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I want to make game that looks like Rocket Mania, it almost done but something was wrong with the TriggerExit. and now i and my team was stuck and dont know how to continue this game.
Maybe same of you guys please help us to make this game out?

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Last Post by Nisa_1
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public bool isConnectAll = false;

public GameObject [] newObstacle;

public float speed = 0.001f;

int obj = 0;

Vector3 posObs;

private Transform posY;

public List<GameObject> Obstacle = new List<GameObject>();

void Start () {

}


void Update () {

    if (isConnectAll == true){
        for (obj = 0; obj < Obstacle.Count; obj++) {
            posObs = new Vector3 (Obstacle[obj].transform.position.x, Obstacle[obj].transform.position.y, Obstacle[obj].transform.position.z);
            Destroy(Obstacle[obj]);
            SpawnObs();
            //StartCoroutine(secondBetween(1));
        }
        Obstacle.Clear();
        isConnectAll = false;
    }


}

void OnTriggerEnter2D(Collider2D other){
    if (other.tag == "Balok"){
        Obstacle.Add(other.transform.parent.gameObject);
        other.transform.parent.GetComponent<PipaRotate>().Check = this;
    }
}

void OnTriggerExit2D(Collider2D other){
    if (other.tag == "Balok"){
        Obstacle.Remove(other.transform.parent.gameObject);
        other.transform.parent.GetComponent<PipaRotate>().Check = null;
        Obstacle.Clear();
    }
}

public void SpawnObs(){
    int i = Random.Range(0,newObstacle.Length);
    Instantiate (newObstacle[i], posObs, Quaternion.identity);
}

//That's for checking the first obstacle with the startList

Edited by Nisa_1

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public bool isConnected = false;

public PipaRotate ThisPipe;

void Start () {
    ThisPipe = transform.parent.GetComponent<PipaRotate>();  
}

void Update () {

}

void OnTriggerStay2D(Collider2D other){
    if (other.tag == "Balok"){

        isConnected = true;

        if (other.transform.parent.GetComponent<PipaRotate>().Check == null && ThisPipe.Check != null){
            ThisPipe.Check.Obstacle.Add(other.transform.parent.gameObject);
            other.transform.parent.GetComponent<PipaRotate>().Check = ThisPipe.Check;
            /*bool isEnter = false; 

            for (int i = 0; i < ThisPipe.Check.Obstacle.Count; i++) {
                if (ThisPipe.Check.Obstacle[i] == other.transform.parent.gameObject){
                    isEnter = true;
                }
            }
            if (isEnter == true){
                ThisPipe.Check.Obstacle.Add(other.transform.parent.gameObject);
                other.transform.parent.GetComponent<PipaRotate>().Check = ThisPipe.Check;
            }*/
        }
    }

    if (other.tag == "Akhir"){
        if (ThisPipe.Check !=null){
            ThisPipe.Check.isConnectAll = true;
        }
    }
}

void OnTriggerExit2D(Collider2D other){
    if (other.tag == "Balok"){

        isConnected = false;

        if (ThisPipe.Check != null){
            int indexPipe = ThisPipe.Check.Obstacle.IndexOf(other.transform.parent.gameObject);
            for (int i = ThisPipe.Check.Obstacle.Count - 1; i == indexPipe; i--) {
                ThisPipe.Check.Obstacle[i].GetComponent<PipaRotate>().Check = null;
                ThisPipe.Check.Obstacle.RemoveAt(i);
            }

        }
    }

//That's for checking the other obstacles with the first obstacle
pipe.png

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