Example #1
0
 //Collision mgmt
 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.collider.CompareTag("Meat"))
     {
         Debug.Log("DINO COLLISION!!!!");
         MeatMovement dm     = collision.gameObject.GetComponent <MeatMovement>();
         int          points = dm.GetValue(); //use this to update corresponding score in scoremanager
         score.AddPoints(playerid, points);   //update score in score manager
         Destroy(collision.gameObject);
     }
 }
Example #2
0
    //spawns meat; call in update
    void Spawn()
    {
        //if this is not active, skip spawning
        if (!active)
        {
            return;
        }

        //update spawn timer
        spawntimer -= Time.deltaTime;

        //if timer <= 0 reset timer
        if (spawntimer <= 0)
        {
            //if the max number of meats hasn't been reached, spawn meat
            if (numspawned < maxnum)
            {
                if (debug)
                {
                    Debug.Log(TAG + ": spawning meat");
                }

                GameObject spawnee = Instantiate(meatfab);
                spawnee.transform.position = new Vector2(Random.Range(minx, maxx), spawny);
                MeatMovement mm = spawnee.GetComponent <MeatMovement>();

                int index = Random.Range(0, spawnarray.Count - 1);
                if (debug)
                {
                    Debug.Log(TAG + ": spawning meat #" + index + ". Name = " + meatlist.list[spawnarray[index]]);
                }

                mm.SetMeatData(meatlist.list[spawnarray[index]]);
                mm.spawner = this; //not best practice to directly access this field, but whatever. This gives the MeatMovement script a reference to this script, so that the MeatMovement script will subtract 1 from this script's meat counter upon the meat's destruction.
                mm.SetScoreManager(mgmt.GetComponent <ScoreManager>());
                numspawned++;
            }
            spawntimer = Random.Range(mintime, maxtime);
        }
    }