void FireMissle() { GameObject clone; clone = Instantiate(PrefabBullet, turretLoc.transform.position, turretLoc.transform.rotation) as GameObject; clone.GetComponent <JudgeProjectiles> ().FireProjectile(GameObject.Find("Cannon").transform, GameObject.Find("GameHandler").GetComponent <RunwayHandler>().timerBuff, ProjectileType.Missle, true); SoundEffectsPlayer.PlayAudio(SoundEffects.TankFire); clone.transform.localScale = new Vector3(5, 5, 5); }
//Calls the buff shield quick time event IEnumerator CallBuff() { GameObject clone; clone = Instantiate(PrefabBullet, GameObject.Find("Cannon").transform.position, GameObject.Find("Cannon").transform.rotation) as GameObject; clone.GetComponent <JudgeProjectiles> ().FireProjectile(playerObj.transform, timerBuff / 1.3f, ProjectileType.Bomb, true); SoundEffectsPlayer.PlayAudio(SoundEffects.TurretFire); yield return(uiBuff.GetComponent <QuickBuff>().StartCoroutine("StartTimer", timerBuff)); limitBuff--; nbrTotal++; yield return(null); }
private void Awake() { // Shitty singleton baby Instance = this; m_source = GetComponent <AudioSource>(); // Initialize soundDict m_soundDict = new Dictionary <string, AudioClip>(); foreach (SoundClip sc in m_initalClips) { m_soundDict.Add(sc.m_name, sc.m_audioClip); } }
private void Awake() { if (Instance) { Destroy(gameObject); return; } // Shitty singleton baby Instance = this; m_source = GetComponent <AudioSource>(); // Initialize soundDict m_audioDict = new Dictionary <string, AudioGroup>(); foreach (AudioGroup sc in m_initalClips) { m_audioDict.Add(sc.m_name, sc); } }
private void Awake() { Instance = this; }
//Determines which quick pattern event to call depending on the lane of the player's tank IEnumerator CallSwipe() { int swipeObj; if (playerObj.transform.position.x >= 3) //Player is in the right lane, call only swipe left events { for (int i = 0; i < 2; i++) { allSwipes[i] = uiSwipeL[swipeMin + i]; } swipeObj = Random.Range(0, 2); CalcMovement(1); } else if (playerObj.transform.position.x <= -3) //Player is in the left lane, call only swipe right events { for (int i = 0; i < 2; i++) { allSwipes[i] = uiSwipeR[swipeMin + i]; } swipeObj = Random.Range(0, 2); CalcMovement(2); } else //Player is in the center lane, call all swipe events { for (int i = 0; i < 2; i++) { allSwipes[i] = uiSwipeL[swipeMin + i]; allSwipes[i + 2] = uiSwipeR[swipeMin + i]; } swipeObj = Random.Range(0, allSwipes.Length); CalcMovement(swipeObj); } GameObject clone; clone = Instantiate(PrefabBullet, GameObject.Find("Cannon").transform.position, GameObject.Find("Cannon").transform.rotation) as GameObject; clone.GetComponent <JudgeProjectiles> ().FireProjectile(playerObj.transform, timerBuff / 1.3f, ProjectileType.Missle, false); SoundEffectsPlayer.PlayAudio(SoundEffects.TurretFire); yield return(allSwipes[swipeObj].GetComponent <QuickSwipe>().StartCoroutine("StartQuickSwipeEvent", timerSwipe)); //If player won last swipe event if (swipeWin) { //increase the range for higher difficulty events swipeMin += swipeMin < uiSwipeL.Length - 2 ? 1 : 0; swipeMax += swipeMax < uiSwipeL.Length - 1 ? 1 : 0; //decrease time window for the win condition swpBonus += swpIncr; } //If pplayer lost last swipe event if (!swipeWin && !swipeTie) { //decrease the range for lower difficulty events swipeMax -= swipeMin != 0 ? 1 : 0; swipeMin -= swipeMin >= 1 ? 1 : 0; //increase time window for the win condition swpBonus -= swpBonus < .5 ? swpIncr : 0; } limitSwipe--; nbrTotal++; //Debug.Log("executed to quick swipe"); yield return(null); }