Example #1
0
    IEnumerator Timer()
    {
        yield return(new WaitForSeconds(Random.Range(3f, 4f)));

        this.gameObject.transform.Find("dynamite_v02").Find("light").GetComponent <Light> ().intensity = 0;
        blow = false;
        //do explosion
        MyExplosionPhysicsForce physics = explosion.GetComponent <MyExplosionPhysicsForce>();

        physics.dealDamage     = true;
        physics.explosionForce = 3000;
        physics.whoFired       = whoFired;
        Instantiate(explosion, this.transform.position, Quaternion.identity);
        Destroy(this.gameObject);
    }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        this.transform.Rotate(0, 1 * Time.deltaTime * rotSpeed, 0);

        if (activate)
        {
            float dist = (Time.time - startTime) * moveSpeed;
            this.transform.position = Vector3.Lerp(startPos, endPos, dist / len);
            if (this.gameObject.transform.position == endPos)
            {
                activate = false;
                Loop();
            }
        }

        if (loop)
        {
            this.transform.RotateAround(endPos, new Vector3(1, 0, 0), 200f * Time.deltaTime);
            StartCoroutine(ShootRocket());
        }

        if (attack)
        {
            endPos = target.transform.position;
            float dist = (Time.time - startTime) * (moveSpeed + 5f);
            this.transform.position = Vector3.Lerp(startPos, endPos, dist / len);

            transform.LookAt(endPos);
            this.transform.Rotate(90, 0, 0);

            if (this.gameObject.transform.position == endPos)
            {
                attack = false;
                MyExplosionPhysicsForce physics = Explosion.GetComponent <MyExplosionPhysicsForce>();
                physics.dealDamage     = false;
                physics.whoFired       = whoFired;
                physics.explosionForce = 1500;

                Instantiate(Explosion, this.transform.position, Quaternion.identity);
                Destroy(this.gameObject);
                PlayerHealth ph = target.GetComponent <PlayerHealth> ();
                ph.TakeDamage(damage);
                ph.lastAttacker = whoFired;
            }
        }
    }
    public void playerDead(GameObject go)
    {
        Vector3 pos = go.transform.position;

        playersInScene.Remove(go);
        go.GetComponent <CarInteractionManager> ().ResetWeapons();
        go.SetActive(false);
        GameObject o = Instantiate(Resources.Load("Transmission", typeof(GameObject))) as GameObject;

        o.transform.position = pos;
        MyExplosionPhysicsForce expl = explosion.GetComponent <MyExplosionPhysicsForce>();

        expl.dealDamage     = false;
        expl.explosionForce = 1500;
        Instantiate(explosion, go.transform.position, Quaternion.identity);
        StartCoroutine(RespawnTimer(go));
    }