Beispiel #1
0
    //we will only try to avoid colliding into 1 type of zombie: the shambler, because classic zombies can't change lanes.
    //However, since classic zombies have a max speed greater than that of the shambler's, if a raycast FORWARD hits a shambler, it will slow down to v/2 to match the shambler
    //only for the duration that the shambler hits the classic zombie's raycast.
    void AvoidZombieCollision()
    {
        //if the raycast doesn't hit a shambler, let speed be v (the normal max speed)
        bool hitShambler = false;

        //these lines of code will shoot the raycast, and then will try to change lanes if raycast hits.
        RaycastHit front;
        Ray        frontRay = new Ray(transform.position + transform.forward * .5f + transform.up * .5f, transform.forward);

        Debug.DrawRay(transform.position + transform.forward * .5f + transform.up * .5f, transform.forward, Color.green);

        if (Physics.Raycast(frontRay, out front, 1.5f))
        {
            if (front.collider.gameObject.tag == "Zombie")
            {
                //this code will check if the zombie is of type shambler.
                ShamblerZombie script = front.collider.gameObject.GetComponent <ShamblerZombie>();
                if (script != null)
                {
                    aSpeed      = ZombieConstants.v / 2;
                    hitShambler = true;
                }

                //this code will check if the zombie is of type shambler.
                ClassicZombie classicScript = front.collider.gameObject.GetComponent <ClassicZombie>();
                if (classicScript != null)
                {
                    aSpeed      = classicScript.aSpeed;
                    hitShambler = true;
                }
            }
        }

        //here the speed is returned to normal as soon as the raycast stops hitting a shambler
        if (hitShambler == false)
        {
            aSpeed = ZombieConstants.v;
        }
    }
Beispiel #2
0
    void spawnZombies()
    {
        hardZombies = (int)(n * r / (1 + r));

        int[] dir = new int[3];

        //iterate to spawn n zombies
        for (int i = 0; i < n; i++)
        {
            //starting and ending waypoints on lane
            int startingWpt = 0;
            int endWpt      = 0;
            //choose random lane
            int lane = Random.Range(0, 3);
            //set direction
            if (dir[lane] == 0)
            {
                dir[lane] = Random.Range(1, 3);
            }

            startingWpt = Random.Range(0, 4);           //choose random starting point
            if (dir[lane] == 1)
            {
                //left direction in lane

                //make sure no zombie spawns in survivor area at first
                startingWpt = Random.Range(0, 4);
                while (startingWpt == 1)
                {
                    startingWpt = Random.Range(0, 4);
                }

                switch (startingWpt)
                {
                case 0:
                    endWpt = 3;
                    break;

                case 1:
                    endWpt = 0;
                    break;

                case 2:
                    endWpt = 1;
                    break;

                case 3:
                    endWpt = 2;
                    break;
                }
            }
            else if (dir[lane] == 2)
            {
                //right direction in lane
                //make sure no zombie spawns in survivor area at first
                startingWpt = Random.Range(0, 4);
                while (startingWpt == 0)
                {
                    startingWpt = Random.Range(0, 4);
                }

                switch (startingWpt)
                {
                case 0:
                    endWpt = 1;
                    break;

                case 1:
                    endWpt = 2;
                    break;

                case 2:
                    endWpt = 3;
                    break;

                case 3:
                    endWpt = 0;
                    break;
                }
            }
            /*initialize zombies*/
            Vector3 s = Vector3.zero;
            Vector3 e = Vector3.zero;

            switch (lane)
            {
            case 0:
                s = innerPoints[startingWpt].position;
                e = innerPoints[endWpt].position;;
                break;

            case 1:
                s = middlePoints[startingWpt].position;
                e = middlePoints[endWpt].position;;
                break;

            case 2:
                s = outerPoints[startingWpt].position;
                e = outerPoints[endWpt].position;;
                break;
            }

            s = Vector3.Lerp(s, e, Random.value);

            //Check if there is a zombie already
            if (Physics.CheckSphere(s, 0.49f))
            {
                i--;
                continue;
            }


            if (i < hardZombies)
            {
                //spawn a hard zombie
                if (Random.value > 0.5f)
                {
                    //modern
                    ModernZombie z = (ModernZombie)Instantiate(modernPrefab) as ModernZombie;
                    z.Initialize(s, e, startingWpt, endWpt, lane, v * 2.0f);                   //speed = 2v
                    zombies.Add(z);
                    z.transform.position = s;
                    z.isEasy             = false;
                    z.transform.tag      = "Zombie";
                    z.name = "ModernZombie";
                }
                else
                {
                    //phone
                    PhoneZombie z = (PhoneZombie)Instantiate(phonePrefab) as PhoneZombie;
                    z.Initialize(s, e, startingWpt, endWpt, lane, v * 2.0f);                   //speed = 2v
                    zombies.Add(z);
                    z.transform.position = s;
                    z.isEasy             = false;
                    z.transform.tag      = "Zombie";
                    z.name = "PhoneZombie";
                }
            }
            else
            {
                //spawn easy
                if (Random.value > 0.5f)
                {
                    //classic zombie instanciation
                    ClassicZombie z = (ClassicZombie)Instantiate(classicPrefab) as ClassicZombie;
                    z.Initialize(s, e, startingWpt, endWpt, lane, v);
                    zombies.Add(z);
                    z.transform.position = s;
                    z.isEasy             = true;
                    z.transform.tag      = "Zombie";
                    z.name = "ClassicZombie";
                }
                else
                {
                    //shambler
                    ShamblerZombie z = (ShamblerZombie)Instantiate(shamblerPrefab) as ShamblerZombie;
                    z.Initialize(s, e, startingWpt, endWpt, lane, v / 2.0f);                   //speed = v/2
                    zombies.Add(z);
                    z.transform.position = s;
                    z.isEasy             = true;
                    z.transform.tag      = "Zombie";
                    z.name = "ShamblerZombie";
                }
            }
        }
    }
Beispiel #3
0
    public void spawnOneZombie(bool easy, bool clockwiseDirection)
    {
        int     nextWpt  = 0;
        int     wptI     = 0;
        int     lane     = 0;
        Vector3 spawnPos = Vector3.zero;
        Vector3 endWpt   = Vector3.zero;

        //find random unnocopied corner to spawn on
        try {
            do
            {
                wptI = Random.Range(0, 4);
                lane = Random.Range(0, 3);
                switch (lane)
                {
                case 0:
                    spawnPos = innerPoints [wptI].position;
                    break;

                case 1:
                    spawnPos = middlePoints [wptI].position;
                    break;

                case 2:
                    spawnPos = outerPoints [wptI].position;
                    break;
                }
            } while(Physics.CheckSphere(spawnPos, 0.49f));
        } catch (System.Exception ex) {
            Debug.Log(ex);
        }

        //choose random direction
        if (!clockwiseDirection)
        {
            //counter clockwise
            nextWpt = (wptI + 3) % 4;
        }
        else
        {
            //clockwise
            nextWpt = (wptI + 1) % 4;
        }

        if (lane == 0)
        {
            endWpt = innerPoints [nextWpt].position;
        }
        else if (lane == 1)
        {
            endWpt = middlePoints [nextWpt].position;
        }
        else
        {
            endWpt = outerPoints[nextWpt].position;
        }

        if (!easy)
        {
            //spawn a hard zombie
            if (Random.value > 0.5f)
            {
                //modern
                ModernZombie z = (ModernZombie)Instantiate(modernPrefab) as ModernZombie;
                z.Initialize(spawnPos, endWpt, wptI, nextWpt, lane, v * 2.0f);               //speed = 2v
                zombies.Add(z);
                z.transform.position = spawnPos;
                z.isEasy             = false;
                z.transform.tag      = "Zombie";
                z.name = "ModernZombie";
            }
            else
            {
                //phone
                PhoneZombie z = (PhoneZombie)Instantiate(phonePrefab) as PhoneZombie;
                z.Initialize(spawnPos, endWpt, wptI, nextWpt, lane, v * 2.0f);               //speed = 2v
                zombies.Add(z);
                z.transform.position = spawnPos;
                z.isEasy             = false;
                z.transform.tag      = "Zombie";
                z.name = "PhoneZombie";
            }
        }
        else
        {
            //spawn easy
            if (Random.value > 0.5f)
            {
                //classic zombie instanciation
                ClassicZombie z = (ClassicZombie)Instantiate(classicPrefab) as ClassicZombie;
                z.Initialize(spawnPos, endWpt, wptI, nextWpt, lane, v);
                zombies.Add(z);
                z.transform.position = spawnPos;
                z.isEasy             = true;
                z.transform.tag      = "Zombie";
                z.name = "ClassicZombie";
            }
            else
            {
                //shambler
                ShamblerZombie z = (ShamblerZombie)Instantiate(shamblerPrefab) as ShamblerZombie;
                z.Initialize(spawnPos, endWpt, wptI, nextWpt, lane, v / 2.0f);               //speed = v/2
                zombies.Add(z);
                z.transform.position = spawnPos;
                z.isEasy             = true;
                z.transform.tag      = "Zombie";
                z.name = "ShamblerZombie";
            }
        }
    }
Beispiel #4
0
    /*
     * This method will raycast to both back and front. If the front raycast is hit, it will first slow down to the front zombie's speed.
     * Then it will try to change lanes. We slow down so that if we cannot change lanes, it will not collide with the front zombie!
     * If the back raycast is hit, it will just try to change lanes without changing speed.
     */

    void AvoidZombieCollision()
    {
        bool hitFrontZombie = false;

        //these lines of code will shoot the raycast, and then will try to change lanes if raycast hits.
        RaycastHit front;
        Ray        frontRay = new Ray(transform.position + transform.forward * .5f + transform.up * .5f, transform.forward);

        Debug.DrawRay(transform.position + transform.forward * .5f + transform.up * .5f, transform.forward, Color.green);

        //change speeds and change lanes according to the zombie raycast hits.
        if (Physics.Raycast(frontRay, out front, 2))
        {
            if (front.collider.gameObject.tag == "Zombie")
            {
                //this code will check if the zombie is of type shambler.
                ShamblerZombie shamblerScript = front.collider.gameObject.GetComponent <ShamblerZombie>();
                if (shamblerScript != null)
                {
                    aSpeed         = ZombieConstants.v / 2;              //change speed to v/2, since shambler has only 1 speed
                    hitFrontZombie = true;
                    RandomlyChangeLanes();
                }

                ModernZombie modernScript = front.collider.gameObject.GetComponent <ModernZombie>();
                if (modernScript != null)
                {
                    aSpeed         = modernScript.aSpeed;
                    hitFrontZombie = true;
                    RandomlyChangeLanes();
                    //Debug.Log ("BADD");
                }


                ClassicZombie classicScript = front.collider.gameObject.GetComponent <ClassicZombie>();
                if (classicScript != null)
                {
                    aSpeed         = classicScript.aSpeed;
                    hitFrontZombie = true;
                    RandomlyChangeLanes();
                }
            }
        }


        //if back raycast hits, just try to change lanes (not speed)
        RaycastHit back;
        Ray        backRay = new Ray(transform.position + -transform.forward * .5f + transform.up * .5f, -transform.forward);

        //Debug.DrawRay(transform.position + transform.forward * .5f + transform.up * .5f , transform.forward, Color.green);


        if (Physics.Raycast(backRay, out back, 2))
        {
            if (back.collider.gameObject.tag == "Zombie")
            {
                RandomlyChangeLanes();
            }
        }

        //if there is nothing in front of the zombie, resume normal max speed.
        if (!hitFrontZombie)
        {
            aSpeed = ZombieConstants.v * 2;
        }
    }
Beispiel #5
0
    //this will spawn a zombie at the opposite corner. the lane will be random
    public void TrySpawn(string corner)
    {
        //first instantiate a zombie based on p
        string zombieType = "none";         //a bullshit way of telling which zombie is instantiated, coz unity is dumb.
        string lane       = "none";
        string dir        = "none";

        GameObject zombieSpawn;

        int rand = Random.Range(0, 100);

        PhoneZombie    phone    = null;
        ModernZombie   modern   = null;
        ClassicZombie  classic  = null;
        ShamblerZombie shambler = null;

        DetectSurvivor detect = null;

        if (rand < hardRatio)        //instantiate a hard zombie (50 % a phone zombie)
        {
            int isPhone = Random.Range(0, 2);
            if (isPhone == 1)            //create a phone zombie
            {
                zombieSpawn = Instantiate(phonePrefab) as GameObject;
                zombieType  = "phone";
                phone       = zombieSpawn.GetComponent <PhoneZombie>();
            }
            else             //create a modern zombie
            {
                zombieSpawn = Instantiate(modernPrefab) as GameObject;
                zombieType  = "modern";
                modern      = zombieSpawn.GetComponent <ModernZombie>();
            }
        }
        else         //create easy zombie (50% prob for each)
        {
            int isClassic = Random.Range(0, 2);
            if (isClassic == 1)            //create a classic zombie
            {
                zombieSpawn = Instantiate(classicPrefab) as GameObject;
                zombieType  = "classic";
                classic     = zombieSpawn.GetComponent <ClassicZombie>();
            }
            else             //create a shambler
            {
                zombieSpawn = Instantiate(shamblerPrefab) as GameObject;
                zombieType  = "shambler";
                shambler    = zombieSpawn.GetComponent <ShamblerZombie>();
            }
        }

        int off = Random.Range(0, 3);          //the offset, always going IN TO OUT!!

        //this if chain will determine the lane that the zombie will be spawned in
        if (off == 0)
        {
            lane = "in";
        }
        else if (off == 1)
        {
            lane = "mid";
        }
        else if (off == 2)
        {
            lane = "out";
        }

        switch (corner)
        {
        case "tl":                                                   //instantiate in bottom right (since opposite of tl), facing west.
            dir = "W";
            zombieSpawn.transform.Rotate(new Vector3(0, 1, 0), -90); //rotate so zombie is looking right way

            switch (lane)
            {
            case "in":
                zombieSpawn.transform.position = new Vector3(31.5f, 0, 3.5f);
                break;

            case "mid":
                zombieSpawn.transform.position = new Vector3(32.5f, 0, 2.5f);
                break;

            case "out":
                zombieSpawn.transform.position = new Vector3(33.5f, 0, 1.5f);
                break;
            }

            break;

        case "bl":         //so spawn top right, facing down

            dir = "S";
            zombieSpawn.transform.Rotate(new Vector3(0, 1, 0), 180);             //rotate so zombie is looking right way

            switch (lane)
            {
            case "in":
                zombieSpawn.transform.position = new Vector3(31.5f, 0, 17.5f);
                break;

            case "mid":
                zombieSpawn.transform.position = new Vector3(32.5f, 0, 18.5f);
                break;

            case "out":
                zombieSpawn.transform.position = new Vector3(33.5f, 0, 19.5f);
                break;
            }

            break;

        case "br":         //instantiate in top left (since opposite to br), facing east.
            //Debug.Log ("br hit!");
            dir = "E";
            zombieSpawn.transform.Rotate(new Vector3(0, 1, 0), 90);             //rotate so zombie is looking right way

            switch (lane)
            {
            case "in":
                zombieSpawn.transform.position = new Vector3(5.5f, 0, 17.5f);
                break;

            case "mid":
                zombieSpawn.transform.position = new Vector3(4.5f, 0, 18.5f);
                break;

            case "out":
                zombieSpawn.transform.position = new Vector3(3.5f, 0, 19.5f);
                break;
            }

            break;

        case "tr":         //instantiate in bottom left facing up.

            dir = "N";
            //NO ROTATE YAY!!
            switch (lane)
            {
            case "in":
                zombieSpawn.transform.position = new Vector3(5.5f, 0, 3.5f);
                break;

            case "mid":
                zombieSpawn.transform.position = new Vector3(4.5f, 0, 2.5f);
                break;

            case "out":
                zombieSpawn.transform.position = new Vector3(3.5f, 0, 1.5f);
                break;
            }
            break;
        }

        //now set the lane of the zombie.

        switch (zombieType)
        {
        case "classic":
            switch (lane)
            {
            case "in":
                classic.aLane = ClassicZombie.lane.inside;
                break;

            case "mid":
                classic.aLane = ClassicZombie.lane.middle;
                break;

            case "out":
                classic.aLane = ClassicZombie.lane.outside;
                break;
            }

            if (dir == "N")
            {
                classic.dir = ClassicZombie.direction.N;
            }
            else if (dir == "E")
            {
                classic.dir = ClassicZombie.direction.E;
            }
            else if (dir == "S")
            {
                classic.dir = ClassicZombie.direction.S;
            }
            else if (dir == "W")
            {
                classic.dir = ClassicZombie.direction.W;
            }

            break;

        case "shambler":
            switch (lane)
            {
            case "in":
                shambler.aLane = ShamblerZombie.lane.inside;
                break;

            case "mid":
                shambler.aLane = ShamblerZombie.lane.middle;
                break;

            case "out":
                shambler.aLane = ShamblerZombie.lane.outside;
                break;
            }

            if (dir == "N")
            {
                shambler.dir = ShamblerZombie.direction.N;
            }
            else if (dir == "E")
            {
                shambler.dir = ShamblerZombie.direction.E;
            }
            else if (dir == "S")
            {
                shambler.dir = ShamblerZombie.direction.S;
            }
            else if (dir == "W")
            {
                shambler.dir = ShamblerZombie.direction.W;
            }

            break;


        case "modern":
            switch (lane)
            {
            case "in":
                modern.aLane = ModernZombie.lane.inside;
                break;

            case "mid":
                modern.aLane = ModernZombie.lane.middle;
                break;

            case "out":
                modern.aLane = ModernZombie.lane.outside;
                break;
            }

            if (dir == "N")
            {
                modern.dir = ModernZombie.direction.N;
            }
            else if (dir == "E")
            {
                modern.dir = ModernZombie.direction.E;
            }
            else if (dir == "S")
            {
                modern.dir = ModernZombie.direction.S;
            }
            else if (dir == "W")
            {
                modern.dir = ModernZombie.direction.W;
            }

            break;

        case "phone":
            switch (lane)
            {
            case "in":
                phone.aLane = PhoneZombie.lane.inside;
                break;

            case "mid":
                phone.aLane = PhoneZombie.lane.middle;
                break;

            case "out":
                phone.aLane = PhoneZombie.lane.outside;
                break;
            }

            if (dir == "N")
            {
                phone.dir = PhoneZombie.direction.N;
            }
            else if (dir == "E")
            {
                phone.dir = PhoneZombie.direction.E;
            }
            else if (dir == "S")
            {
                phone.dir = PhoneZombie.direction.S;
            }
            else if (dir == "W")
            {
                phone.dir = PhoneZombie.direction.W;
            }

            break;
        }

        zombieSpawn.transform.parent = GameObject.Find("GeneratedZombies").transform;          //put this in a gameobject so its neat


        detect = Instantiate(detectPrefab) as DetectSurvivor;
        detect.zombieTransform  = zombieSpawn.transform;
        detect.transform.parent = GameObject.Find("Detectors").transform;
    }
Beispiel #6
0
    /* this method will populate the map with n zombies of either shamblers or classics. The zombies will face clockwise*/
    void ZombieInitialize(int n) //don't make over 21!!
    {
        int isClassic;           // this int will be randomly picked inside the loop. If 1, the zombie to init is a classic, other wise is a shambler.

        //init only on top and bottom. If i%3 = 2, outside, if = 1, mid, if 0, inside.
        //i/3 will correspond to the column. column will start at x = 6.5. Increment this by 3.
        //top z = 19.5, mid = 18.5, inner = 17.5


        for (int i = 0; i < n; i++)
        {
            //determine x, z positions first
            bool outside = false, mid = false, inside = false;
            //find lane or z component
            float x;
            float z;

            switch (i % 3)
            {
            case 2:
                outside = true;
                z       = 19.5f;
                break;

            case 1:
                mid = true;
                z   = 18.5f;
                break;

            case 0:
                inside = true;
                z      = 17.5f;
                break;

            default:
                z = -1000;
                Debug.Log("you ducked up");
                break;
            }

            //find x component

            x = 3 * (i / 3) + 6.5f;

            isClassic = Random.Range(0, 2);
            if (isClassic == 0)            //instatiate shambler
            {
                ShamblerZombie s = Instantiate(shamblerPrefab);
                s.dir = ShamblerZombie.direction.E;                 //face east;
                s.gameObject.transform.position = new Vector3(x, 0, z);
                s.transform.Rotate(new Vector3(0, 1, 0), 90);       //rotate so zombie is looking right way

                if (outside)
                {
                    s.aLane = ShamblerZombie.lane.outside;
                }
                else if (mid)
                {
                    s.aLane = ShamblerZombie.lane.middle;
                }
                else if (inside)
                {
                    s.aLane = ShamblerZombie.lane.inside;
                }

                s.transform.parent = GameObject.Find("GeneratedZombies").transform;


                DetectSurvivor detect = Instantiate(detectPrefab) as DetectSurvivor;
                detect.zombieTransform  = s.transform;
                detect.transform.parent = GameObject.Find("Detectors").transform;
            }
            else             //classic
            {
                ClassicZombie classic = Instantiate(classicPrefab);
                classic.dir = ClassicZombie.direction.E;                 //face east;
                classic.gameObject.transform.position = new Vector3(x, 0, z);
                classic.transform.Rotate(new Vector3(0, 1, 0), 90);      //rotate so zombie is looking right way

                if (outside)
                {
                    classic.aLane = ClassicZombie.lane.outside;
                }
                else if (mid)
                {
                    classic.aLane = ClassicZombie.lane.middle;
                }
                else if (inside)
                {
                    classic.aLane = ClassicZombie.lane.inside;
                }

                classic.transform.parent = GameObject.Find("GeneratedZombies").transform;

                DetectSurvivor detect = Instantiate(detectPrefab) as DetectSurvivor;
                detect.zombieTransform  = classic.transform;
                detect.transform.parent = GameObject.Find("Detectors").transform;
            }
        }
    }
Beispiel #7
0
    void AvoidZombieCollision()
    {
        bool hitFrontZombie = false;

        //these lines of code will shoot the raycast, and then will try to change lanes if raycast hits.
        RaycastHit front;
        Ray        frontRay = new Ray(transform.position + transform.forward * .5f + transform.up * .5f, transform.forward);

        Debug.DrawRay(transform.position + transform.forward * .5f + transform.up * .5f, transform.forward, Color.green);

        //change speeds and change lanes according to the zombie raycast hits.
        if (Physics.Raycast(frontRay, out front, 2))
        {
            if (front.collider.gameObject.tag == "Zombie")
            {
                //this code will check if the zombie is of type shambler.
                ShamblerZombie shamblerScript = front.collider.gameObject.GetComponent <ShamblerZombie>();
                if (shamblerScript != null)
                {
                    aSpeed         = ZombieConstants.v / 2;              //change speed to v/2, since shambler has only 1 speed
                    hitFrontZombie = true;
                    RandomlyChangeLanes();
                }

                ModernZombie modernScript = front.collider.gameObject.GetComponent <ModernZombie>();
                if (modernScript != null)
                {
                    aSpeed         = modernScript.aSpeed;
                    hitFrontZombie = true;
                    RandomlyChangeLanes();
                }


                ClassicZombie classicScript = front.collider.gameObject.GetComponent <ClassicZombie>();
                if (classicScript != null)
                {
                    aSpeed         = classicScript.aSpeed;
                    hitFrontZombie = true;
                    RandomlyChangeLanes();
                }
            }
        }

        //if back raycast hits, just try to change lanes (not speed)
        RaycastHit back;
        Ray        backRay = new Ray(transform.position + -transform.forward * .5f + transform.up * .5f, -transform.forward);

        //Debug.DrawRay(transform.position + -transform.forward * .5f + transform.up * .5f , -transform.forward, Color.green);

        if (Physics.Raycast(backRay, out back, 3))
        {
            if (back.collider.gameObject.tag == "Zombie")
            {
                //this code will check if the zombie is of type shambler.
                ShamblerZombie shamblerScript = back.collider.gameObject.GetComponent <ShamblerZombie>();
                if (shamblerScript != null)
                {
                    aSpeed = ZombieConstants.v / 2;                      //change speed to v/2, since shambler has only 1 speed
                    dir    = (direction)System.Enum.Parse(typeof(direction), shamblerScript.dir.ToString());
                    //transform.rotation = back.transform.rotation;

                    hitFrontZombie = true;
                    RandomlyChangeLanes();
                }

                ModernZombie modernScript = back.collider.gameObject.GetComponent <ModernZombie>();
                if (modernScript != null)
                {
                    aSpeed = modernScript.aSpeed;
                    dir    = (direction)System.Enum.Parse(typeof(direction), modernScript.dir.ToString());
                    //transform.rotation = back.transform.rotation;

                    hitFrontZombie = true;
                    RandomlyChangeLanes();
                    //Debug.Log ("BADD");
                }


                ClassicZombie classicScript = back.collider.gameObject.GetComponent <ClassicZombie>();
                if (classicScript != null)
                {
                    //Debug.Log ("hit by classic");
                    aSpeed = classicScript.aSpeed;
                    //dir = (direction) System.Enum.Parse(typeof(direction), classicScript.dir.ToString());
                    //transform.rotation = front.transform.rotation;
                    hitFrontZombie = true;
                    RandomlyChangeLanes();
                }

                PhoneZombie phoneScript = back.collider.gameObject.GetComponent <PhoneZombie>();
                if (phoneScript != null)
                {
                    //Debug.Log ("BOOM");
                    aSpeed = phoneScript.aSpeed;
                    //dir = (direction) System.Enum.Parse(typeof(direction), phoneScript.dir.ToString());
                    //transform.rotation = back.transform.rotation;

                    hitFrontZombie = true;
                    RandomlyChangeLanes();
                }
            }
        }
    }