void OnTriggerEnter2D(Collider2D collider)
    {
        ObjectTilingCtrl tile = collider.GetComponent <ObjectTilingCtrl> ();

        if (collider.tag == "Asteroid" && tile == null)
        {
            // This is an untiled asteroid, so tile it
            tilingCtrl.TileAnObject(collider.gameObject);
        }
    }
Beispiel #2
0
    // If we get hit, do we die, or shrink down?
    void DownSize(Vector3 normalHit)
    {
        // Play sound
        GameObject  audioPlayerObject = Instantiate(settings.audioPlayerPrefab, transform.position, Quaternion.identity) as GameObject;
        AudioPlayer aPlayer           = audioPlayerObject.GetComponent <AudioPlayer> ();

        if (aPlayer)
        {
            aPlayer.aSource.clip = settings.asteroidShrink;
        }

        if (size <= 1)
        {
            scoreCtrl.AddPoints(settings.pointsPerSmallDestroyed);
            Kill();
            Destroy(gameObject);
        }
        else
        {
            if (size == 2)
            {
                scoreCtrl.AddPoints(settings.pointsPerMediumDestroyed);
            }
            else if (size == 3)
            {
                scoreCtrl.AddPoints(settings.pointsPerSmallDestroyed);
            }
            size--;
            GameObject smallerAsteroid = size == 1 ? settings.smallAsteroid : size == 2 ? settings.mediumAsteroid : settings.largeAsteroid;
            GameObject spawned;
            float      offset = smallerAsteroid.GetComponent <Collider2D> ().bounds.size.magnitude;
            for (int i = 0; i < settings.smallerAsteroidsSpawnedOnKill; i++)
            {
                Quaternion rot       = Quaternion.FromToRotation(Vector3.up, normalHit);
                Vector3    direction = rot * normalHit;             //Quaternion.AngleAxis( i == 0 ? 90f : -90f, normalHit) * normalHit;
                spawned = Instantiate(smallerAsteroid, transform.position + (2 * offset * (i == 0 ? direction : -direction)), Quaternion.identity) as GameObject;
                tilingCtrl.TileAnObject(spawned);
                spawned.GetComponent <Rigidbody2D> ().AddForce(settings.asteroidSpawnForce * (i == 0 ? direction : -direction));
            }
            Kill();

            // Shouldn't be necessary, this object should be destroyed in the Kill() function before it gets here.
            // Just for my own sanity
            Destroy(gameObject);
        }
    }
Beispiel #3
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    // Calculate whether we're on the screen completely (and hence tile and fix layers/tags)
    // or just a bit - enable the normal collision process
    void FixedUpdate()
    {
        Vector3 bottomLeft = cam.ScreenToWorldPoint(new Vector3(0f, 0f, cam.nearClipPlane));
        Vector3 topRight   = cam.ScreenToWorldPoint(new Vector3(cam.pixelWidth, cam.pixelHeight, cam.nearClipPlane));

        Bounds  bounds       = coll.bounds;
        Vector3 myBottomLeft = bounds.min;
        Vector3 myTopRight   = bounds.max;

        if (myTopRight.x < topRight.x && myTopRight.y < topRight.y && myBottomLeft.x > bottomLeft.x && myBottomLeft.y > bottomLeft.y)
        {
            if (tiling)
            {
                tiling.TileAnObject(gameObject);
            }
            // if only partially in the screen
        }
        else if (myTopRight.x < topRight.x || myTopRight.y < topRight.y || myBottomLeft.x > bottomLeft.x || myBottomLeft.y > bottomLeft.y)
        {
            coll.isTrigger = false;
        }
    }