public void EventHandler(SCG_Event e) { Event_EnemyBulletHit bH = e as Event_EnemyBulletHit; if (bH != null) { oneShotSource.PlayOneShot(gameModel.sfx_EnemyBulletHit); } Event_PlayerShieldBlock sB = e as Event_PlayerShieldBlock; if (sB != null) { oneShotSource.PlayOneShot(gameModel.sfx_Shield_Block); } Event_PlayerExplode pE = e as Event_PlayerExplode; if (pE != null) { oneShotSource.PlayOneShot(gameModel.sfx_ShipExplode); } Event_LanceHit lH = e as Event_LanceHit; if (lH != null) { GameObject g = gameAssets.Make(MyGameAsset.SFX, lH.location); g.GetComponent <AudioSource>().PlayOneShot(gameModel.sfx_LanceHit); } }
public void EventHandler(SCG_Event e) { Event_PlayerShieldBlock psb = e as Event_PlayerShieldBlock; if (psb != null) { c0 = playModel.appliedBulletColor; c1 = playModel.appliedBulletColor; return; } Event_EnemyBulletHit ebb = e as Event_EnemyBulletHit; if (ebb != null) { playerShotPS.Emit(10); } }
public void EventHandler(SCG_Event e) { if (playModel.shieldSize == gameModel.f_Shield_Cutoff_Min) { Event_PlayerShieldBlock psb = e as Event_PlayerShieldBlock; if (psb != null) { float outCome = Random.Range(0.000f, 1.0000f); if (outCome <= bouncePerc) { GameObject bullet = assetManager.Make(MyGameAsset.Bullet, ServiceLocator.instance.Player.position + (Vector3)playModel.shieldDirection); bullet.transform.localScale = Vector3.one * 5; bullet.GetComponent <Behavior_Bullet>().bounced = true; bullet.GetComponent <Rigidbody>().AddForce((Vector3)playModel.shieldDirection * gameModel.s_Guns_BulletSpeed * 2.8f, ForceMode.Impulse); } } } }
public void EventHandler(SCG_Event e) { Event_PlayerShieldBlock psb = e as Event_PlayerShieldBlock; if (psb != null) { if (heatModel.active_Shield) { heatModel.heat_Shield += gameModel.f_Shield_ActiveBlockPenalty; } } Event_Restart restart = e as Event_Restart; Event_Respawn respawn = e as Event_Respawn; if (restart != null || respawn != null) { heatModel.heat_Guns = 0; heatModel.heat_Lance = 0; heatModel.heat_Rockets = 0; heatModel.heat_Shield = 0; heatModel.heat_Thrusters = 0; } }
public void EventHandler(SCG_Event e) { Event_BonusPoints bp = e as Event_BonusPoints; if (bp != null) { sadModel.score += bp.score; return; } Event_PlayerBulletHit bh = e as Event_PlayerBulletHit; if (bh != null) { sadModel.score += 7; return; } Event_PlayerShieldBlock sb = e as Event_PlayerShieldBlock; if (sb != null) { sadModel.score += 12; return; } Event_EnemyDeath ed = e as Event_EnemyDeath; if (ed != null) { sadModel.score += 100; return; } Event_PlayerRocketHit rh = e as Event_PlayerRocketHit; if (rh != null) { sadModel.score += 21; return; } Event_LanceHit sh = e as Event_LanceHit; if (sh != null) { sadModel.score += 3; } Event_LevelClear lc = e as Event_LevelClear; if (lc != null) { sadModel.lastScore = sadModel.endScore; sadModel.endScore = sadModel.score; } Event_Restart r = e as Event_Restart; if (r != null) { sadModel.lastScore = 0; sadModel.endScore = 0; sadModel.score = 0; sadModel.difficulty = 0; sadModel.level = 1; } }