Inheritance: MonoBehaviour
    // Callback buttom function.
    // Each one generate a bolt with a different variable inside that will make the comparsion check
    public void onClickButton(int answerID)
    {
        GameObject    clone = Instantiate(shot, shotSpawn.position, transform.rotation) as GameObject;
        DestroyByTime bolt  = clone.GetComponent <DestroyByTime>();

        bolt.optionValue = answerID;
    }
Beispiel #2
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        public void UseSkill(Vector2 dirVector, Teams teamTag, Vector2 playerSpeed)
        {
            GameObject newProjectile;

            newProjectile = Instantiate(Projectile, shotSpawner.GetTransform().position, Quaternion.identity) as GameObject;

            OnCollisionProjectile onCollision = newProjectile.GetComponent <OnCollisionProjectile>();

            onCollision.SetParams(teamTag);

            DestroyByTime           destroyByTime = newProjectile.GetComponent <DestroyByTime>();
            RuyoProjectileBasicData projData      = newProjectile.GetComponent <RuyoProjectileBasicData>();

            destroyByTime.SetLifeTime(projData.SkillDuration);

            emitter?.AssignParent(newProjectile.transform);

            IProjectileMover mover = newProjectile.GetComponent <ProjectileMover>();

            mover.Initialize();
            mover.SetMoveDirection(dirVector, playerSpeed);


            StartSkillCD();
        }
Beispiel #3
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 void Start()
 {
     if (!dbt)
     {
         dbt = GetComponent <DestroyByTime>();
     }
     dbt.enabled = false;
 }
Beispiel #4
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    // Use this for initialization
    void Start()
    {
        score = 100;
        UpdateScore();
        hit_value = 0;
        //UpdateHit ();

        dtime = GetComponent <DestroyByTime> ();
    }
Beispiel #5
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    // Use this for initialization
    void Start()
    {
        score = 100;
        UpdateScore();
        hit_value = 0;
        UpdateHit();

        dtime = hitText.gameObject.GetComponent <DestroyByTime> ();
    }
    void Start()
    {
        PowerupTimeRunningOutAudio = GameObject.Find("PowerupRunningOutSound").GetComponent <AudioSource> ();
        camShakeScript             = GameObject.Find("CamShake").GetComponent <CameraShake> ();
        destroyByTimeScript        = GetComponent <DestroyByTime> (); // Timer for lifetime.
        anim = GetComponent <Animator> ();                            // The animator which scales in size.

        StartCoroutine(ShowPowerup());                                // Start sequence to animate the powerup pickup to be visible.
        StartCoroutine(DestroyAnimation());                           // Start sequence to animate the powerup to disappear.
    }
Beispiel #7
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    public void DisableSuperSkill()
    {
        isUsingSuperFlight = false;
        isUsingSuperSpeed  = false;
        isUsingSuperTime   = false;

        // Remove the superskill trail
        TrailRenderer trailRenderer = gameObject.GetComponentInChildren <TrailRenderer>();

        trailRenderer.enabled = false;

        // Reset gravity to its orignal value
        gameObject.GetComponent <Rigidbody2D>().gravityScale = oriGravityScale;
        PteraMover.DeactivateTimeFreeze();
        CaveFlamePit.DeactivateTimeFreeze();
        Fireball.DeactivateTimeFreeze();
        DestroyByTime.DeactivateTimeFreeze();
        LaserBeam.DeactivateTimeFreeze();
        Saw.DeactivateTimeFreeze();
        LaserTurret.DeactivateTimeFreeze();
        Bat.DeactivateTimeFreeze();
        SwingingBoulder[] sb = FindObjectsOfType <SwingingBoulder>();
        sb[0].DeactivateTimeFreeze();
        sb[1].DeactivateTimeFreeze();
        sb[2].DeactivateTimeFreeze();
        sb[3].DeactivateTimeFreeze();
        sb[4].DeactivateTimeFreeze();
        sb[5].DeactivateTimeFreeze();
        sb[6].DeactivateTimeFreeze();
        RockController.DeactivateTimeFreeze();
        Turret.DeactivateTimeFreeze();
        PlayerController[] players = FindObjectsOfType <PlayerController>();
        foreach (PlayerController p in players)
        {
            p.timeFreezeActivated = false;
            p.GetComponent <Rigidbody2D>().isKinematic = false;
            p.anim.enabled = true;
        }
        GameObject[] FXs = GameObject.FindGameObjectsWithTag("FX");
        foreach (GameObject fx in FXs)
        {
            fx.GetComponent <ParticleSystem>().Play();
        }
        Arrow.DeactivateTimeFreeze();
        Puma.DeactivateTimeFreeze();
        Piranha.DeactivateTimeFreeze();
        Cobra.DeactivateTimeFreeze();
        Saw.DeactivateTimeFreeze();
        Banana.DeactivateTimeFreeze();
        BananaSpawn[] bs = FindObjectsOfType <BananaSpawn>();
        bs[0].DeactivateTimeFreeze();
        bs[1].DeactivateTimeFreeze();
        bs[2].DeactivateTimeFreeze();
    }
Beispiel #8
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    public void SuperTime()
    {
        // Next iteration
        PteraMover.ActivateTimeFreeze();
        CaveFlamePit.ActivateTimeFreeze();
        Fireball.ActivateTimeFreeze();
        DestroyByTime.ActivateTimeFreeze();
        LaserBeam.ActivateTimeFreeze();
        Saw.ActivateTimeFreeze();
        LaserTurret.ActivateTimeFreeze();
        SwingingBoulder[] sb = FindObjectsOfType <SwingingBoulder>();
        sb[0].ActivateTimeFreeze();
        sb[1].ActivateTimeFreeze();
        sb[2].ActivateTimeFreeze();
        sb[3].ActivateTimeFreeze();
        sb[4].ActivateTimeFreeze();
        sb[5].ActivateTimeFreeze();
        sb[6].ActivateTimeFreeze();
        RockController.ActivateTimeFreeze();
        Turret.ActivateTimeFreeze();
        PlayerController[] players = FindObjectsOfType <PlayerController>();
        foreach (PlayerController p in players)
        {
            if (p.playerNumber != playerNumber)
            {
                p.timeFreezeActivated = true;
                p.GetComponent <Rigidbody2D>().isKinematic = true;
                p.anim.enabled = false;
            }
        }
        GameObject[] FXs = GameObject.FindGameObjectsWithTag("FX");
        foreach (GameObject fx in FXs)
        {
            fx.GetComponent <ParticleSystem>().Pause();
        }
        Arrow.ActivateTimeFreeze();
        Puma.ActivateTimeFreeze();
        Piranha.ActivateTimeFreeze();
        Cobra.ActivateTimeFreeze();
        Saw.ActivateTimeFreeze();
        Banana.ActivateTimeFreeze();
        BananaSpawn[] bs = FindObjectsOfType <BananaSpawn>();
        Bat.ActivateTimeFreeze();
        bs[0].ActivateTimeFreeze();
        bs[1].ActivateTimeFreeze();
        bs[2].ActivateTimeFreeze();

        // Add a trail to show the use of a super skill
        TrailRenderer trailRenderer = gameObject.GetComponentInChildren <TrailRenderer>();

        trailRenderer.enabled = true;
    }
Beispiel #9
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 /// <summary>
 /// Handles the water ninja collision.
 /// </summary>
 protected virtual void HandleWaterNinjaCollision()
 {
     switch (currentType)
     {
     case ObjectType.Fire:
         // Remove the fire
         removeFire();
         // Instantiate the smoke prefab
         smoke = (GameObject)Instantiate(smokeGameObject, transform.position, transform.rotation);
         smoke.transform.parent = transform;
         DestroyByTime dbtScript = smoke.AddComponent <DestroyByTime>();
         dbtScript.lifetime = 4.0f;
         break;
     }
 }
Beispiel #10
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 /// <summary>
 /// Handles the air ninja collision.
 /// </summary>
 protected virtual void HandleAirNinjaCollision()
 {
     switch (currentType)
     {
     case ObjectType.Fire:
         // Set the current type to initial type
         currentType = type;
         // Destroy the fire prefab
         Destroy(fire);
         playedSound = false;
         // Instantiate the smoke prefab
         smoke = (GameObject)Instantiate(smokeGameObject, transform.position, transform.rotation);
         smoke.transform.parent = transform;
         DestroyByTime dbtScript = smoke.AddComponent <DestroyByTime>();
         dbtScript.lifetime = 4.0f;
         break;
     }
 }
Beispiel #11
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    void OnJointBreak(float breakForce)
    {
        ParticleSystem ps = GetComponent <ParticleSystem> ();

        if (ps)
        {
            ps.enableEmission = true;
        }
        GameObject     pin     = fixedJoint.connectedBody.gameObject;
        FadeAndDestroy pinFade = pin.AddComponent <FadeAndDestroy> ();

        pinFade.delayTime = 1f;
        pinFade.rate      = 0.25f + Random.value * 0.1f;
        DestroyByTime explode = gameObject.AddComponent <DestroyByTime> ();

        explode.lifetime  = fuseTime;
        explode.explosion = explosion;
        explode.toDestroy = transform.parent.gameObject;
    }
    void OnTriggerEnter2D(Collider2D other)
    {
        // if the enemy touch the botton boundarie, do nothing
        if (other.tag == "Boundary")
        {
            return;
        }


        // if the asteroid toch the player
        if (other.tag == "Player")
        {
            // Instantiate an explosion for the player ship
            Instantiate(explosion, other.transform.position, other.transform.rotation);
            GameController.Controller.EndOfMatch();
            Destroy(other.gameObject);
            Destroy(gameObject);
        }

        //Instantiate an explosion for the user
        //Instantiate(explosion, transform.position, transform.rotation);

        //Check if the value of a bolt is the same of the
        DestroyByTime checker = other.GetComponent <DestroyByTime> ();

        if (checker.optionValue == ansValue)
        {
            // If correct add points to the controller and destroy the Enemy
            GameController.Controller.AddPoints(10);
            GameController.Controller.R_ANS();
            Instantiate(explosion, gameObject.transform.position, gameObject.transform.rotation);
            Destroy(gameObject);
            Destroy(other.gameObject);
        }
        else
        {
            GameController.Controller.AddPoints(-5);
            GameController.Controller.W_ANS();
        }
        Destroy(other.gameObject);
    }