Example #1
0
    public override void ResetTrap()
    {
        if (_currDart != null)
        {
            Destroy(_currDart);
        }
        transform.position = _startPos;

        _myState = DartState.NONE;
    }
Example #2
0
    public override void DisableTrap()
    {
        if (_currDart != null)
        {
            Destroy(_currDart);
        }

        _possessed = false;
        _myState   = DartState.ROOMDONE;
    }
Example #3
0
    //Initilize function
    public override void Init()
    {
        base.Init();
        _startPos = transform.position;

        _realFireDelay  = _fireDelay;
        _realSpawnDelay = _spawnDelay;

        _init       = true;
        _startDelay = Time.time;
        _myState    = DartState.SPAWNING;
    }
Example #4
0
    private void FireDart()
    {
        _currDelay = (Time.time - _startDelay) / _realFireDelay;

        if (_currDelay >= 1)
        {
            _currDelay = 1;

            _currDart.GetComponent <DartMovement>().Init(_trapDamage);

            _startDelay = Time.time;
            _myState    = DartState.SPAWNING;
        }
    }
Example #5
0
    //creates a dart behind whatever wall the plate in on
    private void SpawnDart()
    {
        _currDelay = (Time.time - _startDelay) / _realSpawnDelay;

        Vector3    _spawnPos = transform.position;
        Quaternion _spawnRot = transform.rotation;

        if (_currDelay >= 1)
        {
            _currDelay = 1;

            _currDart = Instantiate <GameObject>(_dartsPrefab, _spawnPos, _spawnRot, this.transform);

            _startDelay = Time.time;
            _myState    = DartState.FIRING;
        }
    }