Ejemplo n.º 1
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("Research"))
     {
         if (!isResearching && !other.GetComponent <MonumentLevel>().waitingForSacrifice)
         {
             startMovement = false;
             GetComponent <NavMeshAgent>().enabled    = false;
             GetComponent <NavMeshObstacle>().enabled = false;
             GetComponent <Collider>().enabled        = false;
             healthFill.transform.parent.gameObject.SetActive(false); //this sets the health bar bg inactive.
             //Destroy(GetComponent<Collider>());
             monument = other.GetComponent <MonumentLevel>();
             monument.unitsResearchingMe.Add(this);
             isResearching = true;
         }
         else if (other.GetComponent <MonumentLevel>().waitingForSacrifice&& !waitingToBeSacd)
         {
             Destroy(gameObject);
         }
     }
     if (other.CompareTag("MaxResearch"))
     {
         DeathStuff();//this will grant bolts on death, which
         //might be fine since you maxed out research and it's
         //time to end the game.
     }
 }
Ejemplo n.º 2
0
    public void CheckAndSpawnAResearcher()
    {
        MonumentLevel currentM = null;

        foreach (GameObject ml in monumentLevels)
        {
            if (ml.GetComponent <BoxCollider>().enabled)
            {
                currentM = ml.GetComponent <MonumentLevel>();
                //print("current research = " + currentM.name);
            }
        }
        if (currentM.unitsResearchingMe.Count == 0)
        {
            StartCoroutine(ObjectsManager.instance.SpawnEnemy(ObjectsManager.instance.boardsInplay[1], 2, myPaths[3], 3, 1, 3));
            //print("there's nobody researching ahhh");
        }
    }