Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        timer -= Time.deltaTime;

        if (timer < 1f)
        {
            targetStar = Mathf.RoundToInt(UnityEngine.Random.Range(0, stars.Length));
            stars[targetStar].SetActive(true);
            timer = 20f;
            mainCamera.enabled   = false;
            actionCamera.enabled = true;
        }

        if (stars[targetStar] != null)
        {
            starAnim = stars[targetStar].GetComponent <Animator>();

            starAnim.SetTrigger("explode");


            Debug.Log("Star # " + targetStar + " is exploding!!!");

            stars[targetStar].SetActive(false);

            foreach (GameObject star in stars)
            {
                if (counter < 20)
                {
                    cSpawn = star.GetComponent <CubeSpawn>();

                    int color = Mathf.RoundToInt(UnityEngine.Random.Range(0, 3));
                    cubeGO   = cSpawn.CubeChooser(color);
                    counter += 1;
                }
            }
        }
    }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        timer -= Time.deltaTime;

        if (timer < 1f)
        {
            distanceToTarget = DistanceToTarget(shipAgent, targets);

            projectileChoice = Mathf.RoundToInt(UnityEngine.Random.Range(0, 2f));



            switch (projectileChoice)
            {
            case 0:
            {
                int randomColor = Mathf.RoundToInt(UnityEngine.Random.Range(0, 4f));

                if (distanceToTarget < 1.0f && shipAgent.destination == destination1.position)
                {
                    cSpawn.CubeChooser(randomColor);
                    // CubeSpawn.transform.position = Vector3.MoveTowards(cannon1.position, pTarget5.position, speed * Time.deltaTime);
                }

                if (distanceToTarget < 1.0f && shipAgent.destination == destination2.position)
                {
                    CubeSpawn = Instantiate(cube, cannon1.position, cannon1.rotation) as GameObject;
                    cSpawn.CubeChooser(randomColor);
                    // CubeSpawn.transform.position = Vector3.MoveTowards(cannon1.position, pTarget5.position, speed * Time.deltaTime);
                }


                break;
            }

            case 1:
            {
                if (distanceToTarget < 1.0f && shipAgent.destination == destination1.position)
                {
                    missileSpawn = Instantiate(missile1, cannon2.position, cannon2.rotation) as GameObject;
                }

                if (distanceToTarget < 1.0f && shipAgent.destination == destination2.position)
                {
                    missileSpawn = Instantiate(missile1, cannon2.position, cannon2.rotation) as GameObject;
                }
                break;
            }

            case 2:
            {
                if (distanceToTarget < 1.0f && shipAgent.destination == destination1.position)
                {
                    bombSpawn = Instantiate(bomb, cannon2.position, cannon2.rotation) as GameObject;
                }

                if (distanceToTarget < 1.0f && shipAgent.destination == destination2.position)
                {
                    bombSpawn = Instantiate(bomb, cannon2.position, cannon2.rotation) as GameObject;
                }
                break;
            }
            }
        }
    }