Beispiel #1
0
 public void DamagePlayer(int damage)
 {
     stats.currentHealth -= damage;
     if (stats.currentHealth <= 0)
     {
         audioManager.PlaySound(deathSoundName);
         GameMaster.KillPlayer(this);
     }
     else
     {
         audioManager.PlaySound(gruntSoundName);
     }
     statusIndicator.SetHealth(stats.currentHealth, stats.maxHealth);
 }
Beispiel #2
0
    private void Effect(Vector3 hitposition, Vector3 normal)
    {
        Transform    trail = Instantiate(BulletTrailPrefab, firePoint.position, firePoint.rotation) as Transform;
        LineRenderer lr    = trail.GetComponent <LineRenderer>();

        if (lr != null)
        {
            lr.SetPosition(0, firePoint.position);
            lr.SetPosition(1, hitposition);
        }

        Destroy(trail.gameObject, 0.04f);

        if (normal != new Vector3(9999, 9999, 9999))
        {
            Transform hitParticle = Instantiate(HitPrefab, hitposition, Quaternion.FromToRotation(Vector3.right, normal)) as Transform;
            Destroy(hitParticle.gameObject, 1f);
        }

        Transform clone = Instantiate(MuzzleFlashPrefab, firePoint.position, firePoint.rotation) as Transform;

        clone.parent = firePoint;
        float size = UnityEngine.Random.Range(0.6f, 0.9f);

        clone.localScale = new Vector3(size, size, size);
        Destroy(clone.gameObject, 0.02f);

        camShake.Shake(camShakeAmount, camShakeLength);

        audioManager.PlaySound(weaponShootSound);
    }
Beispiel #3
0
 public void UpgradeHealth()
 {
     if (GameMaster.Money < 0)
     {
         audioManager.PlaySound("No Money");
         return;
     }
     audioManager.PlaySound(pressedButtonSound);
     stats.maxHealth   = (int)(stats.maxHealth * healthMultiplier);
     GameMaster.Money -= upgradeCost;
     Debug.Log("Upgrading to " + stats.maxHealth.ToString());
     audioManager.PlaySound("Money");
     UpdateValues();
 }
Beispiel #4
0
 public void StartGame()
 {
     audioManager.PlaySound(pressedButtonSound);
     SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
 }
Beispiel #5
0
 public void EndGame()
 {
     Debug.Log("End Game");
     audioManager.PlaySound(gameOverSound);
     gameOverUI.SetActive(true);
 }