart.SetActive(false);
}
void Update()
{
if (transform.position.y <= 0.5f)
{
dustu_mu = true;
Restart.SetActive(true);
oyun_baslat = false;
}
if (dustu_mu == true)
{
return;
}
if (oyun_baslat==true)
{
if (Input.GetMouseButtonDown(0))
{
Debug.Log("tıklandı");
yon = yon.x == 0 ? Vector3.left : Vector3.forward;
}
}
}
private void FixedUpdate()
{
Vector3 hareket = yon * Time.deltaTime * hiz;
transform.position += hareket;
}
public void OnCollisionExit(Collision collision)
{
if (collision.gameObject.tag == "zemin")
{
Skor.skor++;
collision.gameObject.AddComponent<Rigidbody>();
zemincoklamascripti.zemin_olustur();
hiz += artan_hiz * Time.deltaTime;
StartCoroutine(ZeminSil(collision.gameObject));
}
}
IEnumerator ZeminSil(GameObject SilinecekZemin)
{
yield return new WaitForSeconds(2f);
Destroy(SilinecekZemin);
}
public void OyunBaslat()
{
oyun_baslat = true;
yon = Vector3.forward;
dustu_mu = false;
Baslat = GameObject.Find("Baslat");
Baslat.SetActive(false);
}
public void RestartEt()
{
Skor.skor = 0;
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}