pgiz4_moi/Assets/Scripts/PlayerController.cs

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using UnityEngine;
using UnityEngine.SceneManagement; // Для перезагрузки сцены
public class PlayerController : MonoBehaviour
{
public float moveSpeed = 5f;
public float jumpForce = 10f;
private Rigidbody rb;
private bool isGrounded = true;
public static int coinCount = 0;
void Start()
{
rb = GetComponent<Rigidbody>();
coinCount = 0; // Сбрасываем счетчик при старте
}
void Update()
{
transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime, Space.World);
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
{
rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
isGrounded = false;
}
}
// Обработка столкновений с твердыми объектами
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
isGrounded = true;
}
else if (collision.gameObject.CompareTag("Obstacle"))
{
Debug.Log("Игра окончена!");
// Перезагружаем текущую сцену
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
// Обработка столкновений с триггерами
void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Coin"))
{
coinCount++;
Debug.Log("Монеты: " + coinCount);
Destroy(other.gameObject); // Уничтожаем монету
}
}
}