private void SpawnTarget(Vector3 position, float score)
    {
        GameObject     target         = TrashMan.spawn(targetPrefab, position);
        TargetCollider targetCollider = target.GetComponent <TargetCollider>();

        targetCollider.Score = score;
    }
Beispiel #2
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    // Update is called once per frame
    void Update()
    {
        // Watches for ability call
        if (Input.GetKeyDown(Inputs.mobility))
        {
            if (!blinkShot.activeSelf) // Checks for active shot
            {
                // Activates and unbinds
                blinkShot.SetActive(true);
                blinkShot.transform.parent = null;

                blinkRigid.velocity = Vector3.zero;
                blinkRigid.AddForce((transform.forward * 3000) + (transform.up * 1000));

                blinkShotTimer = StartCoroutine(BlinkShotTimer());
            }
            else // Blinks
            {
                player.position = blinkShot.transform.position;

                BlinkShotDespawn();
                StopCoroutine(blinkShotTimer);
            }
        }

        if (Input.GetKeyDown(Inputs.whack) && pistol.activeSelf)
        {
            TargetCollider targeter = pistol.GetComponent <TargetCollider>();

            for (int i = 0; i < targeter.targets.Count; i++)
            {
                //Debug.Log("Hit!");

                //Deals damage. 'If' statement checks death
                if (targeter.targets[i].gameObject.GetComponent <MonsterStats>().TakeDamage(stats.getDamage()))
                {
                    targeter.targets.Remove(targeter.targets[i]);
                }
            }
        }
    }
Beispiel #3
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 private void HandleTargetHit(TargetCollider val)
 {
     _score          += val.Score;
     ingameScore.text = "SCORE: " + _score.ToString("0");
 }
 private void TargetHit(TargetCollider obj)
 {
     SpawnNewTarget();
 }