// Update is called once per frame
 void Update()
 {
     if (gameplayManagerScript.getMissionStatus() && unhit)
     {
         // distance stuff
         float currentDistance = distance(missileObject.transform.position, transform.position);
         if (currentDistance < lowestDistance)
         {
             lowestDistance = currentDistance;
         }
         if (!distThresh1_passed && currentDistance <= distThresh1)
         {
             distThresh1_passed = true;
             myAudioSource.clip = (AudioClip)Resources.Load("Audio/dingdong1");
             myAudioSource.Play();
             gameplayManagerScript.missile_fuel_change(Mathf.RoundToInt(gameplayManagerScript.getMissileMaxFuel() * 0.05f));
         }
         if (!distThresh2_passed && currentDistance <= distThresh2)
         {
             distThresh2_passed = true;
             myAudioSource.clip = (AudioClip)Resources.Load("Audio/dingdong2");
             myAudioSource.Play();
             gameplayManagerScript.missile_HP_change(Mathf.RoundToInt(gameplayManagerScript.getMissileMaxHP() * 0.05f));
         }
     }
 }
Example #2
0
 // Update is called once per frame
 void Update()
 {
     if (gameplayManagerScript.getMissionStatus() && unhit && myCollider.IsTouching(missileGameObject.GetComponent <Collider2D>()))        // hit missile
     {
         unhit = false;
         // myCollider.enabled=false;
         mySprRen.color = Color.clear;
         myAduioSource.Play();
         if (isHealthPickup || mySprRen.sprite.name.Equals("healthpickup1"))
         {
             gameplayManagerScript.missile_HP_change(Mathf.RoundToInt(gameplayManagerScript.getMissileMaxHP() * healthRestorePercent));
         }
         if (isFuelPickup || mySprRen.sprite.name.Equals("fuelpickup1"))
         {
             gameplayManagerScript.missile_fuel_change(gameplayManagerScript.getMissileMaxFuel() * fuelRestorePercent);
         }
     }
     if (!unhit)
     {
         Color currentColor = mySprRen.color;
         currentColor.a -= alphaDecreasePerSec * Time.deltaTime;
         mySprRen.color  = currentColor;
         Vector3 currentScale = transform.localScale;
         currentScale        += scaleIncreasePerSec * Vector3.one * Time.deltaTime;
         transform.localScale = currentScale;
         if (!myAduioSource.isPlaying)
         {
             Destroy(gameObject);
         }
     }
     if (!liveZoneCollider.OverlapPoint(transform.position))         // time to stop existing
     {
         Destroy(gameObject);
     }
 }