73 lines
1.8 KiB
C#
73 lines
1.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class breakable : MonoBehaviour
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{
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public Sprite[] sprites;
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private int oldSprite;
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private int newSprite;
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private List<int> availableSprites = new List<int>();
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public ParticleSystem collisionParticleSystem;
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public bool timeToBreak = false;
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void Start()
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{
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oldSprite = 0;
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for(int i=0; i<3; i++)
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{
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availableSprites.Add(i);
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}
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int rock = PlayerPrefs.GetInt("rock");
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if(rock == 0)
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{
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Destroy(gameObject);
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}
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}
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IEnumerator Timer()
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{
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if (timeToBreak == true){
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PlayerPrefs.SetInt("rock", 0);
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Destroy(gameObject);
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}
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yield return new WaitForSeconds(1);
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var em = collisionParticleSystem.emission;
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em.enabled = false;
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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var em = collisionParticleSystem.emission;
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em.enabled = true;
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if (collision.tag == "Player")
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{
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collisionParticleSystem.Play();
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if (oldSprite == 0)
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{
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newSprite = availableSprites[1];
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oldSprite = 1;
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GetComponent<SpriteRenderer>().sprite = sprites[newSprite];
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}
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else if (oldSprite == 1)
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{
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newSprite = availableSprites[2];
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oldSprite = 2;
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GetComponent<SpriteRenderer>().sprite = sprites[newSprite];
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}
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else if (oldSprite == 2)
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{
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timeToBreak = true;
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StartCoroutine(Timer());
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}
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GetComponent<SpriteRenderer>().sprite = sprites[newSprite];
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StartCoroutine(Timer());
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}
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}
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}
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