// Update is called once per frame void Update() { if (allowSpawning) { timeSinceLastSpawn += Time.deltaTime; //If we are over spawn time then spawn an object if (timeSinceLastSpawn >= nextSpawnTime) { SpawnObject(); ResetSpawnTimers(); //Play spawn Sound if (spawnAudioSource && spawnSound) { spawnAudioSource.PlaySFX(spawnSound); } if (increaseScore) { //Increase Game Score when we spawn a new object ScoreKeeper.CurrentScore++; } } } }
// Update is called once per frame void Update() { if (shootingEnabled) { //Check for shot touch if (TouchInput.TouchIsValid(TouchDefines.shotTouchID)) { //If there has been enough time since the last shot then create a new bullet if (shotTimer < 0) { //Spawn bullets at all of the bullet spawn points for (int i = 0; i < bulletSpawns.Length; i++) { //Create Bullet, set it's postion and direction ShipBullet createdBullet = Instantiate(bulletPrefab).GetComponent <ShipBullet>(); createdBullet.transform.position = transform.TransformPoint(bulletSpawns[i]); createdBullet.transform.rotation = gameObject.transform.rotation; createdBullet.BulletCreator = gameObject; } //Play Shooting Sound if (shootingAudioSource && shootingSound) { shootingAudioSource.PlaySFX(shootingSound); } //Reset Shot Timer shotTimer = shotSpacing; } } //Decrease shot time shotTimer -= Time.deltaTime; } }
private void Start() { //Play Lose Sound when the player fails if (loseAudioSource && loseSound) { loseAudioSource.PlaySFX(loseSound); } }
private void Start() { //Update UI Elements UpdateLatestScoreText(); //Play Audio loseAudioSource.PlaySFX(loseSound); }
private void Start() { //Play Lose Sound when the player fails if (audioSource && sound) { audioSource.PlaySFX(sound); } }
private void Start() { //Update UI Elements UpdateLatestScoreText(); //Play Win Sound if (winAudioSource && winSound) { winAudioSource.PlaySFX(winSound); } }
private void Start() { //Update UI Elements UpdateLatestScoreText(); //Play Lose Sound when the player fails if (loseAudioSource && loseSound) { loseAudioSource.PlaySFX(loseSound); } }
/// <summary> /// Register the coin as picked up /// </summary> public void RegisterPickup() { //Play sound if (soundSource && pickupSound) { soundSource.PlaySFX(pickupSound); } //Hide and disable collisions pickupModel.SetActive(false); GetComponent <Collider>().enabled = false; //Destory object after sound has played Destroy(gameObject, pickupSound.length); }
/// <summary> /// Explode this wall in to sub cubes /// </summary> public void ExplodeWall() { if (wallColliders != null) { //Create cubes within each collider foreach (Collider collider in wallColliders) { //Get the colliders size Vector3 colliderSize = collider.bounds.size; //Work out the top left of the cube Vector3 cubeOrigin = transform.position - (colliderSize / 2); for (float x = 0; x < colliderSize.x; x += explosionCubeSize) { for (float y = 0; y < colliderSize.y; y += explosionCubeSize) { for (float z = 0; z < colliderSize.z; z += explosionCubeSize) { GameObject piece = CreateExplosionPiece(cubeOrigin + new Vector3(x, y, z), Vector3.one); piece.GetComponent <Rigidbody>().velocity = new Vector3(Random.Range(5, 20), 0, 0); //Set to have the same material as the wall piece.GetComponent <Renderer>().material = gameObject.GetComponent <Renderer>().material; } } } //Play Explosion Sound if (explosionSource && explosionSound) { explosionSource.PlaySFX(explosionSound); } //Destroy Collider and renderer GetComponent <Collider>().enabled = false; GetComponent <Renderer>().enabled = false; //Set to Destroy object after audio has played Destroy(gameObject, explosionSound.length); } } }