private void OnMouseDown() { if (status.Equals("Active")) { Debug.Log("KlikitiKlik"); waiting.SetActive(true); switch (currentCard.cardName) { case "Freeze": { FreezeScript scriptSettings = activated.transform.parent.gameObject.AddComponent <FreezeScript>(); scriptSettings.time = currentCard.time; break; } case "Wall": { WallScript scriptSettings = activated.transform.parent.gameObject.AddComponent <WallScript>(); scriptSettings.time = currentCard.time; break; } } activated.SetActive(false); status = "Waiting"; } }
void Start() { if (transform.parent != null) { freeze = transform.parent.gameObject.GetComponent <FreezeScript>(); } shootCooldown = 0f; if (AI_shoot == true) { portion = 360 / AI_n; } }
void OnTriggerEnter2D(Collider2D otherCollider) { // Is this a shot? ShotScript shot = otherCollider.gameObject.GetComponent <ShotScript>(); if (shot != null) { // Avoid friendly fire if (shot.isEnemyShot != isEnemy) { if (!reflect) { Damage(shot.damage, shot.isSpreading); if (shot.isFreezing) { freeze = GetComponent <FreezeScript> (); if (freeze != null) { freeze.gotShot = true; } } // Destroy the shot Destroy(shot.gameObject); // Remember to always target the game object, otherwise you will just remove the script } else { shotReflected = true; shot.isEnemyShot = !shot.isEnemyShot; shot.damage = 2 * shot.damage; MoveScript move = otherCollider.gameObject.GetComponent <MoveScript>(); SpriteRenderer sprite = otherCollider.gameObject.GetComponent <SpriteRenderer> (); sprite.color = new Color(0.8f, 0.8f, 1, 1); move.direction.x = -move.direction.x; move.direction.y = -move.direction.y; } } } // Is it the Fire Shield? FireShieldScript shield = otherCollider.gameObject.GetComponent <FireShieldScript>(); if ((shield != null) && (isEnemy)) { Damage(3, false); shield.hit = true; } }