Example #1
0
    // Update is called once per frame
    void Update()
    {
        age += Time.deltaTime;         //update the age

        if (armTime <= 0.0f && !isActive)
        {
            Debug.Log("armTime is 0 or less!");
            isActive = true;
            Debug.Log("trap armed!");
        }
        //traps don't move so no changes in its position after placement
        //they need to count down to become active
        if (armTime > 0.0f)            //if it's still counting down
        {
            armTime -= Time.deltaTime; //update arming countdown time
            Debug.Log("armTime = " + armTime);
            if (armTime <= 0.0f)       //if it's done counting down, activate the trap
            {
                isActive = true;
                Debug.Log("trap armed!");
            }
        }
        if (firingDupes)
        {
            if (duplicateTimer.TimeElapsedSecs() > duplicateDelay)
            {
                if (duplicatedTimes < duplicate)
                {
                    FireEffect();
                    duplicateTimer.Restart();
                    duplicatedTimes++;
                    if (duplicatedTimes >= duplicate)
                    {
                        usesLeft--;
                        if (usesLeft <= 0)
                        {
                            Debug.Log("dupe trap expended");
                            Destroy(this.gameObject);
                        }
                        firingDupes     = false;
                        duplicatedTimes = 0;
                    }
                }
                else
                {
                    Debug.Log("trap duplicate power shouldn't reach here");
                }
            }
        }
        if (attraction != 0.0f)
        {
            List <Enemy> inRange = Dial.GetAllEnemiesInZone(zone);
            foreach (Enemy e in inRange)
            {
                Vector2  attractionVector = rt.anchoredPosition - e.GetComponent <RectTransform>().anchoredPosition;
                Vector2  direction        = attractionVector.normalized;
                float    distFromTrap     = attractionVector.magnitude;
                Steering s            = e.GetComponent <Steering>();
                float    strength     = s.maxAccel * 0.99f;               //baseline maximum
                float    percentOfMax = attraction / TEMP_MAX_ATTRACTION; //use attraction number to get how close to the max attraction you're at
                strength *= percentOfMax;                                 //multiply to get acceleration
                Vector2 adjusted = direction * strength;                  //then apply that to the direction vector
                s.ExternalForceUpdate(this, adjusted);                    //and tell the AI to be pulled that way
            }
        }
    }