Example #1
0
        void Update()
        {
            if (_state == 0)
            {
                Loop("Idle", spriteRenderer);

                var closest = _GetClosest();

                if (closest && Vector3.Distance(closest.transform.position, transform.position) < armedDistance)
                {
                    _state = 1;
                }
            }
            else if (_state == 1)
            {
                var playing = Once("Armed", spriteRenderer);

                if (playing == 0)
                {
                    EmitterGroup.Play("Explosion 1", transform.position, 1, spriteRenderer.sortingOrder);

                    _Shrapnel();

                    Destroy(gameObject);
                }
            }
        }
Example #2
0
        public override void OnCollision(SpriteColliderBase collider)
        {
            if (collider.name == "Pickup Shield")
            {
                AddShield();

                collider.Destroy();
            }
            else if (collider.name == "Pickup Bullets")
            {
                frontCannon.count += upgradeSettings.frontCannon;

                collider.Destroy();
            }
            else if (collider.name == "Pickup Phaser" && phaser)
            {
                phaser.count += upgradeSettings.phaser;

                collider.Destroy();
            }
            else if (collider.name == "Pickup Laser" && laser)
            {
                laser.timer.count += upgradeSettings.laser;

                collider.Destroy();
            }
            else if (collider.name == "Pickup Nuke")
            {
                Nukeable.Nuke();

                EmitterGroup.Play("Nuke", default);

                collider.Destroy();
            }
        }
Example #3
0
 void Update()
 {
     EmitterGroup.Play(emitterGroupId, transform.position, emitterGroupSize, orderInLayer);
 }