Example #1
0
    // Use this for initialization
    void Start()
    {
        bulletDelay = 0;
        outOfAmmoText.gameObject.SetActive(false);
        myPowerUp  = new Stack <PowerUpGun>();
        controller = GetComponent <TankController>();
        score      = GetComponent <TankScore>();
        ammoFill   = GameObject.Find(ImageName).GetComponent <Image>();
        //Assign who this is
        switch (controller.playerNum)
        {
        case 1:
            playerNum = Statics.Player.one;
            break;

        case 2:
            playerNum = Statics.Player.two;
            break;

        case 3:
            playerNum = Statics.Player.three;
            break;

        case 4:
            playerNum = Statics.Player.four;
            break;
        }
    }
Example #2
0
    // Use this for initialization
    void Start()
    {
        shootSound = GetComponent <AudioSource>();
        score      = GetComponent <TankScore>();
        bulletPool = Statics.gunPool;

        controller     = GetComponent <TankController>();
        reloadingTimer = 0;

        switch (controller.playerNum)
        {
        case 1:
            playerNum = Statics.Player.one;
            break;

        case 2:
            playerNum = Statics.Player.two;
            break;

        case 3:
            playerNum = Statics.Player.three;
            break;

        case 4:
            playerNum = Statics.Player.four;
            break;
        }
    }
Example #3
0
    public override void shoot(TankScore score, Statics.Player playerNum, Transform spawnTrans)
    {
        currentSpecialAmmo--;


        //Bullet Spawning
        var mine = PowerUpPool.GetObject();

        mine.SetActive(true);
        mine.transform.position = spawnTrans.transform.position;
        mine.transform.up       = spawnTrans.transform.up;

        var mineProperties = mine.GetComponent <TankMine>();

        mineProperties.score     = score;
        mineProperties.playerNum = playerNum;
    }
Example #4
0
 // Update is called once per frame
 void Update()
 {
     Collider2D[] guysOnHill = Physics2D.OverlapCircleAll(transform.position, 2);
     numOnHill = 0;
     foreach (var guy in guysOnHill)
     {
         var isItTank = guy.GetComponentInParent <TankScore>();
         if (isItTank != null)
         {
             numOnHill++;
             guyInHill = isItTank;
         }
     }
     if (numOnHill == 1)
     {
         guyInHill.updateScore();
     }
 }
Example #5
0
    public override void shoot(TankScore score, Statics.Player playerNum, Transform spawnTrans)
    {
        currentSpecialAmmo--;

        var grenade = PowerUpPool.GetObject();

        grenade.SetActive(true);
        grenade.transform.position = spawnTrans.transform.position;
        grenade.transform.up       = spawnTrans.transform.up;
        Vector2 vel = grenade.transform.up * grenadeSpeed;

        grenade.GetComponent <Rigidbody2D>().velocity = vel;

        TankGrenade grenadeProperties = grenade.GetComponent <TankGrenade>();

        grenadeProperties.startPos  = spawnTrans.position;
        grenadeProperties.playerNum = playerNum;
        grenadeProperties.score     = score;
    }
Example #6
0
    public override void shoot(TankScore score, Statics.Player playerNum, Transform spawnTrans)
    {
        currentSpecialAmmo--;


        //Bullet Spawning
        var bullet = PowerUpPool.GetObject();

        bullet.SetActive(true);
        bullet.transform.position = spawnTrans.transform.position;
        bullet.transform.up       = spawnTrans.transform.up;
        Vector2 vel = bullet.transform.up * bulletSpeed;

        bullet.GetComponent <Rigidbody2D>().velocity = vel;

        //Score and Owner
        TankBullet bulletProperties = bullet.GetComponent <TankBullet>();

        bulletProperties.frontalDamage = frontDamage;
        bulletProperties.normalDamage  = normalDamage;
        bulletProperties.playerNum     = playerNum;
        bulletProperties.score         = score;
    }
Example #7
0
 public virtual void shoot(TankScore score, Statics.Player playerNum, Transform spawnTrans)
 {
 }