Beispiel #1
0
    // Deactivate the gameObject for reuse later...
    //
    virtual public void DeInitBullet()
    {
        // If we've ever been alive (fired) then we can add camera shake
        if (m_bIsAlive)
        {
            AddCameraShake gc = GetComponent <AddCameraShake>();
            if (null != gc)
            {
                gc.AddShakeToCamera();
            }
        }

        // Set defaults
        m_bIsAlive       = false;
        m_vTrajectory    = Vector2.zero;
        m_fMovementSpeed = 0.0f;

        // Send physics to sleep and cleanup...
        {
            if (null != m_gcRgdBdy)
            {
                m_gcRgdBdy.velocity = Vector2.zero;
                m_gcRgdBdy.Sleep();
                gameObject.SetActive(false);
            }

            if (null != m_gcCollider)
            {
                m_gcCollider.enabled = false;
            }
        }
    }
Beispiel #2
0
    // Because we can call to kill an object immediately, we've split it out from the collision function
    //
    public virtual void DoOnImpactFromPlayer(uint iDamage, bool bIsPlayerOption = false, bool bPlayerPhysicalCollision = false)
    {
        if (bIsPlayerOption && m_bIgnorePlayerOptionKills)
        {
            return;
        }

        GameInstance gi = GameInstance.Object;

        GAssert.Assert(null != gi, "Unable to get Game Instance!");

        m_iHitPointsRemaining = (int)MathUtil.Clamp(m_iHitPointsRemaining - (int)iDamage, 0, Types.s_iPLAYER_MaxDamage);
        if (m_iHitPointsRemaining <= 0)
        {
            PlayDeathEffects();;

            // Add optionals
            AddScore gcScore = GetComponent <AddScore>(); if (null != gcScore)
            {
                gcScore.AddScoreToPlayer();
            }
            UnlockAchievement gcAchievement = GetComponent <UnlockAchievement>(); if (null != gcAchievement)
            {
                gcAchievement.AddAchievement();
            }
            AddCameraShake gcShake = GetComponent <AddCameraShake>(); if (null != gcShake)
            {
                gcShake.AddShakeToCamera();
            }

            // BUT, we only spawn prefabs if we've been shot, not if it's a physical collision
            if (!bPlayerPhysicalCollision)
            {
                SpawnPrefab[] aPrefabSpawns = GetComponents <SpawnPrefab>();
                if (aPrefabSpawns.Length > 0)
                {
                    for (int i = 0; i < aPrefabSpawns.Length; ++i)
                    {
                        aPrefabSpawns[i].DoSpawnPrefab();
                    }
                }
            }

            // Die Die Die!
            Destroy(gameObject);
            return;
        }

        // Didn't die? Play the impact ting audio...
        if (m_bPlaySFXOnHit)
        {
            gi.GetAudioManager().PlayAudioAtLocation(transform.position, m_iSFX_Impact);
        }
    }
Beispiel #3
0
    public override void DeInitBullet()
    {
        // If we've ever been alive (fired) then we can add camera shake
        if (m_bIsAlive)
        {
            AddCameraShake gc = GetComponent <AddCameraShake>();
            if (null != gc)
            {
                gc.AddShakeToCamera();
            }
        }

        Destroy(gameObject);
    }
Beispiel #4
0
    // Because we can call to kill an object immediately, we've split it out from the collision function
    //
    public override void DoOnImpactFromPlayer(uint iDamage, bool bIsPlayerOption = false, bool bPlayerPhysicalCollision = false)
    {
        if (m_bUpdateLoop || bIsPlayerOption)
        {
            return;
        }

        GameInstance gi = GameInstance.Object;

        GAssert.Assert(null != gi, "Unable to get Game Instance!");

        m_iHitPointsRemaining = (int)MathUtil.Clamp(m_iHitPointsRemaining - (int)iDamage, 0, Types.s_iPLAYER_MaxDamage);
        if (m_iHitPointsRemaining <= 0)
        {
            // Turn off the sprite and collider (Bespoke to the heart)
            GetComponent <SpriteRenderer>().enabled    = false;
            GetComponent <PolygonCollider2D>().enabled = false;

            // Move particles closer to camera, so they appear over everything
            Vector3 vPos = transform.position;
            vPos.z = Types.s_fPOS_FrontLayerZ;

            // Spawn the effects
            if (m_bPixelShatter)
            {
                SpriteToParticleSystem.ExplodeSprite(transform.position, Types.s_fVEL_PixelShatterVelocity, m_goPixelShatterPrefab, m_gcSprite, m_iPixelShatterTTL);
            }
            if (m_bPlaySFXOnDeath)
            {
                GameInstance.Object.GetAudioManager().PlayAudioAtLocation(transform.position, m_iSFX_Explosion);
            }
            if (m_bSpawnExplosionEffect && null != m_goExplosionPrefab)
            {
                Instantiate(m_goExplosionPrefab, transform.position, Quaternion.identity);
            }


            // Add optionals
            AddScore gcScore = GetComponent <AddScore>(); if (null != gcScore)
            {
                gcScore.AddScoreToPlayer();
            }
            AddCameraShake gcShake = GetComponent <AddCameraShake>(); if (null != gcShake)
            {
                gcShake.AddShakeToCamera();
            }

            SpawnPrefab[] aPrefabSpawns = GetComponents <SpawnPrefab>();
            if (aPrefabSpawns.Length > 0)
            {
                for (int i = 0; i < aPrefabSpawns.Length; ++i)
                {
                    aPrefabSpawns[i].DoSpawnPrefab();
                }
            }

            m_bUpdateLoop = true;
            GameMode.BeginCompletionSequence();
        }

        // Didn't die? Play the impact ting audio...
        if (m_bPlaySFXOnHit)
        {
            gi.GetAudioManager().PlayAudioAtLocation(transform.position, m_iSFX_Impact);
        }
    }