Ejemplo n.º 1
0
    // After delay seconds: Kill all enemies and convert all enemy bullets to score pickups, then collect them
    private IEnumerator BombEffect(float delay)
    {
        yield return(new WaitForSeconds(delay));

        StageHandler.KillAllEnemies();
        BulletHandler.BulletsToScore();
        StageHandler.CollectAllPickups(useConstantScore: true);
    }
Ejemplo n.º 2
0
    void FixedUpdate()
    {
        // Move if not paralyzed
        if (paralyzed)
        {
            rb.velocity = Vector2.zero;
        }
        else
        {
            rb.velocity = movement * Time.fixedDeltaTime;
        }

        // Clamp position to screen
        transform.position = new Vector3(
            Mathf.Clamp(transform.position.x, movementRangeMin.x, movementRangeMax.x),
            Mathf.Clamp(transform.position.y, movementRangeMin.y, movementRangeMax.y)
            );

        // Loop instead of if, for firerates higher than the framerate
        while (shooting && Time.time > nextFire)
        {
            // Update velocity and position
            bulletData.velocity = shotSpeed;
            bulletData.pos      = transform.position + Vector3.up * 0.3f;

            HandleShot(bulletData, power);

            nextFire += 1 / firerate; // TODO: Change to firedelay
        }

        // Collect all pickups if above collection line
        if (transform.position.y > collectionLineY)
        {
            StageHandler.CollectAllPickups();
        }
    }