Beispiel #1
0
 // Start is called before the first frame update
 void Start()
 {
     rb               = GetComponent <Rigidbody>();
     anim             = GetComponent <Animator>();
     crosshairAnim    = crosshair.gameObject.GetComponent <Animator>();
     aud              = GetComponent <AudioSource>();
     ammoSlider.value = AmmoCount;
     shoot            = GetComponent <shootingScript>();
 }
Beispiel #2
0
 void Start()
 {
     nav = GetComponent <NavMeshAgent>();
     if (patrolPointList.Length > 0)
     {
         nav.SetDestination(patrolPointList[currentPoint].position);
     }
     anim          = GetComponent <Animator>();
     aud           = GetComponent <AudioSource>();
     rb            = GetComponent <Rigidbody>();
     shoot         = GetComponent <shootingScript>();
     playerChar    = GameObject.Find("Player").GetComponent <Transform>();
     playerLocator = GameObject.Find("PlayerLocationWithLerpSphere").GetComponent <Transform>();
     StartCoroutine("keepLookout");
     //CHANGE LATER MAYBE?? ONCE I FIGURE OUT WATH TO HE'LL I AM DOING
     currentTarget = playerChar;
 }
    // Update is called once per frame
    void Update()
    {
        colorState = GameObject.Find("mainBarrel").GetComponent <shootingScript>();

        if (colorState.shipCurrent == shootingScript.shipType.Red)
        {
            shipCurrent = shipType.Red;
        }

        if (colorState.shipCurrent == shootingScript.shipType.Blue)
        {
            shipCurrent = shipType.Blue;
        }

        if (colorState.shipCurrent == shootingScript.shipType.Green)
        {
            shipCurrent = shipType.Green;
        }

        // Ship shooting with different colors


        if (Input.GetKey(KeyCode.UpArrow))
        {
            if (shipCurrent == shipType.Red && Time.time > nextFire)
            {
                nextFire = Time.time + fireRate;
                RedAtk();
            }

            else if (shipCurrent == shipType.Green)
            {
                GrenAtk();
            }
        }

        if (Input.GetKeyDown(KeyCode.UpArrow))
        {
            if (shipCurrent == shipType.Blue)
            {
                BluAtk();
            }
        }
    }
Beispiel #4
0
 // Use this for initialization
 void Start()
 {
     animStateSetter = GetComponent <Animator>();
     stateSender     = GetComponent <movement>();
     shooting        = GetComponent <shootingScript>();
 }
    void OnTriggerEnter2D(Collider2D hit)
    {
        lm          = GameObject.Find("Game Manager").GetComponent <LifeManager>();
        RedBallrate = GameObject.FindObjectOfType <shootingScript>() as shootingScript;
        spreadShotScript[] RedBallSpread = GameObject.FindObjectsOfType <spreadShotScript>() as spreadShotScript[];

        if (hit.tag == "Red_Projectile" && this.gameObject.tag == "Red")
        {
            enemyTailScript[] tailScripts = GameObject.FindObjectsOfType <enemyTailScript>()  as enemyTailScript[];
            foreach (enemyTailScript t in tailScripts)
            {
                if (t.gameObject.name.Equals("Snake Tail " + id))
                {
                    Destroy(t.gameObject);
                    lm.EnemyDeaths++;
                    RedBallrate.fireRate      -= 0.02f;
                    RedBallSpread[0].fireRate -= 0.02f;
                    RedBallSpread[1].fireRate -= 0.02f;
                    Red_Ball.Speed            += 2f;
                    Red_Ball.bulletWidth      += 0.004f;
                }
            }
            lm.EnemyDeaths++;
            RedBallrate.fireRate      -= 0.02f;
            RedBallSpread[0].fireRate -= 0.02f;
            RedBallSpread[1].fireRate -= 0.02f;
            Red_Ball.Speed            += 2f;
            Red_Ball.bulletWidth      += 0.004f;
            Destroy(gameObject);

            //SnakeTail.gameObject.GetComponent<enemyTailScript>().isHeadDead = true;
        }

        if (hit.tag == "Blue_Projectile" && this.gameObject.tag == "Blue")
        {
            enemyTailScript[] tailScripts = GameObject.FindObjectsOfType <enemyTailScript>()  as enemyTailScript[];
            foreach (enemyTailScript t in tailScripts)
            {
                if (t.gameObject.name.Equals("Snake Tail " + id))
                {
                    Blue_Laser.maxLaserScale += 0.02f;
                    Blue_Laser.laserSpeed    += 0.02f;
                    Blue_Laser.laserWidth    += 0.005f;
                    lm.EnemyDeaths++;
                    Destroy(t.gameObject);
                }
            }
            Blue_Laser.maxLaserScale += 0.02f;
            Blue_Laser.laserSpeed    += 0.02f;
            Blue_Laser.laserWidth    += 0.005f;
            lm.EnemyDeaths++;
            Destroy(gameObject);
        }

        if (hit.tag == "Green_Projectile" && this.gameObject.tag == "Green")
        {
            enemyTailScript[] tailScripts = GameObject.FindObjectsOfType <enemyTailScript>()  as enemyTailScript[];
            foreach (enemyTailScript t in tailScripts)
            {
                if (t.gameObject.name.Equals("Snake Tail " + id))
                {
                    Green_Ball.Speed          += 0.05f;
                    Green_Ball.explosionSize  += 0.02f;
                    Green_Ball.explosionSpeed += 0.04f;
                    lm.EnemyDeaths++;
                    Destroy(t.gameObject);
                }
            }
            Green_Ball.Speed          += 0.05f;
            Green_Ball.explosionSize  += 0.02f;
            Green_Ball.explosionSpeed += 0.04f;
            lm.EnemyDeaths++;
            Destroy(gameObject);
        }
    }
Beispiel #6
0
    // Update is called once per frame
    void Update()
    {
        RedBallrate = GameObject.FindObjectOfType <shootingScript>() as shootingScript;
        spreadShotScript[] RedBallSpread = GameObject.FindObjectsOfType <spreadShotScript>() as spreadShotScript[];

        if (Input.GetKeyDown(KeyCode.LeftArrow))
        {
            shipCurrent = shipType.Red;
            shipModel.gameObject.GetComponent <SpriteRenderer>().color = shipColors[0];
        }

        if (Input.GetKeyDown(KeyCode.DownArrow))
        {
            shipCurrent = shipType.Blue;
            shipModel.gameObject.GetComponent <SpriteRenderer>().color = shipColors[1];
        }

        if (Input.GetKeyDown(KeyCode.RightArrow))
        {
            shipCurrent = shipType.Green;
            shipModel.gameObject.GetComponent <SpriteRenderer>().color = shipColors[2];
        }

        // Ship shooting with different colors


        if (Input.GetKey(KeyCode.UpArrow))
        {
            if (shipCurrent == shipType.Red && Time.time > nextFire)
            {
                nextFire = Time.time + fireRate;
                muzzleTypes[0].enabled = true;
                RedAtk();
            }

            else if (shipCurrent == shipType.Green)
            {
                muzzleTypes[2].enabled = true;
                GrenAtk();
            }
        }

        if (Input.GetKeyDown(KeyCode.UpArrow))
        {
            if (shipCurrent == shipType.Blue)
            {
                muzzleTypes[1].enabled = true;
                BluAtk();
            }
        }

        if (Input.GetKeyUp(KeyCode.UpArrow))
        {
            muzzleTypes[0].enabled = false;
            muzzleTypes[1].enabled = false;
            muzzleTypes[2].enabled = false;
        }


        //Spread shot debug key
        if (Input.GetKeyDown(KeyCode.Space))
        {
            Barrels[0].gameObject.GetComponent <spreadShotScript>().enabled = true;

            Barrels[1].gameObject.GetComponent <spreadShotScript>().enabled = true;
        }

        //Weapon Steroids debug

        //red
        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            RedBallrate.fireRate      -= 1f;
            RedBallSpread[0].fireRate -= 1f;
            RedBallSpread[1].fireRate -= 1f;
            Red_Ball.Speed            += 5f;
            Red_Ball.bulletWidth      += 1f;
        }

        //blue
        if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            Blue_Laser.maxLaserScale += 1f;
            Blue_Laser.laserSpeed    += 1f;
            Blue_Laser.laserWidth    += 1f;
        }

        //green
        if (Input.GetKeyDown(KeyCode.Alpha3))
        {
            Green_Ball.Speed          += 1f;
            Green_Ball.explosionSize  += 1f;
            Green_Ball.explosionSpeed += 1f;
        }
    }