Example #1
0
    public new void die()
    {
        base.die();
        GameObject.Find("MultiplierManager").GetComponent <MultiplierManager>().hitColoredBuilding(color);


        Transform prefab;
        float     spawnX, spawnY;
        float     spawnX2, spawnY2;

        if (Random.value > .5)
        {
            prefab  = greenPeoplePrefab;
            spawnX  = transform.position.x + greenPeopleOffset.x;
            spawnY  = transform.position.y + greenPeopleOffset.y;
            spawnX2 = transform.position.x + greenPeopleOffset.x;
            spawnY2 = transform.position.y - greenPeopleOffset.y;
        }
        else
        {
            prefab  = purplePeoplePrefab;
            spawnX  = transform.position.x + purplePeopleOffset.x;
            spawnY  = transform.position.y + purplePeopleOffset.y;
            spawnX2 = transform.position.x + purplePeopleOffset.x;
            spawnY2 = transform.position.y - purplePeopleOffset.y;
        }

        TransformFactory.make2dTransform(prefab, new Vector2(spawnX, spawnY), transform);
        Transform t2 = TransformFactory.make2dTransform(prefab, new Vector2(spawnX2, spawnY2), transform);

        t2.position = new Vector3(t2.position.x, t2.position.y, t2.position.z - .1f);
        t2.Rotate(new Vector3(0, 180, 180));


        // up sass count for end screen
        ScorePasser sp = GameObject.Find("ScorePasser").GetComponent <ScorePasser>();

        switch (color)
        {
        case Colors.Blue:
            sp.upOneBlue();
            break;

        case Colors.Red:
            sp.upOneRed();
            break;

        case Colors.Orange:
            sp.upOneOrange();
            break;

        case Colors.Green:
            sp.upOneGreen();
            break;
        }
    }
Example #2
0
    void showSpeedupWarn()
    {
        if (warned)
        {
            return;
        }

        Vector2 v = new Vector2(transform.position.x, speedupWarnLabel.position.y);

        warnLabel      = TransformFactory.make2dTransform(speedupWarnLabel, v, GameObject.Find("GUI").transform);
        hungryCooldown = speedupWarnTime;
        warned         = true;
    }
Example #3
0
    void spawn()
    {
        Transform prefab;

        if (Random.value > .5)
        {
            prefab = carPrefab;
        }
        else
        {
            prefab = carPrefab2;
        }

        TransformFactory.make2dTransform(prefab, new Vector2(spawnX, spawnY), transform);
    }
Example #4
0
    public void die()
    {
        GetComponent <Animator> ().SetBool("isDead", true);
        GetComponent <BoxCollider2D> ().enabled = false;
        GameObject.Find("Score").GetComponent <Score> ().givePoints(deathPoints, deathSeconds);

        int isLeft = transform.rotation.y == 1 ? 1 : -1;

        // seconds text
        Transform t = TransformFactory.make2dTransform(popupTextPrefab, new Vector2(transform.position.x, transform.position.y), transform);

        t.position = new Vector3(t.position.x - .5f, t.position.y + 1f, t.position.z - 5f);
        if (t.rotation.y == 1)
        {
            t.Rotate(new Vector3(0, 180, 0));
        }
        t.GetComponent <TextMesh> ().text             = "+" + deathSeconds + "sass";
        t.GetComponent <ScrollingCombatText> ().speed = new Vector2(isLeft * -.2f, 1f);

        // seconds text
        Transform t2 = TransformFactory.make2dTransform(popupTextPrefab, new Vector2(transform.position.x, transform.position.y), transform);

        t2.position = new Vector3(t2.position.x + .5f, t2.position.y - 1f, t2.position.z - 5f);
        if (t2.rotation.y == 1)
        {
            t2.Rotate(new Vector3(0, 180, 0));
        }
        t2.GetComponent <TextMesh> ().text             = "+" + deathPoints + "pts";
        t2.GetComponent <ScrollingCombatText> ().speed = new Vector2(isLeft * -.2f, 1f);

        AudioSource hitSound = GetComponent <AudioSource> ();

        if (hitSound != null)
        {
            hitSound.Play();
        }
    }
Example #5
0
    private void spawn()
    {
        float x = RandomN.getRandomFloatByRange(-spawnXRange, spawnXRange);

        TransformFactory.make2dTransform(spawneePrefab, new Vector2(x, spawnY), transform);
    }
    private float spawn(bool isLeft)
    {
        float x             = (isLeft ? -1 : 1) * spawnXRange - fromMiddleOffset;
        float yOffset       = 0;
        float extraWaitTime = .0f;

        Transform buildingPrefab = null;
        int       whichBuilding  = Random.Range(0, 9);

        switch (whichBuilding)
        {
        case 0:
            buildingPrefab = bluePrefab;
            break;

        case 1:
            buildingPrefab = greenPrefab;
            break;

        case 2:
            buildingPrefab = redPrefab;
            break;

        case 3:
            buildingPrefab = orangePrefab;
            break;

        case 4:
            buildingPrefab = safeGroup3Prefab;
            x            += (isLeft ? -1 : 1) * group1XOffset;
            yOffset       = 1;
            extraWaitTime = .5f;
            break;

        case 5:
            buildingPrefab = safeGroup1Prefab;
            x            += (isLeft ? -1 : 1) * group1XOffset;
            yOffset       = 1;
            extraWaitTime = .5f;
            break;

        case 6:
            buildingPrefab = safeGroup4Prefab;
            x            += (isLeft ? -1 : 1) * group2XOffset;
            yOffset       = 1;
            extraWaitTime = .5f;
            break;

        case 7:
            buildingPrefab = safeGroup2Prefab;
            x            += (isLeft ? -1 : 1) * group2XOffset;
            yOffset       = 1;
            extraWaitTime = .5f;
            break;

        case 8:
            Colors currentColor = GameObject.Find("MultiplierManager").GetComponent <MultiplierManager>().getColorNeeded();
            buildingPrefab = colorPrefabs[currentColor];
            break;
        }


        Transform t = TransformFactory.make2dTransform(buildingPrefab, new Vector2(x, spawnY - yOffset), transform);

        if (!isLeft)
        {
            t.Rotate(new Vector3(0, 180, 0));
            lastRightSpawned = t;
        }
        else
        {
            lastLeftSpawned = t;
        }

        return(extraWaitTime);
    }