public void Initialize() { _enumCurrentStateTurret = Enum_StateTurret.TurretLevel1; _enumCurrentTurretType = Enum_TurretType.Standard; _enumOldStateTurret = _enumCurrentStateTurret; _pv = ConstantesManager.STANDARD_LVL1_PV_MAX; _pvMax = ConstantesManager.STANDARD_LVL1_PV_MAX; _enumTurretAim = Enum_TurretAim.None; _bulletSpeed = ConstantesManager.BULLET_TURRET_SPEED; _pv = ConstantesManager.STANDARD_LVL1_PV_MAX; _rateOfFire = ConstantesManager.EMP_LVL1_RATE_OF_FIRE + RandOn10Percent(ConstantesManager.STANDARD_LVL1_RATE_OF_FIRE / 10); //shooting/sec _shootDamage = ConstantesManager.STANDARD_LVL1_PV_MAX; }
void Start() { _enumCurrentStateTurret = Enum_StateTurret.TurretLevel1; _enumCurrentTurretType = Enum_TurretType.None; _enumOldStateTurret = _enumCurrentStateTurret; _pv = ConstantesManager.STANDARD_LVL1_PV_MAX; _pvMax = ConstantesManager.STANDARD_LVL1_PV_MAX; _enumTurretAim = Enum_TurretAim.None; _ennemiManager = (GameObject.FindGameObjectWithTag(_tagEnnemiManager)).GetComponent <EnnemiManager>(); //Debug.Log ("PLOP " + _ennemiManager); _bulletSpeed = ConstantesManager.BULLET_TURRET_SPEED; _pv = ConstantesManager.STANDARD_LVL1_PV_MAX; _rateOfFire = ConstantesManager.EMP_LVL1_RATE_OF_FIRE + RandOn10Percent(ConstantesManager.STANDARD_LVL1_RATE_OF_FIRE / 10); //shooting/sec _shootDamage = ConstantesManager.STANDARD_LVL1_PV_MAX; }
public void Initialize(Ship ship, Enum_TurretType type, int damage, float speed, Enum_StateTurret enumState) { _shipTarget = ship; _enumBulletType = type; _pvDamage = damage; _speed = speed; SetLvlTexture(enumState); Vector3 target = _shipTarget.transform.position; Vector3 origin = this.transform.position; _LastDirection = Vector3.Normalize(target - origin); float orientation = 90 - (360f / (2 * 3.141592654f)) * (float)(Math.Atan(_LastDirection.x / _LastDirection.y)); this.transform.Rotate(new Vector3(0, 0, orientation)); }
public void ChangeButtonFonction(int lvl, Enum_TurretType typeTur, bool isSelect, bool isDestroy) { if (isDestroy) { _destroyTurret.SetActive(true); } else { _destroyTurret.SetActive(false); } switch (typeTur) { case Enum_TurretType.Disintegrator: DisintegratorLvl(lvl, isSelect); _noneButtonSelect.SetActive(false); _noneButton.SetActive(false); break; case Enum_TurretType.EMP: EMPLvl(lvl, isSelect); _noneButtonSelect.SetActive(false); _noneButton.SetActive(false); break; case Enum_TurretType.Standard: StandardLvl(lvl, isSelect); _noneButtonSelect.SetActive(false); _noneButton.SetActive(false); break; case Enum_TurretType.None: if (!isSelect) { _noneButton.SetActive(true); _noneButtonSelect.SetActive(false); } else { _noneButtonSelect.SetActive(true); _noneButton.SetActive(false); } break; } }
public void GetHit(int dmg, Enum_TurretType turretType) { _pv -= dmg; int fragment = 0; switch (turretType) { case Enum_TurretType.Standard: fragment = (int)(dmg * _percentFragByStandard); break; case Enum_TurretType.Disintegrator: fragment = (int)(dmg * _percentFragByDisa); break; case Enum_TurretType.EMP: fragment = (int)(dmg * _percentFragByEMP); break; } GameObject frag = (GameObject)Instantiate(_prefabFragment, this.transform.localPosition, Quaternion.identity); frag.GetComponent <Fragment> ().Initialize(this.transform.position, _killYFragment, fragment); frag.transform.parent = this.transform.parent.transform; if (_pv <= 0) { _onDestroy = true; GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerManager>().AddToScore(_score); //this.gameObject.SetActive(false); } }
public void ChangeTypeTurret(Enum_TurretType newType) { _enumCurrentTurretType = newType; _enumCurrentStateTurret = Enum_StateTurret.TurretLevel1; switch (_enumCurrentTurretType) { case Enum_TurretType.Disintegrator: SetDisintegratorlv1(); break; case Enum_TurretType.EMP: SetEMPlv1(); break; case Enum_TurretType.None: case Enum_TurretType.Standard: default: SetStandardlv1(); break; } }