// Update is called once per frame void Update() { camLeft = Camera.main.ScreenToWorldPoint(new Vector3(0.0f, 0.0f, 100.0f)); camRight = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, 0.0f, 100.0f)); camTop = Camera.main.ScreenToWorldPoint(new Vector3(0.0f, Screen.height, 100.0f)); camBot = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, 100.0f)); fAttackSpeed -= Time.deltaTime; if (!bOnScreen && transform.position.z + 7.5f < camTop.z) { bOnScreen = true; phase1.SetActive(true); } if (isFlashing) { flashTimer -= Time.deltaTime; if (flashTimer <= 0.0f) { flashTimer = 0.05f; isFlashing = false; GetComponent <Renderer>().material = materials[0]; } } if (GameGod.playerPos.z > transform.position.z && fAttackSpeed <= 0.0f) { Vector3 toPlayer = GameGod.playerPos; toPlayer -= transform.position; toPlayer.Normalize(); toPlayer *= 50.0f; fAttackSpeed = 0.25f; SpawnBullet(toPlayer); } // TODO: Remove this testing code. if (Input.GetKey(KeyCode.T)) { nPhase = 2; nCurrentHealth = (int)(nMaxHealth * .66f); phase3.SetActive(false); phase2.SetActive(true); phase1.SetActive(false); } if (Input.GetKey(KeyCode.U)) { nPhase = 3; nCurrentHealth = (int)(nMaxHealth * .33f); phase1.SetActive(false); phase2.SetActive(false); phase3.SetActive(true); } }