public void CheckCollisionLoop(PlayerExplosion explosion)
    {
        enemyMissiles = EnemyMissilePool.Instance.ObjectList;

        for (int i = 0; i < enemyMissiles.Count; i++)
        {
            EnemyMissile missile = enemyMissiles[i];

            if (CheckCollision(explosion.gameObject, missile.gameObject, 1.0f))
            {
                missile.ExplodeAndReturnToPool();
            }
        }
    }
Example #2
0
    void ParticleLimits()
    {
        ParticleSystem[]            PartExpl  = new ParticleSystem[EnemyExplosions.Length - 1];
        ParticleSystem[]            PartExpl2 = new ParticleSystem[EnemyExplosions.Length - 1];
        ParticleSystem[]            PartExpl3 = new ParticleSystem[8];
        ParticleSystem.MainModule[] MainExpl  = new ParticleSystem.MainModule[EnemyExplosions.Length - 1];
        ParticleSystem.MainModule[] MainExpl2 = new ParticleSystem.MainModule[EnemyExplosions.Length - 1];
        ParticleSystem.MainModule[] MainExpl3 = new ParticleSystem.MainModule[8];     //0Player;1Missile;2RaygunA;3RaygunB;5Asteroid;4EnemyMissile
        for (int i = 1; i < PartExpl.Length + 1; i++)
        {
            PartExpl[i - 1]  = EnemyExplosions[i].GetComponent <ParticleSystem>();
            PartExpl2[i - 1] = EnemyExplosions[i].transform.GetChild(0).GetComponent <ParticleSystem>();
        }
        for (int i = 0; i < MainExpl.Length; i++)
        {
            MainExpl[i]  = PartExpl[i].main;
            MainExpl2[i] = PartExpl2[i].main;
        }

        PartExpl3[0] = PlayerExplosion.GetComponent <ParticleSystem>();
        PartExpl3[1] = MissileExplosion.GetComponent <ParticleSystem>();
        PartExpl3[2] = Players1Script.RaygunPrefab.transform.GetChild(0).GetComponent <ParticleSystem>();
        PartExpl3[3] = Players1Script.RaygunPrefab.transform.GetChild(0).transform.GetChild(0).GetComponent <ParticleSystem>();
        PartExpl3[4] = EnemyMissileExplosion.GetComponent <ParticleSystem>();
        PartExpl3[5] = EnemyExplosions[0].GetComponent <ParticleSystem>();
        PartExpl3[6] = Players2Script.RaygunPrefab.transform.GetChild(0).GetComponent <ParticleSystem>();
        PartExpl3[7] = Players2Script.RaygunPrefab.transform.GetChild(0).transform.GetChild(0).GetComponent <ParticleSystem>();

        MainExpl3[0] = PartExpl3[0].main;
        MainExpl3[1] = PartExpl3[1].main;
        MainExpl3[2] = PartExpl3[2].main;
        MainExpl3[3] = PartExpl3[3].main;
        MainExpl3[4] = PartExpl3[4].main;
        MainExpl3[5] = PartExpl3[5].main;
        MainExpl3[6] = PartExpl3[6].main;
        MainExpl3[7] = PartExpl3[7].main;

        switch (GlobalSettings.GraphicsQuality)
        {
        case 0:
            for (int i = 0; i < PartExpl.Length; i++)
            {
                MainExpl[i].maxParticles  = 400;
                MainExpl2[i].maxParticles = 40;
            }
            for (int i = 0; i < 4; i++)
            {
                MainExpl3[i].maxParticles = 400;
            }
            MainExpl3[4].maxParticles = 40;
            MainExpl3[5].maxParticles = 40;
            MainExpl3[6].maxParticles = 400;
            MainExpl3[7].maxParticles = 40;
            break;

        case 1:
            for (int i = 0; i < PartExpl.Length; i++)
            {
                MainExpl[i].maxParticles  = 100;
                MainExpl2[i].maxParticles = 15;
            }
            for (int i = 0; i < 5; i++)
            {
                MainExpl3[i].maxParticles = 100;
            }
            MainExpl3[5].maxParticles = 10;
            MainExpl3[6].maxParticles = 100;
            MainExpl3[7].maxParticles = 10;
            break;

        case 2:
            for (int i = 0; i < MainExpl.Length; i++)
            {
                MainExpl[i].maxParticles  = 10;
                MainExpl2[i].maxParticles = 1;
            }
            for (int i = 0; i < 5; i++)
            {
                MainExpl3[i].maxParticles = 30;
            }
            MainExpl3[5].maxParticles = 5;
            MainExpl3[6].maxParticles = 30;
            MainExpl3[7].maxParticles = 5;
            break;
        }
    }