Beispiel #1
0
    void OnTriggerEnter(Collider col)
    {
        Vector3 enemyImpactPos = col.transform.position;

        //enemyLaserRed = GetComponent<Collider> ();
        enemyBasicLaser = EnemyBasicLaserScript.FindObjectOfType <EnemyBasicLaserScript> ();

        //enemyRedRocket = GetComponent<Collider> ();
        redRocketDamage = RedRocketScript.FindObjectOfType <RedRocketScript> ();

        float chanceEnemyHit = Random.Range(1, 100);



        if (chanceEnemyHit > evade)
        {
            if (enemyLaserRed)
            {
                GameObject redLaserHit = Instantiate(redLaserImpact, enemyImpactPos, Quaternion.identity) as GameObject;

                Destroy(col.gameObject);

                shieldHealth = shieldHealth - enemyBasicLaser.damage;

                shieldBar.fillAmount = shieldHealth * PlayerPrefs.GetFloat("SHIELD_MULTIPLY_BY");
            }
        }
    }
Beispiel #2
0
    //------------------------------------PLAYER DAMAGE TAKEN HERE---------------------
    void OnTriggerEnter(Collider collider)
    {
        Vector3 enemyProjectilePos = collider.transform.position;

        EnemyBasicLaserScript enemylaserred = collider.gameObject.GetComponent <EnemyBasicLaserScript>();

        damage = EnemyBasicLaserScript.FindObjectOfType <EnemyBasicLaserScript>();

        RedRocketScript redrocket = collider.gameObject.GetComponent <RedRocketScript> ();

        redRocketDamage = RedRocketScript.FindObjectOfType <RedRocketScript> ();

        float chanceEnemyHit = Random.Range(1, 85);

        Debug.Log("Evade is " + evade);

        if (enemylaserred && deflectorShieldOn && chanceEnemyHit > evade)
        {
            Debug.Log("INSIDE SHIELD DEFLECT");
            Destroy(collider.gameObject);
            Vector3 startPostion2 = transform.position + new Vector3(0, 0, 0);

            GameObject deflectBack = Instantiate(shieldDeflectorEnergy, startPostion2, Quaternion.identity) as GameObject;

            deflectBack.GetComponent <Rigidbody>().velocity = new Vector3(enemyShip.transform.position.x, enemyShip.transform.position.y, enemyShip.transform.position.z);
            shieldDeflectorHealth = shieldDeflectorHealth - 10;
            if (shieldDeflectorHealth <= 0)
            {
                deflectorShieldOn = false;
                shieldDeflector.SetActive(false);
            }
        }



        if (ShieldScript.shieldHealth <= 0)
        {
            Debug.Log("Shield HEalth is : " + ShieldScript.shieldHealth);

            shieldOn = false;
            shieldOffAudio.Play();
            shieldBarPanel.SetActive(false);

            shieldAnimator.SetTrigger("ShieldOff");

            shield.SetActive(false);
            ShieldCharge();
        }



        // create if for shieldkill here    CREATE NEW SCRIPT ON TOP OF SHIELD KILL PROCJECTILE AND ACTIVATE IT HERE

        /* if (shieldKill = true && chanceEnemyHit > evade){
         *
         *      shieldHealth = 0;
         *      shieldBar.fillAmount = 0;
         *      Destroy (collider.gameObject);
         *
         *      shieldOn = false;
         *      shield.SetActive(false);
         *      ShieldCharge();
         * }*/



        if (enemylaserred && !shieldOn && chanceEnemyHit > evade && !deflectorShieldOn)
        {
            playerhealth.LoseHealth(damage.damage);

            Destroy(collider.gameObject);

            GameObject redLaserHit = Instantiate(EnemyImpactRedLaser, enemyProjectilePos, Quaternion.identity) as GameObject;


            //SMOKE GRAPHICS
            if (PlayerHealth.playerHealth == 80)
            {
                Vector3    startPostion = transform.position + new Vector3(0, -.38f, 0.47f);
                GameObject smokeHit     = Instantiate(smoke, startPostion, Quaternion.identity) as GameObject;
                smokeHit.transform.parent = gameObject.transform;
            }

            if (PlayerHealth.playerHealth == 60)
            {
                Vector3    startPostion = transform.position + new Vector3(0, 0, 0);
                GameObject bigExplosi   = Instantiate(bigExplosion, startPostion, Quaternion.identity) as GameObject;
            }

            if (PlayerHealth.playerHealth < 20)
            {
                Vector3    startPostion = transform.position + new Vector3(0, -.38f, 0.47f);
                GameObject smokeHit     = Instantiate(smoke, startPostion, Quaternion.identity) as GameObject;
                smokeHit.transform.parent = gameObject.transform;
            }

            if (PlayerHealth.playerHealth <= 0)
            {
                Vector3    startPostion   = transform.position + new Vector3(0, 0, 0);
                GameObject deathexplosion = Instantiate(DeadExplosion, startPostion, Quaternion.identity) as GameObject;
                this.gameObject.SetActive(false);


                Application.LoadLevel("GameOver");
                Destroy(gameObject);
            }
        }


        //RED ROCKET DAMAGE ------------------------------------------------------------------------------------------------------------------
        ///
        ///
        ///
        if (redrocket && deflectorShieldOn && chanceEnemyHit > evade)
        {
            Debug.Log("INSIDE SHIELD DEFLECT");
            Destroy(collider.gameObject);
            Vector3    startPostion2 = transform.position + new Vector3(0, 0, 0);
            GameObject deflectBack   = Instantiate(shieldDeflectorEnergy, startPostion2, Quaternion.identity) as GameObject;

            deflectBack.GetComponent <Rigidbody>().velocity = new Vector3(enemyShip.transform.position.x, enemyShip.transform.position.y, enemyShip.transform.position.z);
            shieldDeflectorHealth = shieldDeflectorHealth - 10;
            if (shieldDeflectorHealth <= 0)
            {
                deflectorShieldOn = false;
                shieldDeflector.SetActive(false);
            }
        }



        if (ShieldScript.shieldHealth <= 0)
        {
            Debug.Log("Shield HEalth is : " + ShieldScript.shieldHealth);
            shieldOn = false;
            shield.SetActive(false);
            ShieldCharge();
        }

        if (redrocket && !shieldOn && chanceEnemyHit > evade && !deflectorShieldOn)
        {
            playerhealth.LoseHealth(redRocketDamage.damage);

            GameObject redrocketHit = Instantiate(redRocketHit, enemyProjectilePos, Quaternion.identity) as GameObject;



            Destroy(collider.gameObject);

            //SMOKE GRAPHICS
            if (PlayerHealth.playerHealth == 80)
            {
                Vector3    startPostion = transform.position + new Vector3(0, -.38f, 0.47f);
                GameObject smokeHit     = Instantiate(smoke, startPostion, Quaternion.identity) as GameObject;
                smokeHit.transform.parent = gameObject.transform;
            }

            if (PlayerHealth.playerHealth == 60)
            {
                Vector3    startPostion = transform.position + new Vector3(0, 0, 0);
                GameObject bigExplosi   = Instantiate(bigExplosion, startPostion, Quaternion.identity) as GameObject;
            }

            if (PlayerHealth.playerHealth < 20)
            {
                Vector3    startPostion = transform.position + new Vector3(0, -.38f, 0.47f);
                GameObject smokeHit     = Instantiate(smoke, startPostion, Quaternion.identity) as GameObject;
                smokeHit.transform.parent = gameObject.transform;
            }

            if (PlayerHealth.playerHealth <= 0)
            {
                Vector3    startPostion   = transform.position + new Vector3(0, 0, 0);
                GameObject deathexplosion = Instantiate(DeadExplosion, startPostion, Quaternion.identity) as GameObject;
                this.gameObject.SetActive(false);


                Application.LoadLevel("GameOver");
                Destroy(gameObject);
            }
        }
    }