AddPoints() public method

public AddPoints ( int points ) : void
points int
return void
Example #1
0
    // If we get hit, do we die, or shrink down?
    void DownSize(Vector3 normalHit)
    {
        // Play sound
        GameObject  audioPlayerObject = Instantiate(settings.audioPlayerPrefab, transform.position, Quaternion.identity) as GameObject;
        AudioPlayer aPlayer           = audioPlayerObject.GetComponent <AudioPlayer> ();

        if (aPlayer)
        {
            aPlayer.aSource.clip = settings.asteroidShrink;
        }

        if (size <= 1)
        {
            scoreCtrl.AddPoints(settings.pointsPerSmallDestroyed);
            Kill();
            Destroy(gameObject);
        }
        else
        {
            if (size == 2)
            {
                scoreCtrl.AddPoints(settings.pointsPerMediumDestroyed);
            }
            else if (size == 3)
            {
                scoreCtrl.AddPoints(settings.pointsPerSmallDestroyed);
            }
            size--;
            GameObject smallerAsteroid = size == 1 ? settings.smallAsteroid : size == 2 ? settings.mediumAsteroid : settings.largeAsteroid;
            GameObject spawned;
            float      offset = smallerAsteroid.GetComponent <Collider2D> ().bounds.size.magnitude;
            for (int i = 0; i < settings.smallerAsteroidsSpawnedOnKill; i++)
            {
                Quaternion rot       = Quaternion.FromToRotation(Vector3.up, normalHit);
                Vector3    direction = rot * normalHit;             //Quaternion.AngleAxis( i == 0 ? 90f : -90f, normalHit) * normalHit;
                spawned = Instantiate(smallerAsteroid, transform.position + (2 * offset * (i == 0 ? direction : -direction)), Quaternion.identity) as GameObject;
                tilingCtrl.TileAnObject(spawned);
                spawned.GetComponent <Rigidbody2D> ().AddForce(settings.asteroidSpawnForce * (i == 0 ? direction : -direction));
            }
            Kill();

            // Shouldn't be necessary, this object should be destroyed in the Kill() function before it gets here.
            // Just for my own sanity
            Destroy(gameObject);
        }
    }
Example #2
0
    private void OnTriggerEnter(Collider col)
    {
        // Debug.Log("Hit it!!");
        if (col.tag == "Player")
        {
            if (type == Type.Coin)
            {
                audioMngr.CoinsPlay();
                GetComponent <ParticleSystem>().Play();

                scoreControl.AddPoints(PointsWorth);
            }


            renderers[1].enabled = false;
            gameObject.SetActive(false);
        }
    }