Ejemplo n.º 1
0
    //call explosion effect
    public void GoBoom()
    {
        //call explosion
        Explosion explosion = GetComponent <Explosion>();

        explosion.BlowUp();
    }
Ejemplo n.º 2
0
    void OnTriggerEnter(Collider collider)
    {
        Debug.Log("Laser Bullet hit: " + collider.tag);

        //make sure tag is not player
        if (collider.tag != "Player")
        {
            //get explosion component and check if it exists
            Explosion targetExplosion = collider.GetComponent <Explosion>();

            //if so invoke the target blow-up routine -TODO handle potential target shields
            if (targetExplosion != null)
            {
                targetExplosion.BlowUp();
            }

            //always destroy bullet
            Destroy(gameObject);
        }
    }
Ejemplo n.º 3
0
    //custom method added to destroy, invoke explosion if detected hit
    public void DestroyOnHit(GameObject hitObject)
    {
        if (hitObject != null)
        {
            Debug.Log("Laser Stream Beam hit: " + hitObject.tag);

            //make sure tag is not player
            if (hitObject.tag != "Player")
            {
                //get explosion component and check if it exists
                Explosion targetExplosion = hitObject.GetComponent <Explosion>();

                //if so invoke the target blow-up routine -TODO handle potential target shields
                if (targetExplosion != null)
                {
                    targetExplosion.BlowUp();
                }
            }
        }
    }
Ejemplo n.º 4
0
    //method to take damage on shields
    public void TakeDamage(int damageAmount = 1)
    {
        currentHealth -= damageAmount;

        //check to ensure have current health at least zero
        if (currentHealth < 0)
        {
            currentHealth = 0;
        }

        //use events to notify
        EventManager.HandleDamage(currentHealth / (float)maxHealth);

        //if health is 0 or lower, invoke blow up on explosion
        if (currentHealth < 1)
        {
            //send event for player death
            EventManager.PlayerDeath();
            //create explosion
            Explosion explosion = GetComponent <Explosion>();
            explosion.BlowUp();
            //TODO - remove life from lives
        }
    }