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@brismithSFHS
Last active April 17, 2019 16:46
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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class PlayerController : MonoBehaviour {
public float speed;
public int numCubes;
public Text countText;
public Text winText;
public Text oopsText;
private Rigidbody rb;
private int count;
private ArrayList collected = new ArrayList();
private bool jumped;
void Start()
{
rb = GetComponent<Rigidbody>();
count = 0;
SetCountText();
winText.text = "";
oopsText.text = "";
}
void FixedUpdate ()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
rb.AddForce(movement * speed);
if (this.transform.position.y <= -20)
{
this.transform.position = new Vector3 (0, 5, 0);
count = 0;
foreach (Collider thing in collected) {
thing.gameObject.SetActive(true);
}
collected = new ArrayList();
SetCountText ();
oopsText.text = "Oops! Try Again!";
winText.text = "";
}
if(Input.GetKeyDown("space") && !jumped)
{
Vector3 bounce = new Vector3 (0.0f, speed * 20, 0.0f);
rb.AddForce(bounce);
jumped = true;
}
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Pick Up"))
{
other.gameObject.SetActive(false);
count++;
SetCountText();
collected.Add (other); //
}
oopsText.text = "";
}
void SetCountText ()
{
countText.text = "Count: " + count.ToString ();
if (count >= numCubes)
{
winText.text = "You have won!";
}
}
void OnCollisionStay()
{
jumped = false;
}
}
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