Example #1
0
 void OnTriggerExit2D(Collider2D other)
 {
     //	If the projectile leaves the Collider2D boundary...
     if (other.GetComponent <Rigidbody2D>() == projectile)
     {
         //	... call the Reset() function
         ProjectileControl pj = FindObjectOfType <ProjectileControl>();
         pj.Reset();
     }
 }
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag == "Projectile_Asam" || collision.tag == "Projectile_Basa" || collision.tag == "Projectile_Netral")
     {
         PlayExplosion();
         Destroy(this.gameObject);
         if (this.gameObject.tag == "Balon_Asam")
         {
             ScoreController2 sc = FindObjectOfType <ScoreController2>();
             sc.addScore(10);
         }
         else if (this.gameObject.tag == "Balon_Basa")
         {
             ScoreController2 sc = FindObjectOfType <ScoreController2>();
             sc.addScore(10);
         }
         else if (this.gameObject.tag == "Balon_Netral")
         {
             ScoreController2 sc = FindObjectOfType <ScoreController2>();
             sc.addScore(10);
         }
         else
         {
             ScoreController2 sc = FindObjectOfType <ScoreController2>();
             sc.minScore(10);
         }
     }
     if (collision.tag == "Projectile_Asam")
     {
         ProjectileControl pj = FindObjectOfType <ProjectileControl>();
         pj.Activate_ASAM(false);
         pj.Reset();
         //PauseGame();
     }
     if (collision.tag == "Projectile_Basa")
     {
         ProjectileControl pj = FindObjectOfType <ProjectileControl>();
         pj.Activate_ASAM(false);
         pj.Reset();
         //PauseGame();
     }
     if (collision.tag == "Projectile_Netral")
     {
         ProjectileControl pj = FindObjectOfType <ProjectileControl>();
         pj.Activate_ASAM(false);
         pj.Reset();
         // PauseGame();
     }
 }
Example #3
0
    void Update()
    {
        //	If we hold down the "R" key...
        if (Input.GetKeyDown(KeyCode.R))
        {
            //	... call the Reset() function
            ProjectileControl pj = FindObjectOfType <ProjectileControl>();
            pj.Reset();
        }

        //	If the spring had been destroyed (indicating we have launched the projectile) and our projectile's velocity is below the threshold...
        if (spring == null && projectile.velocity.sqrMagnitude < resetSpeedSqr)
        {
            //	... call the Reset() function
            ProjectileControl pj = FindObjectOfType <ProjectileControl>();
            pj.Reset();
        }
    }
    // Update is called once per frame
    void Update()
    {
        ProjectileControl pj = FindObjectOfType <ProjectileControl>();

        pj.Reset();
    }