Beispiel #1
0
 void Awake()
 {
     base.Awake();
     shockwavePrefab          = Resources.Load <GameObject>("Prefabs/Shockwave");
     trailShotPrefab          = Resources.Load <TrailShot>("Prefabs/TrailShot");
     rotatingCircleShotPrefab = Resources.Load <RotatingCircleShot>("Prefabs/RotatingCircleShot");
     lifeSapZonePrefab        = Resources.Load <LifeSapZone>("Prefabs/LifeSapZone");
     reflectorPrefab          = Resources.Load <Reflector>("Prefabs/Reflector");
 }
Beispiel #2
0
    public override void Detonate(AttackButtons attackToPerform)
    {
        switch (attackToPerform)
        {
        //Trail Shot
        case AttackButtons.A:
            TrailShot trailShot = Instantiate(trailShotPrefab, transform.position, new Quaternion()) as TrailShot;
            trailShot.owningPlayer = owningPlayer;
            if (!GameManager.S.inGame)
            {
                trailShot.thisPlayer = thisPlayer;
                trailShot.target     = thisPlayer.otherPlayer.character.transform;
            }
            trailShot.FireBurst();
            break;

        //Rotating Circle shot
        case AttackButtons.B:
            RotatingCircleShot rotatingCircleShot = Instantiate(rotatingCircleShotPrefab, transform.position, new Quaternion()) as RotatingCircleShot;
            rotatingCircleShot.owningPlayer = owningPlayer;
            if (!GameManager.S.inGame)
            {
                rotatingCircleShot.thisPlayer = thisPlayer;
            }
            break;

        //LifeSapZone attack
        case AttackButtons.X:
            LifeSapZone lifeSapZone = Instantiate(lifeSapZonePrefab, transform.position, new Quaternion()) as LifeSapZone;
            if (GameManager.S.inGame)
            {
                lifeSapZone.owner = GameManager.S.players[(int)owningPlayer];
            }
            else
            {
                lifeSapZone.owner = thisPlayer;
            }
            break;

        //Vampire Shield
        case AttackButtons.Y:
            return;

        default:
            Debug.LogError("Attack button " + attackToPerform.ToString() + " not handled in Bomb.Detonate()");
            break;
        }

        //Stop moving the bomb
        physics.velocity = Vector3.zero;

        if (GameManager.S.inGame)
        {
            SoundManager.instance.Play("BombExplode");
        }

        GameObject shockwave = Instantiate(shockwavePrefab, transform.position, new Quaternion()) as GameObject;

        Destroy(shockwave, 5f);
        Destroy(gameObject);
    }