using System.Collections; using System.Collections.Generic; using UnityEngine; public class Tree : MonoBehaviour { static LevelController levelController; static AudioController audioController; static GameObject character; SpriteRenderer spriteRenderer; int life = 3; void Awake() { spriteRenderer = GetComponent(); spriteRenderer.sortingOrder = -(int)Mathf.Floor(transform.localPosition.y * 100); if (!levelController) { levelController = GameObject.Find("Level Controller").GetComponent(); } if (!audioController) { audioController = GameObject.Find("AudioController").GetComponent(); } if (!character) { character = GameObject.Find("Character"); } } void OnTriggerStay2D() { if (GamePad.GetState().Pressed(CButton.Y)) { life -= 1; audioController.Play("cut"); //wiggle StartCoroutine(Wiggle()); if (life <= 0) { Destroy(gameObject); levelController.globalWood++; } } } IEnumerator Wiggle() { float time = 0.5f; while (time > 0f) { float sign = Mathf.Sign(character.transform.localPosition.x - transform.localPosition.x); transform.rotation = Quaternion.Slerp(Quaternion.Euler(0, 0, 0), Quaternion.Euler(0, 0, sign * 10), time); time -= Time.deltaTime; yield return null; } } }