Ejemplo n.º 1
0
    void OnTriggerEnter(Collider collision)
    {
        if(collision.gameObject.tag != "undefined") {
            Debug.Log ("Currently touching : " + collision.gameObject.tag);
        }

        if(collision.gameObject.tag == "testing") {
            collision.gameObject.tag = "checked";
        }

        if (currentQ == questType.Quest1 && collision.gameObject.tag == "data") {
            currentQ = questType.Quest2;
            Destroy (collision.gameObject);
            Debug.Log ("CurrentQuest : quest2 entered");
        } else if (currentQ == questType.Quest2 && collision.gameObject.tag == "comp") {
            currentQ = questType.Quest3;
            GameObject newData = Instantiate (_dataPrefab) as GameObject;
            newData.transform.position = collision.transform.position + Vector3.right;
            Debug.Log ("CurrentQuest : quest3 entered");
        } else if (currentQ == questType.Quest3 && collision.gameObject.tag == "bomb") {
            currentQ = questType.Quest4;
            _hasBomb = true;
            Destroy (collision.gameObject);
        } else if (currentQ == questType.Quest4 && collision.gameObject.tag == "mark" && _hasBomb) {

            GameObject newBomb = Instantiate (_bombPrefab) as GameObject;

            Vector3 _pos = collision.gameObject.transform.position;
            newBomb.transform.position = collision.transform.position;
            collision.gameObject.tag = "marked";
        }
    }
Ejemplo n.º 2
0
 void TakeDamage(float damage)
 {
     health -= damage;
     if(health <=0 )
     {
         currentQ = questType.GameOver;
     }
 }
        private static string genQuestTitle()
        {
            Array     types = Enum.GetValues(typeof(questType));
            questType type  = (questType)types.GetValue(rnd.Next(types.Length));

            switch (type)
            {
            case questType.defend:
                return($"Defend{defendWhat[rnd.Next(defendWhat.Count)]}{defendFrom[rnd.Next(defendFrom.Count)]}");

            case questType.rescue:
                return($"Rescue{defendWhat[rnd.Next(defendWhat.Count)]}{defendFrom[rnd.Next(defendFrom.Count)]}");

            case questType.explore:
                return($"Explore{exploreSeverity[rnd.Next(exploreSeverity.Count)]}{exploreLocation[rnd.Next(exploreLocation.Count)]}");

            default:
                return("rescue nothing from nothing");
            }
        }
Ejemplo n.º 4
0
    // Update is called once per frame
    void Update()
    {
        _marked = GameObject.FindGameObjectsWithTag("mark");

        if (_marked.Length == 0 && _posted) {
            currentQ = questType.Finish;
            Debug.Log ("CurrentQuest : finished");
            _posted = false;
        }

        if(currentQ == questType.GameOver)
        {
        //			Destroy(this.gameObject);
        }
    }
Ejemplo n.º 5
0
 // Use this for initialization
 void Start()
 {
     currentQ = questType.Quest1;
     _hasBomb = false;
     _posted = true;
 }