/* * void CmdExit() * { * RpcShutDown(); * } * * * * void RpcShutDown() * { * Application.Quit(); * } */ // public void idle_mode(){ // // Vector2 myVel = myBody.velocity; // myVel.x = Random.Range (-30.0f, 30.0f); // myVel.y = Random.Range (-10.0f, 18.0f); // myBody.velocity = myVel*0.1f; // } // // [ServerCallback] // void OnTriggerEnter2D(Collider2D other) { // if (other.gameObject.CompareTag ("Submarine")) { // Debug.Log ("Submarine detected"); // myBody.transform.position = Vector2.MoveTowards (myBody.transform.position, other.gameObject.transform.position, attack_speed); // // } else if (other.gameObject.CompareTag ("Missile")) { // Debug.Log ("Dodging Missile"); // myBody.transform.position = Vector2.MoveTowards (myBody.transform.position, -other.gameObject.transform.position, evade_speed); // } // } // void OnDestroy(){ // Radar.RemoveRadarObject (this.gameObject); // } // void OnCollisionEnter2D(Collision2D col) { GameObject hit = col.gameObject; //health.DecreaseHealth (); if (hit.GetComponent <SubmarineHealthSingle>() != null) { SubmarineHealthSingle health = hit.GetComponent <SubmarineHealthSingle>(); if (health.currentHealth > 0f) { Debug.Log("EnemyController - Decreasing player health"); health.DecreaseHealth(); //health.currentHealth -= 10f; // Blobs should not die upon contact with player, can only be killed by missles... //EnemyBlobHealth enemyHealth = gameObject.GetComponent<EnemyBlobHealth> (); //enemyHealth.DecreaseHealth (hit.tag); } } /* * else if (health != null && health.currentHealth <= 0f) { * Debug.Log ("Changing to End Panel"); * * Scene current = this.gameObject.scene; * Debug.Log (current); * GameObject[] scenes = current.GetRootGameObjects (); * foreach (GameObject root in scenes) { * Debug.Log (root); * if (root.GetComponent<RectTransform> () != null) { * * Debug.Log ("found End"); * GameObject endScene = GameObject.FindGameObjectWithTag ("End"); * for (int i = 0; i < endScene.transform.childCount; i++) { * endScene.transform.GetChild (i).gameObject.SetActive (true); * } * //Debug.Log(endScene); * Debug.Log ("Finish enabling"); * } else if (root.GetComponent<NetworkManager> () != null) { * root.GetComponent<NetworkManager> ().StopHost (); * * } * //NetworkServer.Reset(); * } * //NetworkServer.Stop * //NetworkServer.Shutdown(); * //NetworkServer.DisconnectAll(); * NetworkServer.Reset (); * //NetworkHost host = gameObject.GetComponent<NetworkHost>(); * //NetworkManager man = host.GetComponent<Network * //man.StopHost(); * //CmdExit(); * * } */ else { } }
void OnTriggerEnter2D(Collider2D col) { GameObject hit = col.gameObject; if (hit.GetComponent <SubmarineHealthSingle>() != null) { SubmarineHealthSingle health = hit.GetComponent <SubmarineHealthSingle>(); if (health.currentHealth < 100f) { health.currentHealth = 100f; health.SetHealthBar(health.currentHealth); } Destroy(this.gameObject); } }