{
abyss = GetComponent<Abyss>();
health = GetComponent<Health>();
- print(CheckPoints.Length);
}
// Update is called once per frame
{
for (int i = 0; i < CheckPoints.Length; i++)
{
- if (CheckPoints[i].transform.position.x <= Mouse.transform.position.x && CheckPoints[i + 1].transform.position.x >= Mouse.transform.position.x)
+ if (CheckPoints[i].transform.position.x <= Mouse.transform.position.x && CheckPoints[i + 1].transform.position.x >= Mouse.transform.position.x && CheckPoints[CheckPoints.Length-1].transform.position.x > Mouse.transform.position.x)
{
Mouse.transform.position = CheckPoints[i].transform.position;
- }
+ }
else if (CheckPoints[0].transform.position.x >= Mouse.transform.position.x)
{
Mouse.transform.position = CheckPoints[0].transform.position;
}
- else if(CheckPoints[CheckPoints.Length-1].transform.position.x <= Mouse.transform.position.x)
+ else if (CheckPoints[CheckPoints.Length - 1].transform.position.x <= Mouse.transform.position.x)
{
- Mouse.transform.position = CheckPoints[CheckPoints.Length-1].transform.position;
+ Mouse.transform.position = CheckPoints[CheckPoints.Length - 1].transform.position;
}
- if (Mouse.transform.position == CheckPoints[i].transform.position)
+ if (Mouse.transform.position == CheckPoints[i].transform.position || Mouse.transform.position == CheckPoints[CheckPoints.Length - 1].transform.position)
{
reset = false;
abyss.fallenDown = false;