Ejemplo n.º 1
0
    private void Death()
    {
        if (!Global.bossMedley)
        {
            GameObject g = Instantiate(wepDropActual) as GameObject;
            g.transform.position = new Vector3(2, 3, transform.position.z);
            g.GetComponent <WepDrop> ().wepID = 300 + Random.Range(1, wepDrop.GetComponent <DropWeaponOnDestroy>().stage3.Length);
        }


        dropManager.DropAbility();

        DestroySelf();
    }
Ejemplo n.º 2
0
    private void OnDestroy()
    {
        //Time.fixedDeltaTime = Time.fixedDeltaTime * 4; //returns physics to normal.
        //snek is dead. any stuff to do here?
        if (!Global.bossMedley)
        {
            // GameObject g = Instantiate(drop.stage2[Random.Range(0, drop.stage2.Length)]) as GameObject;
            //g.transform.position = new Vector3(2, 3, transform.position.z);
            GameObject g = Instantiate(wepDropActual) as GameObject;
            g.transform.position             = new Vector3(2, 3, transform.position.z);
            g.GetComponent <WepDrop>().wepID = 101 + UnityEngine.Random.Range(1, wepDrop.GetComponent <DropWeaponOnDestroy>().stage1.Length);
        }

        Global.asteroidCancel = true;
        dropManager.DropAbility();
        Instantiate(death1, this.transform.position, Quaternion.identity);
        Instantiate(death2, this.transform.position, Quaternion.identity);
    }
Ejemplo n.º 3
0
    private void Death()
    {
        //SceneManager.LoadSceneAsync("Victory", LoadSceneMode.Additive);

        if (!Global.bossMedley)
        {
            GameObject g = Instantiate(wepDropActual) as GameObject;
            g.transform.position = new Vector3(2, 3, transform.position.z);
            g.GetComponent <WepDrop> ().wepID = 500 + Random.Range(1, wepDrop.GetComponent <DropWeaponOnDestroy>().stage5.Length);
        }


        Instantiate(death1, transform.position, Quaternion.identity);
        Instantiate(death2, transform.position, Quaternion.identity);

        dropManager.DropAbility();

        DestroySelf();
    }
Ejemplo n.º 4
0
    private void Death()
    {
        if (!Global.bossMedley)
        {
            // GameObject g = Instantiate(drop.stage2[Random.Range(0, drop.stage2.Length)]) as GameObject;
            //g.transform.position = new Vector3(2, 3, transform.position.z);
            GameObject g = Instantiate(wepDropActual) as GameObject;
            g.transform.position = new Vector3(2, 3, transform.position.z);
            g.GetComponent <WepDrop> ().wepID = 200 + Random.Range(1, wepDrop.GetComponent <DropWeaponOnDestroy>().stage2.Length);
        }


        Instantiate(death1, transform.position, Quaternion.identity);
        Instantiate(death2, transform.position, Quaternion.identity);

        //Instantiate(abilityReward, this.transform.position, Quaternion.identity);
        dropManager.DropAbility();

        DestroySelf();
    }