Beispiel #1
0
    void AddScore(Collider toon)
    {
        // step 1 : spawn effect when collide
        Instantiate(collectablesEffect, transform.position, transform.rotation);

        // step 2 : add score
        Debug.Log("Crashing into collectables..");
        String      name = toon.GetComponent <ProtoMove>().owner; // get the owner of the toon
        int         j    = 0;
        ProtoContrl ply  = null;

        foreach (ProtoContrl p in plyrs)
        {
            Debug.Log(plyrs[j].pname + " " + name);
            if (plyrs[j].pname == name)   // checking the name
            {
                ply = plyrs[j];
            }
            j++;
        }

        ply.playerScore += score; // adding score to playerScore in ProtoContrl (total score stored there)
        Debug.Log(ply.pname + " new score : " + ply.playerScore);

        // step 3 : remove collectables from the game
        CmdDestroyGameObject(gameObject);
    }
Beispiel #2
0
    public override void OnLobbyServerSceneLoadedForPlayer(NetworkManager manager, GameObject lobbyPlayer, GameObject gamePlayer)
    {
        LobbyPlayer lobPlayer = lobbyPlayer.GetComponent <LobbyPlayer>();
        ProtoContrl locPlayer = gamePlayer.GetComponent <ProtoContrl>();

        locPlayer.pname  = lobPlayer.playerName;
        locPlayer.pcolor = lobPlayer.playerColor;
    }
Beispiel #3
0
    void KillToons(Collider toon)
    {
        // step 1 : spawn effect when collided
        Instantiate(bombEffect, transform.position, transform.rotation);

        // step 2 : decrease score, destroy toons
        Debug.Log("Collectables is a bomb..");
        String      name = toon.GetComponent <ProtoMove>().owner; // get the owner of the toon
        int         j    = 0;
        ProtoContrl ply  = null;

        foreach (ProtoContrl p in plyrs)
        {
            Debug.Log("Bomb collected by : " + plyrs[j].pname + " = " + name);
            if (plyrs[j].pname == name)
            { // checking the name
                ply = plyrs[j];
            }
            j++;
        }

        // subtracting playerScore in ProtoContrl (total score stored there)
        ply.playerScore -= score;
        if (ply.playerScore < 0)
        { // we don't want any player got negative score, so we reset it back to zero
            ply.playerScore = 0;
        }
        Debug.Log(ply.pname + " new score : " + ply.playerScore);

        // decrease the health of the toon that collected that bomb
        toon.GetComponent <ProtoMove>().health -= score;
        Debug.Log("Toon new health: " + toon.GetComponent <ProtoMove>().health);

        // step 3 : remove collectables
        CmdDestroyGameObject(gameObject);
    }