Beispiel #1
0
 //If the stunable entity is stays here while its active, zap them
 void OnTriggerEnter(Collider other)
 {
     if (bActive)
     {
         if (other.gameObject.GetComponent <PlayerMovement>())
         {
             other.gameObject.GetComponent <PlayerMovement>().mNumShocks++;
         }
         Stunable stunOther = other.gameObject.GetComponent <Stunable>();
         if (stunOther != null)
         {
             stunOther.Stun();
             stunOther.mTypeofStun = Stunable.StunType.ShockStun;
         }
     }
 }
Beispiel #2
0
    void OnTriggerStay(Collider other)
    {
        PlayerMovement player = other.GetComponent <PlayerMovement>();

        if (bActive)
        {
            Stunable stunOther = other.gameObject.GetComponent <Stunable>();
            if (stunOther != null)
            {
                stunOther.Stun();
                stunOther.mTypeofStun = Stunable.StunType.ShockStun;
            }

            if (player != null)
            {
                if (player.mNumShocks <= 1)
                {
                    if (!mAffectedPlayer)
                    {
                        player.mShockStartTime = Time.time;
                        player.mInShock        = true;
                        player.GetComponent <Stunable>().mTypeofStun = Stunable.StunType.ShockStun;
                        player.mShockBarLength = other.GetComponent <PlayerMovement>().mShockTimer * 10;

                        mAffectedPlayer = true;
                    }
                }
                else
                {
                    mAffectedPlayer = true;
                }
            }
        }
        else
        {
            if (player != null)
            {
                player.mInShock = false;
                mAffectedPlayer = false;
                player.GetComponent <Stunable>().mTypeofStun = Stunable.StunType.NotStunned;
            }
        }
        player = null;
    }
 //Trigger by the dinos and the zombies when the player dies
 public void PlayerDeath(GameObject killer, string killerID)
 {
     //Check to see if the player has a shield already
     if (NumberofShields > 0 && (killerID != "Killed by Gas" && killerID != "Killed by Shock"))
     {
         Stunable stunOther = killer.gameObject.GetComponent <Stunable>();
         if (stunOther != null)
         {
             stunOther.Stun();
             Sid.transform.position = killer.transform.position;
             Sid.GetComponent <Animator>().Play("Death");
             Sid.transform.position = killer.transform.position;
         }
         Sid.transform.position = killer.transform.position;
         StartCoroutine(WaitForAnim(killer));
     }
     else
     {
         //Assets.CustomeScripts.Metrics.AddMetric("Killer ID was:", killerID);
         FindObjectOfType <CameraFade>().sceneEnding = true;
     }
 }    // end player death